Sorry this took so long I had to put together submissions all by myself... on my phone ;_;.
Mega Hitmonlee
Fighting --> Fighting
Limber/ Reckless/ Unburden --> Lead Foot (does exactly what you think it does)
50/120/53/35/110/87------>50/150(+30)/68(+15)/35/130(+20)/122(+35)
New Moves: None
This thing is a pure fighting-type to the core. Anything other than that just seems redankulous, it's literally the Bruce Lee turned into a Pokemon, and unfortunately "asian" is not a type selection. So fighting is here to stay.
Hitmonchan gets Iron Fist, Hitmonlee gets jack shit. He has unburden which is fantastic, but when you can't lose your item, well... not so much anymore. The kick version of Iron Fist fits so, so well that while everybody is doing it, there's a reason for that: it's the best choice.
Again, I worked my Stat Magic on it. Proportionate raise in stats, with a little more bumped up in speed to somwhat compensate for the lack of Unburden.
I didn't go crazy with the Atk Stat because, with this ability, High Jump Kick hits like a cement truck to the dick, only in your face and it's not a truck, it's a foot at the end of a slinky attached to a chicken leg with eyes.
Callin this bitch Lead Foot since Steel Toe is less cool and "lead foot" is typically associated with goin' fast
and you know what they say
Hitmonlee
Type: Fighting -> Fighting
Ability: Limber/Reckless/Unburden -> Steel Toe (Hitmonlee's kick-based moves do 1.2x damage. The moves affected are: Blaze Kick, Double Kick, Hi Jump Kick, Jump Kick, Low Kick, Mega Kick, Rolling Kick, and Triple Kick)
Stats: 50/120/53/35/110/87 -> 50/160 (+40)/63 (+10)/55 (+20)/110/117 (+30)
New Moves: Triple Kick
Hitmonlee is meant to be hitmonchan's counterpart right? Well, this mega further expands upon that, with an ability that does the same thing as his used-to-be-signature ability that boosts kicking instead of punching. This makes hi jump miss a great move, being at 234 base power after stab. His stat spread is to make him a great sweeper that can be revenge killed by pretty much anything faster than it. I mostly gave it triple kick for flavor and because it is boosted by it's ability.
Hitmonlee
Typing: Fighting -> Fighting
Abilities: Limber / Reckless / Unburden -> Moxie
50/120/53/35/110/87 -> 50/130/73/55/130/117 [+10 Atk, +20 Def, +20 Sp.Def, +20 Sp.Atk +30 Spd]
New Moves:
Hitmonlee evolves from the Attack-Biased Tyrouges out there, and as such, I made Mega Hitmonlee go to the Gym and focus on it's attack. Kinda. Thing is, like all good fighters, Mega Hitmonlee needs to get warmed up. Hence, Moxie. Mega Hitmonlee is significantly faster, but it dosen't actually hit much harder. In fact, it generally hits for less due to loss of Reckless.
However, the additional speed paired with Moxie makes Hitmonlee a very dangerous pokemon once it gets kicking. Base 130 Atk with STAB Hi Jump Kick is still brutal, and Hitmonlee's greatest issue before was it's speed.
This is actually the first Mega I've decided to put dump stats into, due to the potential of Moxie. I don't want to pump it's speed or attack too high, and Hitmonlee should remain rather frail.
Looking forward to Hitmonchan.
Fighting -----> Fighting
Limber/Reckless/Unburden -----> Acrobatism (37.5% chance that its Kicking Moves will hit 2 times and 12.5% chance that it will hit 3 times. Recharge for 1 turn after using a Kicking Move.)
50/120/53/35/110/87 (455) -----> 50/145/63/45/130/112 (555)
+ Stomp, + Low Kick, + Triple Kick
I had the idea of submitting a Kicking Moves version of Iron Fist, but it seems like someone has already done that. So I made an Ability which is basically a psuedo-Parental Bond, but involves a contingency where the user has to Recharge after using a Kicking Move (Flavour from Dex entries). Triple Kick in conjunction with Acrobatism will essentially hit a maximum of 9 times (Effectively 180 Base Power). High Jump Kick can hit a maximum of 3 times, with a destructive Base Power of 390. But all this power is offset by the fact that if a Kicking Move is used, the user cannot switch out and has to Recharge the next turn (Which can be utilized to effectively Burn it or switch into something that can Revenge Kill it).
Here are Hitmonlee's Damage against two of the most Defensive walls in OU:
Hitmonlee-Mega's Damage Calculations (close)
252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Filter Mega Aggron: 397-469 (115.4 - 136.3%) -- guaranteed OHKO
252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 442-522 (105.2 - 124.2%) -- guaranteed OHKO
Hitmonlee
Typing: Fighting -----> Fighting
Abilities: Limber / Reckless / Unburden ------> Reckless
50/120/53/35/110/87 -----> 50/145/73/65/120/102
New Moves: Double Edge
Did anyone ever notice that Hitmonlee's entire body looks like a foot? Well now you do.
Anyways, I didn't do anything drastic with Hitmonlee regarding typing, ability, or movepool. Sure I could have given it Iron Foot or something, and I'm sure that some other submissions will. Instead, I decided to improve on what Hitmonlee already could do, by improving its capabilities as a powerful wallbreaker.
I saw no reason for a type change, since pure Fighting fits it perfectly well. Reckless fits with its flavor and movepool, though I gave it Double Edge to give it another recoil move besides High Jump Kick. I didn't want to give it too much coverage with recoil moves, as it needs to be countered bysomething (and conveniently, in fact, it is--but more on that later).
Speed got a boost to help Hitmonlee hit foes before it takes damage; while it's Special Defense is respectable, its combination of poor HP and Defense means that taking a physical hit essentially means a KO for it. Each of its defenses gets a small boost, in addition to its Special Attack, so that not all of the points remaining go to Attack. Speaking of its Attack, Mega Hitmonlee is on par with Mega Banette when it comes to raw offensive power; what it lacks in utility it makes up for in speed and strength. Reckless High Jump Kick and Double Edge coming off of that Attack stat will absolutely wreck most Pokemon that don't resist it.
Most, of course, however, doesn't include Ghost-types. They are immune to both High Jump Kick and Double Edge; in fact, switching a Ghost-type in on a Mega Hitmonlee using High Jump Kick will cause Mega Hitmonlee to take some serious recoil damage. This makes Ghost-types the hands down best counter to Mega Hitmonlee, though that doesn't at all mean that they are the only ones. Skarmory and Gliscor, two of OU's most famous physical walls, can both take out Mega Hitmonlee by capitalizing on its lower physical defense. Hitmonlee also lacks recovery, meaning that the recoil damage that it accumulates with Reckless will stay, and eventually even take it out. The poor Defense means that priority and anything that can outspeed it and hit with a moderately strong physical move will likely be able to take it out; most priority moves are physical, and most teams already carry priority around in some form or another.
Despite these shortcomings, Mega Hitmonlee shouldn't be scoffed at, as it can completely demolish unprepared teams. Though recoil and a lack of recovery will wear it down even before it takes a hit, its raw power makes this a fair exchange; low physical defense is offset by decent special defense, and increased speed makes up for the minor buffs to defense. All in all, Mega Hitmonlee should certainly be considered when building a team that needs a quick boost in raw power.
EDIT: Whoops, totally forgot about Knock Off. Yeah this would have been a big problem.
Fighting > Fighting/Fire
Limber/Reckless/Unburden > Steel Toe (gives a 20% boost to all kicking moves)
50/120/53/35/110/87 > 50/180/60/35/120/110 (+60 Atk/7 Def/10 SpD/23 Spe)
New moves: Fire Punch, Flare Blitz
First off: its typing. Mega-Hitmonlee is now able to contract and stretch its legs so fast that the friction from the air is setting its feet on fire, which obviously isn't a good thing, unless you're part Fire. The Atk boost is simply because it's all about offense, thus it gets a +60 boost like Mega-Heracross. It gets +7 Def to even out its defense at 60, and +10 SpD to pad its already high SpD a bit more. The final boost was +23 Speed, allowing it to hit 110 Spe. This is significant for Mega-Hitmonlee, as it now allows it to wreak havoc on a large amount of OU with Steel Toe boosted Hi Jump Kick and Blaze Kick (or Flare Blitz, if you're feeling suicidal). However, its defense is still pathetic, allowing Mega-Pinsir and Talonflame to easily revenge it, and Lati@s to kill it with Psyshock (although they take a huge amount of damage from Sucker Punch)
252 Atk Hitmonlee Sucker Punch vs. 4 HP / 0 Def Latios: 270-318 (89.4 - 105.2%) -- 37.5% chance to OHKO
252 Atk Hitmonlee Sucker Punch vs. 4 HP / 0 Def Latias: 244-288 (80.7 - 95.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Hitmonlee Sucker Punch vs. 252 HP / 0 Def Latios: 270-318 (74.1 - 87.3%) -- guaranteed 2HKO
252 Atk Hitmonlee Sucker Punch vs. 252 HP / 0 Def Latias: 244-288 (67 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Latios Psyshock vs. 4 HP / 0 Def Hitmonlee: 326-386 (134.7 - 159.5%) -- guaranteed OHKO
0 SpA Latias Psyshock vs. 4 HP / 0 Def Hitmonlee: 284-336 (117.3 - 138.8%) -- guaranteed OHKO
Hitmonlee @ Hitmonlite
Type: Fighting -> Fighting
Abilities: Limber / Reckless / Unburden -> Reckless
New Moves: -
50/120/53/35/110/87 (455) -> 50/150/73/35/130/107 (555)
..........................................--/+30/+20/---/+20/+20
Description: This is a simple one, I just took Hitmonlee and buffed its stats. I originally had 160 and 117 base attack and speed but when I did calcs it turned out to be too much for any wall to handle, so I reduced it to 150 and 107 attack and speed, which ensures its easily revenge killed and walls can handle him a bit.
Mega-Cloyster
Type - Water/Ghost
Ability - Iron Barbs
Stats - 50/135/165/110/60/105
New moves - Aqua Jet, Shadow Sneak
Concept
Risen from the depths one too many times, veteran Cloysters have fought in the open far more than was wise. Out of the water, battling Cloysters have slowly starved of oxygen and have since become revenant spirits of battle. Its shell is now permanently open; filled with ethereal energy it now charges its foe with great bouts of speed.
Play style
While younger Cloysters favour pummeling their foes into the dirt, Mega-Cloyster prefers quick, clean kills. Moving rapidly Cloyster dispatches its foes its foes before they have a chance to react. Shell Smash makes Cloyster hit that much harder; Pokemon which draw their power from their their speed will find themselves completely outmatched, being swept aside as their mediocre defences cave under Cloyster's blistering assault.
Despite Mega-Cloysters reliance upon moves with lower power, its natural attack combined with relieving itself of its shell allow it to claim large portions of health, even from defensive Pokemon. As a final vengeance, the sharpened surface of Cloyster's shell finishes of those Pokemon stout enough to withstand its attacks.
How to eat an oyster
Mega-Cloyster hits hard and hits fast, but relying on low powered priority moves. Its low special defences leave it vulnerable to Pokemon which have an abundance of both special attack and physical defence.
There is also the issue of cloyster's Mega-Evolving. While in its standard form, its slower speed is an asset, allowing it to use Shell Smash after weathering its oppositions assault. After initially entering the field, re-entrance becomes an issue. As Mega-Cloyster's high speed serves to only hinder it; Shell Smashing becomes a risky affair when you're guaranteed to take a hit.
Mega Cloyster - Cloystonite
Typing: Water / Ice --------> Water / Steel
Stats: 50 / 95 / 180 / 85 / 45 / 70 --------> 50 / 115 / 200 / 115 / 95 / 50
Abilities: Shell Armor / Skill Link / Overcoat --------> Iron Barbs
New Moves: Flash Cannon, Gyro Ball, Heavy Slam
Height: 4'11", Weight: 567.8
#first
(will include more asap)
Cloyster
Typing: Water / Ice -----> Water / Steel
Abilities: Shell Armor / Skill Link / Overcoat ------> Bulletproof
50/95/180/85/45/70 -----> 60/125/220/85/75/70
New Moves: Calm Mind, Iron Head, Heavy Slam
Does anyone know why Cloyster is an Ice-type? Seriously, read it's Pokedex entries. Nowhere in the Pokedex does it say something like "It's body can reach temperatures of -200° F" or other generic Ice-type info, nor does it even mention anything along the lines of "It lives in frigid northern waters on the rocky seafloor." Nothing of the sort. This is what it does say, however:
"For protection, it uses its harder-than-diamonds shell. It also shoots spikes from the shell."
-Yellow Pokedex
"Its shell is so hard, it can even withstand a bomb. No one has ever seen what is inside its shell."
-Stadium/FR Pokedex
Cloyster's shell can withstand bombs and missiles. Bulletproof prevents bomb- and bullet-based moves. It's a perfect fit, really. Mainly Cloyster values Bulletproof because it makes it immune to Aura Sphere and Focus Blast, the two most common special Fighting-type moves. This means that most super-effective Fighting moves will have to attack its monstrous Defense--not an easy task. Its ground weakness stays mostly intact (Mud Bomb immunity doesn't count, really), as does its Electric weakness. Energy Ball, Bullet Seed, and Shadow Ball immunities are all nice bonuses, but it's mainly the Aura Sphere and Focus Blast immunities that it values. Remember, Cloyster learns Toxic Spikes and Spikes, so its hardiness makes it a worthy option for a hazard setter as well.
Now, if you notice, I didn't touch Cloyster's Special Defense much. This is because Bulletproof, a solid defensive typing, and a massive Defense stat are in my opinion more than enough to make it viable. I boosted it to a less-abysmal number just so it wouldn't be complete trash on the special side defensively (it's a Mega, after all). What this mainly does is discourage the use of Shell Smash; sure, the extra Defense means that you can still take hits well on the physical side even with the stat-lowering, but the low Special Defense and HP mean that a single Shell Smash will likely mean that Cloyster will fall to even neutral attacks; remember, Cloysterite means Cloyster can't hold a White Herb, and so anything with priority or higher Speed can take advantage of its lowered defenses and take it out. In terms of the other boosts, Cloyster has the same Defense stat as Aggron, so I raised it to roughly the same level as Mega Aggron (10 less, because Cloyster is already solid defensively). The Attack boost is because Cloyster loses STAB on Icicle Spear AND Skill Link, meaning that it will be outputting less damage than normal (most of its other moves can't match the base power of 5x-hitting STAB Icicle Spear). Iron Head gives it a physical Steel STAB to use, while Heavy Slam provides another, more variable, option. Finally, Calm Mind is an option should Mega Cloyster want to patch up it's Special Defense. Cloyster's Special Attack is dwarfed by its Attack, so the Special Attack boost doesn't mean much to it. However, it does have a use for the Special Defense boost; I gave it Calm Mind instead of, say, Amnesia, because I felt that boosting Cloyster's Special Defense shouldn't be a common way of playing it. By giving it a move that only boosted the stat by one stage instead of two, it remained an option, but not an outstanding one. Cloyster also lacks reliable recovery. This makes it vulnerable to status (particularly burn). This is fine by me, since Bulletproof and amazing Defense make it relatively hard to take down already.
Mega Cloyster seeks to be defensive rather than offensive, a niche Cloyster hasn't seen much use in since Gen IV. A monstrous Defense stat is offset by a lack of recovery and mediocre Special Defense, the latter of which also discourages the use of Shell Smash. A new Steel-typing grants Cloyster a plethora of new resistances, in exchange for losing STAB on Ice-type moves like Icicle Spear. Finally, Bulletproof grants it immunities to key moves like Aura Sphere and Focus Blast, but also removes its niche as an abuser of powerful multihit moves in conjunction with Skill Link. Mega Cloyster plays very differently from standard Cloyster, in a role similar to the pre-Shell Smash, Skill Link era. It is better able to use the hazard moves it already has access to with its improved defenses, and becomes a reliable wall thanks to its typing and its ability. I had fun with Mega Cloyster; I never viewed it much as a defensive Pokemon, but after writing this up I've realized how good of a wall it could actually be.
Water/Ice > Water/Steel
Shell Armor/Skill Link/Overcoat > Filter
50/95/180/85/45/70 > 50/105/230/95/85/60 (+10 Atk/50 Def/10 SpA/40 SpD, -10 Spe)
New moves: Iron Head, Rock Slide, Heavy Slam
Weight: 292.1 lbs > 1309.3 lbs (steel shell added a lot of weight)
I decided to go for the more defensive route on Cloyster by replacing the Ice typing with a Steel typing, and giving it Filter, similar to Mega-Aggron. It gets the same massive Defense stat as Mega Aggron, slightly higher SpD, and slightly higher speed, as well as better mixed offenses. It did lose a little speed, as adding a really heavy steel shell will do that, but it can still remain effective with Shell Smash, although it loses the ability to run White Herb. It does lose the Grass resist that Mega-Aggron has, but unlike Mega-Aggron, it's only neutral to Fire, and it resists Water.
The new moves are fairly self-explanatory, Iron Head is to give it a new, reliable Steel stab, Rock Slide is to sort of replace Rock Blast, since it no longer has Skill Link, and Heavy Slam is a stab move to take advantage of its massive weight. The new Steel typing allows it to become a pretty good counter to Azumarill, Talonflame, and other threats:
calcs (close)
Azumarill:
252+ Atk Huge Power Azumarill Superpower vs. 252 HP / 0 Def Filter Cloyster: 114-135 (37.5 - 44.4%) -- guaranteed 3HKO
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 0 Def Cloyster: 42-51 (13.8 - 16.7%) -- possible 6HKO
252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Cloyster: 38-45 (12.5 - 14.8%) -- possible 7HKO
252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Cloyster: 19-23 (6.2 - 7.5%) -- possibly the worst move ever
In return:
252+ Atk Cloyster Heavy Slam (100 BP) vs. 252 HP / 0 Def Azumarill: 186-220 (46 - 54.4%) -- 55.9% chance to 2HKO (it would actually have 120 BP vs Azumarill, but you can't modify weight in the calcs, and I'm too lazy to figure it out manually)
Talonflame:
252 Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Cloyster: 102-121 (33.5 - 39.8%) -- guaranteed 3HKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Cloyster: 112-133 (36.8 - 43.7%) -- guaranteed 3HKO
In return:
252+ Atk Cloyster Razor Shell vs. 4 HP / 0 Def Talonflame: 306-362 (102.6 - 121.4%) -- guaranteed OHKO
That's all I feel like doing for calcs atm, but you get the gist of it.
However, it also has the same problems as Mega-Aggron, mainly lack of recovery. While it is very good at taking hits, the only recovery outside of Rest is Aqua Ring, which forces it to take up a moveslot. So that's my version of Mega-Cloyster.
Mega-Cloyster
Type ---> Water / Ice
Ability ---> Bulletproof
Stats ---> 50 / 105 / 230 / 65 / 115 / 50
New Moves ---> Spiky Shield, Knock Off
Concept
First off, I wanted a defensive take on Cloyster. Megas which do the same as their regular form, except better, are incredibly boring, and Cloyster certainly has the physical bulk and movepool (both Spikes and Rapid Spin) to make a defensive utility set worthwhile. Though a Water/Steel retyping was tempting, Steel-typed physical walls are common enough, and I preferred the flavour of maintaining its Water/Ice typing. If nothing else, it would make a fun case study for whether a successful defensive Ice type is possible in this meta.
The stats were pretty simple - I wanted its Mega to be seen to be withdrawing and further fortifying its shell, thus boosting defenses and lowering offenses and speed. 230 defense looks like overkill, but it gives Cloyster equal physical defensive capability with the likes of Rhyperior; which I consider to be the minimum possible, given the SR weakness. The considerable special defense boost makes sense from both a flavour (it doesn't make sense that that shell should only block physical attacks) and a competitive standpoint.
For the ability, I considered Filter, which like Bulletproof helps competitively whilst emphasising its armor, but in the end I settled on Bulletproof. The main reasoning was that, as a Spinner, Bulletproof helps immeasurably in getting past Aegislash and Gengar, without requiring excessive special defense investment. Bulletproof makes Cloyster impervious to anything Gengar can do outside of LO/Specs Sludge Wave or Will-o-wisp, while the best the standard mixed Lefties Aegislash can manage is a 5HKO with Sacred Sword.
As for the two movepool additions...while I didn't want to give Cloyster recovery options, as they don't fit conceptually and would probably overpower it, I thought Protect + Lefties would be sufficient to help recover hazard damage, similar to SpDef Heatran. Spiky Shield fits perfectly flavour-wise and gives it some extra utility. Knock Off gives it a decent general purpose attack, most significantly hitting Aegislash and Gengar.
Overall, M-Cloyster is incredibly hard to kill quickly, making it a reliable Spiker and Rapid Spinner.
Example Set
M-Cloyster @ Leftovers
Bulletproof, Impish Nature
252 HP / 252 Def / 4 SDef
- Rapid Spin
- Spikes / Toxic
- Knock Off
- Icicle Crash / Spiky Shield
I'd imagine this would be the primary set. With Bulletproof and Knock Off it can, at worst, cripple every spinblocker at zero personal risk, especially if used alongside a Cleric. Rapid Spin and Knock Off are essential, since spinning is its main niche. For the other two slots, there are two main ways to go; Toxic + Spiky Shield, or Spikes + Icicle Crash. The first option allows Cloyster to act as more of a catch-all check to physical threats, as well as providing greater longevity, whereas the second option specialises in killing the likes of Dragonite, Garchomp and Lando-T, as well as providing utility with Spikes.
In terms of EV's, there are two main ways to go, and they're both pretty simple: 252 HP / 252 Def Impish, or 252 HP / 252 SDef Careful. The physically defensive spread is the primary option, as it provides Cloyster with its main defensive niche; but the specially defensive spread is superior in providing Spinning or Spiking opportunities. It's almost impossible to OHKO, surviving both LO Thundurus' Thunderbolt and LO Terrakion's Close Combat. Overall, the physically defensive spread is probably preferable for defensive teams, whereas the special spread is better for more offensive teams.
Cloyster
Typing: Water / Ice -> Water / Ice
Abilities: Shell Armor / Skill Link / Overcoat -> Technician
50/95/180/85/45/70 -> 50/135/210/125/95/40 [+40 Atk, 40 Sp.Atk, +30 Def, +20 Sp.Def -30 Spd]
New Moves:
I think Cloyster currently has a good niche. Unlike many people, I'm not one who thinks Ice-typing is a bane that must be removed from all Mega Evolutions. Cloyster's Ice typing is awesome, because Ice is a great offensive type, and Cloyster's offenses are great.
When you think of Cloyster, you think of two things: Shell Smash and Multi-Hit attacks. Mega Cloyster keeps this theme, but with a twist.
Mega Cloyster against regular Cloyster is about Risk vs Reward. Mega Cloyster trades out it's usual abilities for Technician, and gains a large boost in both offenses [Enabling it to run special or mixed sets, unlike regular Cloyster]. However, this power comes at a steep price. Mega Cloyster, due to running a Mega Stone, cannot run White Herb to remove the defense loss incurred by using Shell Smash. In addition, Cloyster loses speed in it's Mega form, meaning it is outpaced even after a Shell Smash by fast pokemon like Jolteon, and many Scarfers. It also still suffers from having only Base 50 HP, as well as a mediocre Base 95 Sp.Def, meaning if Mega Cloyster fails to KO a special attacker, there is a very real chance it will suffer a OHKO in return.
Note: Base 40 Speed puts +Speed 252 Cloyster at 392 after a Shell Smash, just below + Speed Jolteon [394]. This was done on purpose to make Jolteon able to revenge kill this Mega Cloyster.
Note 2: Technician's base power compared to Skill Link:
Skill Link - 25 * 5 = 125
Technician 2 Hit - 37.5 * 2 = 75
Technician 3 Hit - 112.5
Technician 4 Hit - 150
Technician 5 Hit - 187.5
Technician 3 Hit is lower in base power, but the increase in attack makes it comparable to Skill Link [Although significantly worse against Subs]. Technician 2 Hit is worse, but this is the Risk vs Reward concept. Technician also works with Icicle Shard, but this leaves Cloyster with coverage issues if it chooses to run both along with Shell Smash.
Water/Ice -----> Water/Steel
Shell Armor/Skill Link/Overcoat -----> Filter
50/95/180/85/45/70 (525) -----> 50/125/230/105/65/50 (625)
+ Bullet Punch, + Iron Head, + Aqua Jet
Megas usually capitalize on the strongest Stat. Likewise, Mega Cloyster gets a huge buff to its Defense. While it gains only a meagre amount on Attack, it still has access to Shell Smash. So I decided to de-buff its Speed to make it even. The new dual priorities are as per the flavour of it dex entries. Mega Cloyster essentially becomes a great Spikes setter and Spinner, one that's capable of taking out many Defoggers with its albeit-not-STAB Ice-type moves.
Here are some Calcs against prominent OU Pokémon to prove its defensive capabilities:
Cloyster-Mega Damage Calculation (close)
0 Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Filter Cloyster: 87-103 (28.6 - 33.8%) -- 0.3% chance to 3HKO
252+ Atk Lucario Close Combat vs. 252 HP / 252+ Def Filter Cloyster: 112-132 (36.8 - 43.4%) -- guaranteed 3HKO
252+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 252+ Def Filter Cloyster: 126-148 (41.4 - 48.6%) -- guaranteed 3HKO
Cloyster
Water/Ice-->Water/Grass
Shell Armor/Skill Link/Overcoat-->Hydration
50/95/180/85/45/70---->50/125(+30)/205(+25)/100(+15)/85(+40)/60(-10)
+Leech Seed, Bullet Seed and Spiky Shield
So the concept revolves around the fact that its shell gets covered in algae and other kinds of sea moss things, spiky shield is there because it has spikes all over the body, bullet seed because grass stab and leech seed is normal to grass types I really have not much to say except it's tanky and fun fact it has the same special defense as in gen 1.
Cloyster (Cloysterite)
Type: Water/Ice -> Water/Steel
Abilities: Shell Armor, Skill Link (Overcoat) -> Sturdy
New Moves: Mirror Shot, Reflect, Stealth Rock
HP: 50 -> 50
Atk: 95 -> 110(+15)
Def: 180 -> 180
SpA: 85 -> 115(+30)
SpD: 45 -> 85(+40)
Spe: 70 -> 75(+5)
BST: 525 -> 625
Mega Cloyster takes a defensive route, being like a Deoxys-D with decent offenses.Sturdy allows it to set up hazards easier, but it is total set-up bait. Just look at this:
252+ Atk Aegislash-Blade Sacred Sword vs. 252 HP / 0+ Def Cloyster through Reflect: 66-78 (21.7 - 25.6%) -- 1% chance to 4HKO
Bulkeh.
Cloyster
Type: Water/Ice -> Water/Steel
Ability: Shell Armor/Skill Link/Overcoat -> Iron Barbs
Stats: 50/95/180/85/45/70 -> 50/95/190 (+10)/135 (+50)/75 (+30)/80 (+10)
New Moves: Earth Power, Flash Cannon, and Power Gem
I gave it a steel type because it says in the pokedex everywhere that it's shell is extremely hard, and where did the ice type come from anyways? I mean, seriously? The steel typing also gives it quite a few new resistances, though it's three weaknesses are extremely common attacking types. This also allows cloyster to counter most fairies. I went with Iron Barbs because he would now have, well, iron barbs on his shell. Gave him a huge special attack buff so that it could now be a good special sweeper. I also gave him earth power and power gym for coverage and flash cannon for stab. Pretty simple.
Electrode
Electric-->Electric/Dark
Soundproof/Static/Aftermath-->Darkate
60/50/70/80/80/140-->60/90(+40)/90(+20)/90(+10)/90(+10)/160(+20)
+Boomburst, Dark pulse and Flash cannon
I unlike most people always thought of mega Electrode as ultraball backwards instead of a masterball so I decided to give him a dark typing plus its smile creeps me off so much, I had the idea of buffing its attack to offset the great ability of Darkeate, even then it remains like deoxys 2.0 without the entry hazard but with a better offensive typing even if its boosting moves are nowhere to be found and special movepoll is also short, yeat it has darkeate boomburst which makes it a deadly powerhouse to deal with:
252+ SpA Electrode Boomburst vs. 252 HP / 252+ SpD Rotom-W: 174-205 (57.2 - 67.4%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Electrode Boomburst vs. 252 HP / 252+ SpD Deoxys-D: 260-308 (85.5 - 101.3%) -- 6.3% chance to OHKO
Strong, but:
252+ SpA Electrode Boomburst vs. 252 HP / 252+ SpD Shuckle: 99-117 (40.5 - 47.9%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Electrode Boomburst vs. 252 HP / 4 SpD Blissey: 195-231 (27.3 - 32.3%) -- 59.1% chance to 4HKO after Leftovers recovery
(195, 198, 199, 202, 205, 207, 210, 211, 214, 216, 219, 220, 223, 225, 228, 231)
See Boomburst while strong isn't gamebreaking plus he still has its other STAB, Thunderbolt, which isn't boosted at all plus no boosting moves
Electrode
Type: Electric -> Electric/Steel
Ability: Soundproof/Static/Aftermath -> Levitate
Stats: 60/50/70/80/80/140 -> 60/50/120 (+50)/105 (+25)/100 (+20)/145 (+5)
New Moves: Rapid Spin, Encor, and Energy Ball
This is a speedy support electrode. I gave it a steel typing because of it being a good defensive typing and mah flavor. I gave it levitate, because it is known do "drift on winds" and it also gives immunity to it's only x4 weakness. The stats are obvious, I gave it improved defenses so that it can tank some hits. I also gave it some improved special attack so that it wouldn't be a sitting duck if it was taunted, but I didn't give it much more speed because he really doesn't need any more. The new moves are to help it with it's role. He gets rapid spin, because, well, he is a round ball that can probably spin rapidly. It also helps with hazards, obviously. I gave it encor, because fast encors can be devastating especially if used on someone using a ground move. Energy ball was because of the coverage it gives. Electrode also pairs well with any belly drummers or shell smashers, because it pretty much allows them to set up for free.
Type: Electric
Stats: 60/50/70/80/80/140>>>60/110/70/110/80/150
Ability: Whatever its old abilities are>>>Pure Velocity(.33x the ability holder's Speed is added to both its offensive stats)
Movepool: +Fire Blast +Outrage +Autotomize
It would have made no sense to change his type.
His stats allow him to be mixed with his ability
His ability is one of the few ways to let his strengths make him a better pokemon
His new moves are flavorful and serve to give him coverage/boosting moves
Electrode
Typing: Electric -> Electric/Normal
Abilities: Soundproof / Static / Aftermath -> Reckless
60/50/70/80/80/140 -> 60/150/70/80/80/140 [+100 Atk]
New Moves: + Double-Edge
Oh come on, someone had to do this.
What is Voltorb and Electrode INFAMOUS for?
Here's a hint:
They explode.
They use Selfdestruct.
They use Explosion.
So let's not beat around the bush. Adding the Normal typing and bumping Electrode's attack to Base 150 gives Mega Electrode the single most powerful Explosion in the entire game. This allows one to use Mega Electrode to KO almost anything that is not a Rock, Steel or Ghost type, although at the cost of it's own life. That sweeper set up? Mega Electrode can stop it. Adding Double-Edge and Reckless gives Mega Electrode a way of fighting without blowing up, but it won't last long. Reckless suits Electrode well, since you must be pretty Reckless if your first reaction to most things is to blow yourself up.
Mega Electrode is high-yield face removal, and is the definition of a glass cannon. As it should be.
Also; design: Looks like an Ultra Ball. Shiny version is purple like a Master Ball.
Mega Electrode
Electric ----> Electric / Fire
Static / Soundproof / Aftermath ----> Competitive
60 / 50 / 70 / 80 / 80 / 140 (480) ----> 60 / 60 / 80 / 115 / 90 / 175 (580)
New Moves: Heat Wave
Electricity produces heat, and Electrode explodes, so I thought it'd be a fun idea to give an Electric-type a secondary Fire-typing, and Heat Wave was chosen over Flamethrower to fit the flavor further. Competitive isn't really there for flavor, but to absolutely punish Defog users and be a fatal threat to hyper offense teams. Electric/Fire coverage is great, and when backed by a potential Competitive boost, things will go boom, and I'm not talking about Electrode here (Oh lord, I'm so funny). I chose to significantly buff his speed because that's what he's all about, and being able to narrowly outspeed base 100s that are at +1 or have a scarf really aids in the cause.
Electrode
Typing: Electric -----> Electric
Abilities: Soundproof / Static / Aftermath ------> Generator (Sets Electric Terrain for five turns upon switch-in)
60/50/70/80/80/140 -----> 60/60/80/130/100/150
New Moves: Electric Terrain (alright this one was pretty obvious)
Alright, I was between Levitate (since Electrode is known for floating away in the wind when overcharged) and this, but since Eelektross already has the whole "no-weakness-Electric-with-Levitate" thing down pretty well, I went with the latter. The thing is named Electrode, which in real life is a part of the circuit that conducts electricity, so creating Electric Terrain isn't that much of a stretch. Generator is a better name for it, since generators, well, generate electricity. It goes with the Gardener ability Mega Florges has (Grassy Terrain), and the Enchanted ability I'm holding onto for Mega Sylveon (or Mismagius even if Etheriate doesn't work out, considering that enchantment is its whole schtick).
In terms of stat boosts, Electrode's stats all kind of suck besides Speed. I put 10 into Speed just to emphasize that this thing is fast, even when compared to other Megas. 30 total went into both defenses, just to bolster it a bit without making it bulky. I didn't want to put 60 into Special Attack, even if it might need it, so I went ahead and tossed 10 into Attack and instead raised its Special Attack to a respectable 130. Now, that doesn't sound like much for a Mega, especially one with such poor defenses, but that's where the ability comes in. Electric Terrain gives Electric attacks a 1.5x boost on grounded Pokemon (in addition to preventing sleep in grounded Pokemon, but that's besides the point). This gives Electrode an effective Special Attack of 195 when using Electric-type moves, before factoring in STAB. For reference, that's a point higher than Mega-Mewtwo Y. Sound broken yet? Well, not quite.
Well, for starters, a glance on the physical side shows that Mega Mawile with Pure Power has an effective Attack stat of 210. It also has better STAB and defenses, and also isn't limited by number of turns. Mega Electrode, on the other hand, can only use Electric-type moves if it wants to utilize the boost. This, unlike Steel-and Fairy-type moves, notably has a shortcoming in the fact that Ground is immune to Electric. Additionally, while Mega Mawile can run coverage moves like Sucker Punch and still get the boost, Electrode has no such luxury. Mawile also has far better defenses, while Electrode's poor bulk makes it very susceptible to priority. Unlike Defense, Special Defense has walls like Blissey and Mega Tyrannitar that can wall Mega Electrode for days. Finally, Electric Terrain lasts 5 turns; when it runs out, Electrode loses its 1.5x boost, and has to switch back in an out to reactivate it. With its frailty, it will have a lot of trouble puling that off. However, those are are able to will reap the rewards.
One thing Mega Electrode does have over Mega Mawile, however, is a much, much higher Speed. This enables it to utilize its powerful Thunderbolts without the need to resort to priority to hit faster foes. I know that the Ground immunity to Electric really hurts it, but no Electric-types other than Lanturn get a stronger Ice move than Hidden Power Ice, so I'm not about to break the trend with Electrode. HP-Ice or a neutral Signal Beam would be enough, I suppose.
With its blistering Speed and Electric Terrain, Electrode's Electric attacks are extremely powerful. Staying true to its design intentions, Mega Electrode attacks powerfully and quickly, like an explosion. However, its poor defense and Ground's immunity to Electric, as well as the limited number of turns for Electric Terrain, hamper its versatility and flexibility. Despite this, Mega Electrode can do the few things it does extremely well, and will likely find a spot on many teams because of this.
Electric > Electric
Static/Soundproof/Aftermath > Live Wire (automatically starts Electric Terrain effects upon switching in, for five turns)
60/50/70/80/80/140 > 60/50/100/110/110/150 (+30 Def/SpA/SpD/10 Spe)
New moves: Memento, Baton Pass, Reflect
Again, I'm going for a support role on Mega-Electrode, increasing its defenses, giving it access to dual screens, Memento, and Baton Pass to support its teammates. The ability is brand new, with the effects being based on Electric Terrain, and named after Electrode being infamously unstable. This gives it an interesting niche in allowing fellow Electric types to hit extremely hard with their own Electric moves, especially Thundurus. Between Dual Screens, and Memento, Mega-Electrode can easily give Thundurus a free turn to set up, then hit extremely hard with its Thunderbolts. Also, the increase to its special attack allows it to hit somewhat harder, especially with its ability taking place.
Electrode @ Electrite
Type: Electric -> Electric
Abilities: Soundproof / Static / Aftermath -> Electricate (This Pokemon's Normal moves become Electric-type and do 1.3x damage.)
New Moves: Hyper Voice (it already gets screech)
60/50/70/80/80/140 (480) -> 60/100/70/110/90/150 (580)
...................................... / --/+50/--/+20/+10/+10
Description: As I said I would.. Explosion is now a lot more viable on Electrode thanks to a buffed attack stat and Electricate. I also gave it Hyper Voice as a move to abuse the new ability with, since it already learns Screech which is another voice move, and it makes sense if it could learn both. 140 Speed is ridiculously fast, and 100/110 offenses aren't bad considering you have moves like Return, Explosion and Hyper Voice.. This is really the best I could do for Electrode, lol. Not much else I can do.
Marowak
Typing: Ground -----> Ground / Ghost
Abilities: Rock Head / Lightningrod / Battle Armor ------> Etheriate (Ghost-type Pixilate, check Mismagius and Girafarig)
60/80/110/50/80/45 -----> 60/130/110/60/100/65
New Moves: Shadow Claw, Destiny Bond, Shadow Ball
This Mega Marowak is inspired by the ghost Marowak found in the Pokemon Tower back in Lavender Town; hence it gains the Ghost typing upon Mega Evolution. This comes with some standard Ghost-type moves: Shadow Claw and Shadow Ball, with Destiny Bond for flavor reasons (I wanted to give it Grudge and Spite purely for flavor too, but the move limit made me choose). Considering that the Cubone line is closely associated with bones and death, a Ghost-type addition seems fitting even without the whole Pokemon Tower thing.
Etheriate is a strong ability, I know, but Marowak sorely needed a boost. A Marowak with Thick Club has an effective Attack of 160; A Mega Marowak with Marowakite will effectively have an Attack of 169 when using a Ghost-type move, and only 130 using any other move; it's not much stronger than standard Marowak is. In terms of physical Normal-type moves it can abuse Etheriate with, the only viable ones are Double-Edge and Return (Thrash, Giga Impact, and Skull Bash each have their own drawbacks that make them very difficult to use competitively; inability to switch moves and confusion, recharge turn, and charge turn, respectively). Double-Edge has some nasty recoil that Marowak won't be able to take well, given its lack of Recovery and low base HP. This only leaves Return as a usable move with Etheriate; but it is a strong one. Here are some damage calcs against OU's strongest physically defensive walls:
252+ Atk Marowak Return vs. 252 HP / 232+ Def Skarmory: 127-151 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Marowak Return vs. 252 HP / 184+ Def Gliscor: 144-169 (40.6 - 47.7%) -- guaranteed 3HKO after Stealth Rock and Poison Heal
Hurts a lot, doesn't it? Luckily, it's not at all unstoppable; far from it, in fact. Firstly, Marowak's massive 167 Attack stat only applies to Normal-type moves; any other physical attacks it uses will run off its more standard 130 Attack. This means Normal-types, like Blissey notably, can completely shrug off Mega-Marowak's strongest attacks. A combination of low speed and average (for a Mega) defenses, in tandem with lack of any non-Rest recovery whatsoever, means that it will be taking considerable damage often and will be unable to heal any of it off. Anything that can survive a hit can hit back for some serious damage. That being said, Marowak can demolish many threats in teams who are unprepared.
Mega Marowak may hit hard, but it in actuality only hits about as hard as Thick Club Marowak does normally, and even then this attack only applies to Normal-type moves. Though low speed and mediocre defenses may hold it back, Mega Marowak certainly will be a force to reckoned with in the metagame if used correctly.
Ground > Ground/Ghost
Lightningrod/Rock Head/Battle Armor > Battle Fury (every turn this Pokemon has its Atk raised by 50%)
60/80/110/50/80/45 > 60/120/130/50/90/75 (+40 Atk/20 Def/10 SpD/30 Spe)
New moves: Phantom Force, Shadow Sneak, Close Combat
It took me a while to figure out how to differentiate Mega-Marowak from normal Marowak. Marowak is defined by its signature item, Thick Club, which doubles its Attack without any drawbacks. The loss of that is enormous, and makes it really hard to come up with something that isn't outclassed by its regular form. To that end, I added the Ghost typing, which does give it more weaknesses, but also a couple resists, then I added its ability. The idea behind its typing and abilities is an enraged Marowak trying to protect its young to the point where it doesn't care if it lives or dies - it has abandoned its weapon to beat the shit out of you personally, hence the loss of the Thick Club.
With the ability decided, it was time to move on to its stats. Since it no longer has Thick Club doubling its Attack, it was alright to boost its base Atk. I also increased its defenses slightly, and gave it an important speed boost, allowing it to beat Bisharp and Tyranitar, to new threats due to its new Ghost typing, while still being slow enough for common Pokemon to outrun it and kill it. The new moves it gains are Phantom Force, which is its main Ghost stab, and is also a cute trick to get Battle Fury going. Shadow Sneak is a ghost type priority, but it helps prevent it from being revenged kill to easily, and finally Close Combat, for the reasons I explained above. It's largely superfluous, but it fits thematically.

Marowak @ Marowakite
Type: Ground -> Ground / Ghost (it makes sense. he has an ENTIRE backstory about the ghost of his mother, 'could happen to any other species' really isn't an excuse for it not to have a ghost typing)
Abilities: Rock Head / Lightningrod / Battle Armour -> Huge Power
New Moves: buff to Bonemerang: accuracy is 100%, Shadow Sneak, buff to Shadow Punch (also learns it), it now has base 80 power.
60/80/110/50/80/45 (425) -> 60/100/120/50/110/85 (525)
.........................................--/+20/+10/----/+30/+40
Description: Like many have said, Marowak should have Huge Power because of Thick Club. I followed in Mega Mawile's steps when making this, except I gave it a Ghost typing, new good STAB in Shadow Punch and a buff to Bonemerang's accuracy. This won't completely overshadow Mega Mawile because the latter still has a better typing and pretty much same defenses, but lower speed, and slightly higher attack.
Type: Ground>>>Ground/Fighting
Stats: 60/80/110/50/80/45>>>60/100/140/60/120/45
Ability: Whatever its old abilities are>>>Pure Power
Movepool: +Mach Punch +Drain Punch
I believe all of these things have been explained already
Edit: Pure Power is given because it is a fighting type.
Drian Punch for longevity
Mach Punch for priority
Mega-Marowak
Type - Ground/Fighting
Ability - Resenment: Each time this Pokemon receives damage its physical attack increase by 50% (1 stage). This Pokemon's attack can only be raised in this way once per turn.
Stats - 60/95/150/50/115/55
New moves - Sacred Sword, Ice Punch
Play style
Filled with anger, Mega-Marowak harbours an inner desire to destroy those which cause others pain. Upon entering the field Marowak is initially underwhelming, however, any Pokemon wishing Marowak harm will quickly find their foe overpowering them. Potentially more fearsome than directly attacking Marowak, poisoning or burning it will guarantee its constant power growth. This allows Marowak to become a premium wall/stall breakers; its impressive bulk allows it to take multiple uninvested attacks, while boosting its attack to the point in which defences no longer hold it back.
Mega-Marowak offers the opportunity to play mind games with your opposition. Setting field hazards allows Marowak a free boost upon entering the field or poisoning through which to boost its attack each turn. Your opposition must also be wary of casually using status inducing moves, or else risk the consistent boosts.
Mega-Marowak fights to defend the weak, raising its bone above its head to strike down those who would harm others, making it a hero among its fellow Pokemon. Gaining the fighting type offers Marowak a second solid STAB. Sacred Sword gives it a powerful attack, while not reducing its near-vital defences.
Hugs over hatred
Mega-Marowak's most obvious weakness is its initially average offensive stats, its only way to become powerful is to take damage. Therefore its foes will strive to bring Marowak down quickly, with powerful moves. To this end, Pokemon which have already set up can quickly sweep aside Marowak before it can accrue more than a couple boosts.
In order for Mega-Marowak to take advantage of an oppositions field hazards it must first Mega-Evolve, so on its initial entry it cannot receive a boost this way. Marowak's lack of recovery and low speed almost guarantee it being worn down over time, giving it less of an opportunity to gain attack power each time it comes in. To this end, Mega-Marowak is very dependent on Wish support, or can only be used as an attacker which stays in until it goes down.
Marowak (X)
Ground-->Ground/Steel
Rock Head/Lightning Rod/Battle Armor-->Huge Power
60/80/110/50/80/45-->60/100(+20)/130(+20)/60(+10)/90(+10)/85(+40)
+Earth Power, Shadow Claw and Shadow Ball
Marowak becames a faster stronger powerhouse, with access to good bulk, it may be op, it really looks like it, but I'm kind of bias towards this guy/girl, even so I tried to make him as balanced as possible while retaining him something Gamefreak would do, Steel typing is there because I can't stop thinking of him with a giant steel bone.Random calcs:
252 Atk Huge Power Marowak Iron Head vs. 252 HP / 252+ Def Shuckle: 168-200 (68.8 - 81.9%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Huge Power Marowak Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 254-300 (59.9 - 70.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 252+ Def Forretress: 156-186 (44 - 52.5%) -- guaranteed 3HKO after Leftovers recovery
Mega Marowak
Ground --> Ground/Dark
Rock Head/Lightning Rod/Battle Armor --> Huge Power
60/80/110/50/80/45 --> 60/105(+25)/135(+25)/65(+15)/105(+25)/55(+10)
New Moves: Sucker Punch, Payback, Pursuit
ALRIGHT LADIES AND GENTS,
There have been many creative submissions up to this point. And that's great, one should always look for creative ways of going about things.
However, one should not go about creativity with the sole mindset of "what can I make that's totally different just for the sake of being different?"
No. Sometimes, the simple, boring solution is the best one. And I think, in the case of Marowak, that this could not be more true.
Many people are submitting Ground/Ghost Marowaks. Now, the reason for this is, one Marowak in Gen I was killed by Team Rocket, and its spirit was disturbed. You had to fight the ghost Marowak to bring it peace. Or something.
Anyway, while this is a neat concept, that was one Marowak. Not an entire species. There is a backround event that happened involving one Marowak, and has nothing to do with the pokemon species as a whole.
Now, what the Dex descriptions DO say about the species, is that is a savage Pokemon. It uses bones as weapons. This seems much more characteristic of a Dark or Fighting type, no?
Fighting type is just as valid and has plenty of competitive reasoning as well as flavorful ones, but let me explain why I believe Dark is the better competitive option here:
Fighting and Ground have good coverage, but the combo is walled to hell by Gengar, which in this meta is something nobody wants. Dark, however, fixes this issue, as well as the Psychic weakness brought on by Fighting. Plus, I feel Dark fits a bit more as far as 'savagery' goes, but this is honestly just opinion-based.
Here are coverage calculations for Fighting/Ground (number of all pokemon hit for varying effectiveness):
3 - No Effect
104 - Not Very Effective
345 - Normal Effectiveness
322 - Super Effective
Not bad, good coverage, mostly. Let's look at Dark/Ground now:
0 - No Effect
18 - Not Very Effective
471 - Normal Effectiveness
285 - Super Effective
At first glance, the less SE coverage looks inferior, but what you DO see is the vastly superior Neutral Coverage. Plus, with the added Dark Typing, and my new movepool, the slow-but-mighty Marowak can now visciously abuse three new, deadly moves. He gains the strongest Sucker Punch in the game, and patches up his speed issue somewhat. What you ALSO get is a terrifyingly powerful Payback, which can take advantage of his low speed to demolish opponents. Gaining the ability to Pursuit Trap is also a godsend for dealing with the S-Tiered Aegislash, many Gengar variants, and the Lati twins.
Now, there is much debate over Marowak's ability.
Why?
Robbing him of Thick Club is the greatest sin you could commit against Marowak, as no matter what you do, you make him WORSE with most abilities, while others make rediculous, unnecessarily complicated abilities that would be difficult to code and make little to no sense flavorwise and competitively.
Parental Bond, the only other rational ability, is the signature ability of Mega Kangaskhan. In my book, we should leave signature abilities alone, as they are 'signature'for a reason
Huge Power is, truthfully, the best option flavorwise and competitively. All arguments saying otherwise are weak by comparison, and not good enough to justify having with the loss of Thick Club
The stat spread is crafted in such a way to make it as PROFESSIONALY done as possible, not creatively. With few exceptions, Game Freak buffs all of the Mega Evolutions stats in proportion to the existing stats.
For example, the SDef stat and Attack stats are still equal. The Defense stat is still higher than both of them. Speed and SAtk are also in the same boat, with SAtk still being a few points higher. As far as stat distribution goes, this is a fairly textbook example for the stat changes of Mega Evolutions.
While not the most creative Marowak, I believe it to be very solid on paper, truthful to the Dex descriptions, flavorful, and competitively excellent but not broken.
Creativity is welcomed. But creativity isn't everything.
==============================================================================
This section is for recommended sets and damage calculations to accompany them. Here's one to start us off:
All-Out Attacker
Marowak @ Marowite
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
-Sucker Punch
-Bonemerang
-(Coverage Move; ex. Facade, Double Edge, Stone Edge, Iron Head)
-Pursuit/Payback
Damage Calculations (close)
Offensive:
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Mega Mawile: 508-604 (167.1 - 198.6%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Aegislash-Shield: 436-516 (134.5 - 159.2%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Payback (100 BP) vs. 252 HP / 0 Def Aegislash-Shield: 434-512 (133.9 - 158%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Sucker Punch vs. 252 HP / 0 Def Aegislash-Shield: 348-410 (107.4 - 126.5%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Heatran: 1176-1392 (304.6 - 360.6%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Payback (100 BP) vs. 252 HP / 232+ Def Skarmory: 178-210 (53.2 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Huge Power Marowak Stone Edge vs. 252 HP / 232+ Def Skarmory: 119-140 (35.6 - 41.9%) -- 88.7% chance to 3HKO after Leftovers recovery
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Conkeldurr: 324-384 (78.2 - 92.7%) -- guaranteed 2HKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Azumarill: 372-440 (92 - 108.9%) -- approx. 56.3% chance to OHKO
252+ Atk Huge Power Marowak Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 288-340 (67.9 - 80.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Huge Power Marowak Double-Edge vs. 4 HP / 0 Def Breloom: 297-350 (113.3 - 133.5%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 168+ Def Mega Venusaur: 204-242 (56 - 66.4%) -- guaranteed 2HKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 4 HP / 0 Def Mega Gyarados: 288-342 (86.7 - 103%) -- approx. 6.3% chance to OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 0 HP / 0 Def Infernape: 816-964 (278.4 - 329%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 252+ Def Eviolite Chansey: 408-482 (57.9 - 68.4%) -- guaranteed 2HKO
252+ Atk Huge Power Marowak Double-Edge vs. 252 HP / 252+ Def Tangrowth: 153-180 (37.8 - 44.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 252+ Def Suicune: 204-240 (50.4 - 59.4%) -- approx. 83.6% chance to 2HKO after Leftovers recovery
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 0 HP / 0 Def Keldeo: 338-398 (104.6 - 123.2%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 216+ Def Mega Scizor: 180-212 (52.3 - 61.6%) -- guaranteed 2HKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 4 HP / 0 Def Mega Charizard X: 568-672 (190.6 - 225.5%) -- guaranteed OHKO
Defensive:
252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 0 Def Marowak: 375-444 (115.7 - 137%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 0 Def Marowak: 414-488 (127.7 - 150.6%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Marowak: 181-214 (55.8 - 66%) -- guaranteed 2HKO
0 SpA Mega Venusaur Giga Drain vs. 252 HP / 4 SpD Marowak: 186-218 (57.4 - 67.2%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 0 Def Marowak: 254-300 (78.3 - 92.5%) -- guaranteed 2HKO
252 Atk Life Orb Infernape Close Combat vs. 252 HP / 0 Def Marowak: 338-400 (104.3 - 123.4%) -- guaranteed OHKO
252+ SpA Life Orb Lucario Aura Sphere vs. 252 HP / 4 SpD Marowak: 330-390 (101.8 - 120.3%) -- guaranteed OHKO
4 SpA Tangrowth Giga Drain vs. 252 HP / 4 SpD Marowak: 168-200 (51.8 - 61.7%) -- guaranteed 2HKO
4 SpA Suicune Scald vs. 252 HP / 4 SpD Marowak: 152-182 (46.9 - 56.1%) -- 81.3% chance to 2HKO
252 SpA Life Orb Keldeo Scald vs. 252 HP / 4 SpD Marowak: 328-385 (101.2 - 118.8%) -- guaranteed OHKO
40 Atk Mega Scizor Superpower vs. 252 HP / 0 Def Marowak: 194-230 (59.8 - 70.9%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 0 Def Marowak: 202-238 (62.3 - 73.4%) -- guaranteed 2HKO
Another set, more Mawile-esque (EVs and ability have not yet been optimized, bear in mind):
Swords Dance Sweeper
Marowak @ Marowite
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
-Swords Dance
-Sucker Punch
-Bonemerang
-(Coverage Move)
Damage Calculations (close)
Marowak
Type: Ground -> Ground/Fighting
Ability: Lightning Rod/Rock Head/Battle Armor -> Pure Power
Stats: 60/80/110/50/80/45 -> 60/120 (+40)/115 (+5)/60 (+10)/95 (+15)/75 (+30)
New Moves: Close Combat, Drain Punch, and Ice Punch
This is a pretty common set being thrown out there, but it fits so well that I just went with it anyways. Pure power is to make up for the loss of the thick club. The reason I went with pure power over huge power is because of it's fighting type, which it why I think the medicham family has it. The fighting type is to reference it's savage nature and it just looks like it could be a fighting type, not to mention the incredible stab it gives him. The stat spread aims to make him a wall-breaker that most pokemon can only dream of. You could also just go with a bulky spread and use drain punch to get through, but his defenses aren't exactly the best for that. Close combat is his main stab, but it decreases his defenses so that makes it extremely hard to survive a hit, especially with his extremely low speed stat. Ice punch was mainly added for coverage and to give him all three of the elemental punches.
Mega Marowak
Ground ----> Ground
Rock Head / Lightningrod / Battle Armor ----> Grounder, Ground-type moves can hit Flying-types for neutral damage, and also hits Levitators and those with Air Balloon and Magnet Rise. Enemies hit after this are knocked onto the ground, like Smack Down.
60 / 80 / 110 / 50 / 80 / 45 (425) ----> 60 / 130 / 120 / 50 / 100 / 65 (525)
New Moves: none
Everyone's going with Huge Power shenanigans, so I thought I'd try a different approach. I can understand why people like Huge Power on Mega Marowak, but I thought it'd be interesting to prevent anything from switching in for free instead of mindlessly powering him up. Airborne Pokemon beware, as you can no longer come in for free. Charizard, Skarmory, Zapdos, Air Balloon Aegislash and Excadrill, Landorus, Thundurus, Talonflame, and everything else now must take extra caution when handing Marowak, lest they find themselves getting Marowak'd. No new moves were added since Ground / Fire coverage in Bonemerang and Fire Punch isn't resisted by anything now, and he already has boosting moves in Swords Dance and Rock Polish, so he can actually pull off a fairly effective Double-Dance set.
that time again...
Mega-Ninjask
Bug / Flying ---> Bug / Ground
New Base Stat Total: 61/90/45/50/50/160 ----> 61/115/60/50/70/181
Ability: Speed Boost / Infiltrator ---> Brute (Makes all the user attacks physical)
New Moves: Taunt, Earthquake
Mega Ninjask is now one of the best revenge killers in tier and besides having a powerful STAB Earthquake and U-Turn, Ninjask can now choose a physical hidden power. This allows Ninjask to pick and choose certain 4x weak mons to revenge kill. Ninjask can come in easily as it returns to the same type it was as a Nincada: Bug/Ground which allows it to use STAB Earthquake to revenge kill Zard-X. Ninjask is also incredibly fast 1 point faster than Deoxys-S in fact. What Ninjask lacks in power it makes up for in its speed and sheer versatility
Mega-Octillery
Water ---> Water
New Base Stats: 75/105/75/105/75/45 ---> 75/145/95/145/95/25
Ability: Suction Cups / Sniper / Moody ----> Protean
Mega Octillery is a very niche pokemon who thrives with Trick Room support. Octillery's incredibly large movepool complements its ability: Protean. Protean allows Octillery to both hit harder with its great coverage moves such as Flamethrower, Seed Bomb and Gunk Shot and be harder to hit offensively constantly switching its resistances. With Trick Room support Octillery can run a more aggresive spread bolstering both offenses without having to worry about speed investment. Octillery when given proper support can break down any wall for a Trick Room team but when it doesn't have that support it plays like an octopus out of water.
Mega-Hippowdon
108/112/118/68/72/47 ----> 108/150/142/98/94/47
Ability: Sand Stream/Sand Force ----> Sand Force
Type: Ground ---> Ground
Hippowdon is another mega that emphasizes versatility. The lack of Sand Stream ensures that base Hippowdon's niche as a mixed wall that can stop Pokemon such as Charizard-Y will not be outdone by its mega. Sand Force is a great ability for Mega Hippowdon allowing it to summon sand and then wallbreak for the 4 turns while sand is still active. Fortunately, Mega Hippowdon is not deadweight after Sand runs out as 150 attack is still very powerful while 142 defense makes it hard to break physically. Mega Hippowdon performs the role of Tank exceptionally well but its weakness is that it cannot both invest in attack and defense leaving it either too weak or too frail to make it broken.
Archeops
Rock / Flying -----> Flying
Defeatist -----> Unadaptable (Same ability as Regigias non-stabs have 66% of regular power)
75/140/65/112/65/110 -----> 75/180/85/126/85/110
New Moves: Drill Peck
Archeops is one of those Pokemon that had the potential to quite overpowered as a mega-evolution, but thanks to the new ability Unadaptable, Archeops can both fulfill a useful role on a team while not being too strong in that role. A player using Archeops probably should not mega-evolve until Archeops has fulfilled its role in its base form. Drill Peck is a great move for Archeops as well as it can use Drill Peck in normal form and in mega form as strong flying STAB with no recoil. Mega Archeops is also great in a utility role as Unadaptable puts less emphasis on coverage making it better for Archeops to carry great utility moves such as Defog and Stealth Rock.
Feel free to discuss these revealed Megas as well as the next slate.
Fighting --> Fighting
Limber/ Reckless/ Unburden --> Lead Foot (does exactly what you think it does)
50/120/53/35/110/87------>50/150(+30)/68(+15)/35/130(+20)/122(+35)
New Moves: None
This thing is a pure fighting-type to the core. Anything other than that just seems redankulous, it's literally the Bruce Lee turned into a Pokemon, and unfortunately "asian" is not a type selection. So fighting is here to stay.
Hitmonchan gets Iron Fist, Hitmonlee gets jack shit. He has unburden which is fantastic, but when you can't lose your item, well... not so much anymore. The kick version of Iron Fist fits so, so well that while everybody is doing it, there's a reason for that: it's the best choice.
Again, I worked my Stat Magic on it. Proportionate raise in stats, with a little more bumped up in speed to somwhat compensate for the lack of Unburden.
I didn't go crazy with the Atk Stat because, with this ability, High Jump Kick hits like a cement truck to the dick, only in your face and it's not a truck, it's a foot at the end of a slinky attached to a chicken leg with eyes.
Callin this bitch Lead Foot since Steel Toe is less cool and "lead foot" is typically associated with goin' fast
and you know what they say
Might as well try something:
Hitmonlee
Fighting-->Fighting/Dark
Limber/ Reckless/ Unburden-->Defiant
50/120/53/35/110/87------>50/160(+40)/63(+10)/35/120(+10)/127(+40)
Hitmonlee is supposed to be the stronger and faster than his brothers, Dark type is there because I get an eery feeling, also Dark type is the most all-out offensive typing I can thinking of, Defiant makes him very scary but he still doesn't get the ability before mega evolving, plus his weak to most defog users.
Some calcs:
+2 252 Atk Hitmonlee Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 354-418 (83.4 - 98.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Hitmonlee Sucker Punch vs. 252 HP / 252+ Def Mega Venusaur: 190-225 (52.1 - 61.8%) -- guaranteed 2HKO
+2 252 Atk Hitmonlee Stone Edge vs. 252 HP / 252+ Def Shuckle: 196-232 (80.3 - 95%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Hitmonlee High Jump Kick vs. 252 HP / 232+ Def Skarmory: 285-336 (85.3 - 100.5%) -- 6.3% chance to OHKO
Fighting-->Fighting/Dark
Limber/ Reckless/ Unburden-->Defiant
50/120/53/35/110/87------>50/160(+40)/63(+10)/35/120(+10)/127(+40)
Hitmonlee is supposed to be the stronger and faster than his brothers, Dark type is there because I get an eery feeling, also Dark type is the most all-out offensive typing I can thinking of, Defiant makes him very scary but he still doesn't get the ability before mega evolving, plus his weak to most defog users.
Some calcs:
+2 252 Atk Hitmonlee Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 354-418 (83.4 - 98.5%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Hitmonlee Sucker Punch vs. 252 HP / 252+ Def Mega Venusaur: 190-225 (52.1 - 61.8%) -- guaranteed 2HKO
+2 252 Atk Hitmonlee Stone Edge vs. 252 HP / 252+ Def Shuckle: 196-232 (80.3 - 95%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Hitmonlee High Jump Kick vs. 252 HP / 232+ Def Skarmory: 285-336 (85.3 - 100.5%) -- 6.3% chance to OHKO
Type: Fighting -> Fighting
Ability: Limber/Reckless/Unburden -> Steel Toe (Hitmonlee's kick-based moves do 1.2x damage. The moves affected are: Blaze Kick, Double Kick, Hi Jump Kick, Jump Kick, Low Kick, Mega Kick, Rolling Kick, and Triple Kick)
Stats: 50/120/53/35/110/87 -> 50/160 (+40)/63 (+10)/55 (+20)/110/117 (+30)
New Moves: Triple Kick
Hitmonlee is meant to be hitmonchan's counterpart right? Well, this mega further expands upon that, with an ability that does the same thing as his used-to-be-signature ability that boosts kicking instead of punching. This makes hi jump miss a great move, being at 234 base power after stab. His stat spread is to make him a great sweeper that can be revenge killed by pretty much anything faster than it. I mostly gave it triple kick for flavor and because it is boosted by it's ability.
Hitmonlee (Hitmonlite? Hitmonite L?)
Type: Fighting -> Fighting
Abilities: Limber, Reckless (Unburden) -> No Guard
New Moves: Zen Headbutt, Low Kick
HP: 50 -> 50
Atk: 120 -> 150 (+30)
Def: 53 -> 73 (+20)
SpA: 35 -> 45
SpD: 110 -> 110
Spe: 87 -> 137 (+50)
BST: 455 -> 555
Hitmonlee reprises his role as a physical sweeper. Without Unburden, though, he's not quite as fast as before.
No Guard is a fitting ability for Hitmonlee, being far from defensive both by stats and its style of fighting. The way it fights with almost exclusively kicking leaves it open to attack. You know that thing they do in karate somtimes, where if you were to kick them they would grab your leg? Hitmonlee would probably be really weak to that.
I raised its defenses to be just a bit more prepared for attacks and also because any more Atk or Spe might be broken. Let's just say that it built up a resistance to attacks after battling for so long.
It gets a lot of innacurate moves like Blaze Kick, Stone Edge, High Jump Kick, and now Zen Headbutt. I feel that Zen Headbutt fits because Hitmonlee can also learn Meditate and those have a similar theme to them. Plus a lot of other things learn it.
Type: Fighting -> Fighting
Abilities: Limber, Reckless (Unburden) -> No Guard
New Moves: Zen Headbutt, Low Kick
HP: 50 -> 50
Atk: 120 -> 150 (+30)
Def: 53 -> 73 (+20)
SpA: 35 -> 45
SpD: 110 -> 110
Spe: 87 -> 137 (+50)
BST: 455 -> 555
Hitmonlee reprises his role as a physical sweeper. Without Unburden, though, he's not quite as fast as before.
No Guard is a fitting ability for Hitmonlee, being far from defensive both by stats and its style of fighting. The way it fights with almost exclusively kicking leaves it open to attack. You know that thing they do in karate somtimes, where if you were to kick them they would grab your leg? Hitmonlee would probably be really weak to that.
I raised its defenses to be just a bit more prepared for attacks and also because any more Atk or Spe might be broken. Let's just say that it built up a resistance to attacks after battling for so long.
It gets a lot of innacurate moves like Blaze Kick, Stone Edge, High Jump Kick, and now Zen Headbutt. I feel that Zen Headbutt fits because Hitmonlee can also learn Meditate and those have a similar theme to them. Plus a lot of other things learn it.
Hitmonlite
Ability: Scrappy
Stats: 50/140/73/60/120/112
Type: Fighting
How on hell could no one think about that? Almost fearless High Jump Kick spam+UNBLOCKABLE RAPID SPIN=$$$$$$$$$$
Ability: Scrappy
Stats: 50/140/73/60/120/112
Type: Fighting
How on hell could no one think about that? Almost fearless High Jump Kick spam+UNBLOCKABLE RAPID SPIN=$$$$$$$$$$
Typing: Fighting
Ability: Feet of Fury (Iron fist for kicks)
50/120/53/35/110/87 -> 50/160/80/35/130/100
Movepool + Low Kick (lol it doesn't get it)
Concept: Yeah this will probably be your standard hitmonlee submission. Boosted attack to extraordinary levels, speed is base 100 to not overdo it, and buffed defenses. Really not much to say here, except that bulk up will be fun.
Ability: Feet of Fury (Iron fist for kicks)
50/120/53/35/110/87 -> 50/160/80/35/130/100
Movepool + Low Kick (lol it doesn't get it)
Concept: Yeah this will probably be your standard hitmonlee submission. Boosted attack to extraordinary levels, speed is base 100 to not overdo it, and buffed defenses. Really not much to say here, except that bulk up will be fun.
Mega Hitmonlee
Typing: Fighting >>> Fighting/Ground
Abilities: Limber/Reckless/Unburden >>> Untouchable (Ignores abilities that require you or the enemy to be struck.)
50/120/53/35/110/87 -----> 50/160/65/35/120/120
New Moves: U-Turn, Zen Headbutt
The ability means that abilities like Parental Bond, Skill Link, Poison Touch, Sharp Claws, Serene Grace, even Pinch abilities... as well, it ignores abilities that effect its hitting like Rough Skin, Pressure or Flame Body. Mega Hitmonlee does not care about your stally abilities. He just... stands his ground.
Typing: Fighting >>> Fighting/Ground
Abilities: Limber/Reckless/Unburden >>> Untouchable (Ignores abilities that require you or the enemy to be struck.)
50/120/53/35/110/87 -----> 50/160/65/35/120/120
New Moves: U-Turn, Zen Headbutt
The ability means that abilities like Parental Bond, Skill Link, Poison Touch, Sharp Claws, Serene Grace, even Pinch abilities... as well, it ignores abilities that effect its hitting like Rough Skin, Pressure or Flame Body. Mega Hitmonlee does not care about your stally abilities. He just... stands his ground.
Typing: Fighting -> Fighting
Abilities: Limber / Reckless / Unburden -> Moxie
50/120/53/35/110/87 -> 50/130/73/55/130/117 [+10 Atk, +20 Def, +20 Sp.Def, +20 Sp.Atk +30 Spd]
New Moves:
Hitmonlee evolves from the Attack-Biased Tyrouges out there, and as such, I made Mega Hitmonlee go to the Gym and focus on it's attack. Kinda. Thing is, like all good fighters, Mega Hitmonlee needs to get warmed up. Hence, Moxie. Mega Hitmonlee is significantly faster, but it dosen't actually hit much harder. In fact, it generally hits for less due to loss of Reckless.
However, the additional speed paired with Moxie makes Hitmonlee a very dangerous pokemon once it gets kicking. Base 130 Atk with STAB Hi Jump Kick is still brutal, and Hitmonlee's greatest issue before was it's speed.
This is actually the first Mega I've decided to put dump stats into, due to the potential of Moxie. I don't want to pump it's speed or attack too high, and Hitmonlee should remain rather frail.
Looking forward to Hitmonchan.
Fighting -----> Fighting
Limber/Reckless/Unburden -----> Acrobatism (37.5% chance that its Kicking Moves will hit 2 times and 12.5% chance that it will hit 3 times. Recharge for 1 turn after using a Kicking Move.)
50/120/53/35/110/87 (455) -----> 50/145/63/45/130/112 (555)
+ Stomp, + Low Kick, + Triple Kick
I had the idea of submitting a Kicking Moves version of Iron Fist, but it seems like someone has already done that. So I made an Ability which is basically a psuedo-Parental Bond, but involves a contingency where the user has to Recharge after using a Kicking Move (Flavour from Dex entries). Triple Kick in conjunction with Acrobatism will essentially hit a maximum of 9 times (Effectively 180 Base Power). High Jump Kick can hit a maximum of 3 times, with a destructive Base Power of 390. But all this power is offset by the fact that if a Kicking Move is used, the user cannot switch out and has to Recharge the next turn (Which can be utilized to effectively Burn it or switch into something that can Revenge Kill it).
Here are Hitmonlee's Damage against two of the most Defensive walls in OU:
Hitmonlee-Mega's Damage Calculations (close)
252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Filter Mega Aggron: 397-469 (115.4 - 136.3%) -- guaranteed OHKO
252 Atk Hitmonlee High Jump Kick vs. 252 HP / 252+ Def Hippowdon: 442-522 (105.2 - 124.2%) -- guaranteed OHKO
Typing: Fighting -----> Fighting
Abilities: Limber / Reckless / Unburden ------> Reckless
50/120/53/35/110/87 -----> 50/145/73/65/120/102
New Moves: Double Edge
Did anyone ever notice that Hitmonlee's entire body looks like a foot? Well now you do.
Anyways, I didn't do anything drastic with Hitmonlee regarding typing, ability, or movepool. Sure I could have given it Iron Foot or something, and I'm sure that some other submissions will. Instead, I decided to improve on what Hitmonlee already could do, by improving its capabilities as a powerful wallbreaker.
I saw no reason for a type change, since pure Fighting fits it perfectly well. Reckless fits with its flavor and movepool, though I gave it Double Edge to give it another recoil move besides High Jump Kick. I didn't want to give it too much coverage with recoil moves, as it needs to be countered bysomething (and conveniently, in fact, it is--but more on that later).
Speed got a boost to help Hitmonlee hit foes before it takes damage; while it's Special Defense is respectable, its combination of poor HP and Defense means that taking a physical hit essentially means a KO for it. Each of its defenses gets a small boost, in addition to its Special Attack, so that not all of the points remaining go to Attack. Speaking of its Attack, Mega Hitmonlee is on par with Mega Banette when it comes to raw offensive power; what it lacks in utility it makes up for in speed and strength. Reckless High Jump Kick and Double Edge coming off of that Attack stat will absolutely wreck most Pokemon that don't resist it.
Most, of course, however, doesn't include Ghost-types. They are immune to both High Jump Kick and Double Edge; in fact, switching a Ghost-type in on a Mega Hitmonlee using High Jump Kick will cause Mega Hitmonlee to take some serious recoil damage. This makes Ghost-types the hands down best counter to Mega Hitmonlee, though that doesn't at all mean that they are the only ones. Skarmory and Gliscor, two of OU's most famous physical walls, can both take out Mega Hitmonlee by capitalizing on its lower physical defense. Hitmonlee also lacks recovery, meaning that the recoil damage that it accumulates with Reckless will stay, and eventually even take it out. The poor Defense means that priority and anything that can outspeed it and hit with a moderately strong physical move will likely be able to take it out; most priority moves are physical, and most teams already carry priority around in some form or another.
Despite these shortcomings, Mega Hitmonlee shouldn't be scoffed at, as it can completely demolish unprepared teams. Though recoil and a lack of recovery will wear it down even before it takes a hit, its raw power makes this a fair exchange; low physical defense is offset by decent special defense, and increased speed makes up for the minor buffs to defense. All in all, Mega Hitmonlee should certainly be considered when building a team that needs a quick boost in raw power.
EDIT: Whoops, totally forgot about Knock Off. Yeah this would have been a big problem.
Limber/Reckless/Unburden > Steel Toe (gives a 20% boost to all kicking moves)
50/120/53/35/110/87 > 50/180/60/35/120/110 (+60 Atk/7 Def/10 SpD/23 Spe)
New moves: Fire Punch, Flare Blitz
First off: its typing. Mega-Hitmonlee is now able to contract and stretch its legs so fast that the friction from the air is setting its feet on fire, which obviously isn't a good thing, unless you're part Fire. The Atk boost is simply because it's all about offense, thus it gets a +60 boost like Mega-Heracross. It gets +7 Def to even out its defense at 60, and +10 SpD to pad its already high SpD a bit more. The final boost was +23 Speed, allowing it to hit 110 Spe. This is significant for Mega-Hitmonlee, as it now allows it to wreak havoc on a large amount of OU with Steel Toe boosted Hi Jump Kick and Blaze Kick (or Flare Blitz, if you're feeling suicidal). However, its defense is still pathetic, allowing Mega-Pinsir and Talonflame to easily revenge it, and Lati@s to kill it with Psyshock (although they take a huge amount of damage from Sucker Punch)
252 Atk Hitmonlee Sucker Punch vs. 4 HP / 0 Def Latios: 270-318 (89.4 - 105.2%) -- 37.5% chance to OHKO
252 Atk Hitmonlee Sucker Punch vs. 4 HP / 0 Def Latias: 244-288 (80.7 - 95.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Hitmonlee Sucker Punch vs. 252 HP / 0 Def Latios: 270-318 (74.1 - 87.3%) -- guaranteed 2HKO
252 Atk Hitmonlee Sucker Punch vs. 252 HP / 0 Def Latias: 244-288 (67 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Latios Psyshock vs. 4 HP / 0 Def Hitmonlee: 326-386 (134.7 - 159.5%) -- guaranteed OHKO
0 SpA Latias Psyshock vs. 4 HP / 0 Def Hitmonlee: 284-336 (117.3 - 138.8%) -- guaranteed OHKO
Type: Fighting -> Fighting
Abilities: Limber / Reckless / Unburden -> Reckless
New Moves: -
50/120/53/35/110/87 (455) -> 50/150/73/35/130/107 (555)
..........................................--/+30/+20/---/+20/+20
Description: This is a simple one, I just took Hitmonlee and buffed its stats. I originally had 160 and 117 base attack and speed but when I did calcs it turned out to be too much for any wall to handle, so I reduced it to 150 and 107 attack and speed, which ensures its easily revenge killed and walls can handle him a bit.
Type - Water/Ghost
Ability - Iron Barbs
Stats - 50/135/165/110/60/105
New moves - Aqua Jet, Shadow Sneak
Concept
Risen from the depths one too many times, veteran Cloysters have fought in the open far more than was wise. Out of the water, battling Cloysters have slowly starved of oxygen and have since become revenant spirits of battle. Its shell is now permanently open; filled with ethereal energy it now charges its foe with great bouts of speed.
Play style
While younger Cloysters favour pummeling their foes into the dirt, Mega-Cloyster prefers quick, clean kills. Moving rapidly Cloyster dispatches its foes its foes before they have a chance to react. Shell Smash makes Cloyster hit that much harder; Pokemon which draw their power from their their speed will find themselves completely outmatched, being swept aside as their mediocre defences cave under Cloyster's blistering assault.
Despite Mega-Cloysters reliance upon moves with lower power, its natural attack combined with relieving itself of its shell allow it to claim large portions of health, even from defensive Pokemon. As a final vengeance, the sharpened surface of Cloyster's shell finishes of those Pokemon stout enough to withstand its attacks.
How to eat an oyster
Mega-Cloyster hits hard and hits fast, but relying on low powered priority moves. Its low special defences leave it vulnerable to Pokemon which have an abundance of both special attack and physical defence.
There is also the issue of cloyster's Mega-Evolving. While in its standard form, its slower speed is an asset, allowing it to use Shell Smash after weathering its oppositions assault. After initially entering the field, re-entrance becomes an issue. As Mega-Cloyster's high speed serves to only hinder it; Shell Smashing becomes a risky affair when you're guaranteed to take a hit.
Typing: Water / Ice --------> Water / Steel
Stats: 50 / 95 / 180 / 85 / 45 / 70 --------> 50 / 115 / 200 / 115 / 95 / 50
Abilities: Shell Armor / Skill Link / Overcoat --------> Iron Barbs
New Moves: Flash Cannon, Gyro Ball, Heavy Slam
Height: 4'11", Weight: 567.8
#first
(will include more asap)
Typing: Water / Ice -----> Water / Steel
Abilities: Shell Armor / Skill Link / Overcoat ------> Bulletproof
50/95/180/85/45/70 -----> 60/125/220/85/75/70
New Moves: Calm Mind, Iron Head, Heavy Slam
Does anyone know why Cloyster is an Ice-type? Seriously, read it's Pokedex entries. Nowhere in the Pokedex does it say something like "It's body can reach temperatures of -200° F" or other generic Ice-type info, nor does it even mention anything along the lines of "It lives in frigid northern waters on the rocky seafloor." Nothing of the sort. This is what it does say, however:
"For protection, it uses its harder-than-diamonds shell. It also shoots spikes from the shell."
-Yellow Pokedex
"Its shell is so hard, it can even withstand a bomb. No one has ever seen what is inside its shell."
-Stadium/FR Pokedex
"Even a missile can't break the spikes it uses to stab opponents. They're even harder than its shell."
-Crystal Pokedex
What's harder than diamond? Nothing you say? Well, this is Pokemon logic after all, so I would infer that Cloyster's shell is as hard as, if not harder than, steel. Yes, it gains the Steel-typing. It makes more sense flavorwise in my opinion based on what we know from the Pokedex, and its a great defensive typing as well. It only has three weaknesses, Fighting, Electric, and Ground. However, unfortunately for it, these three types are also some of the most common in the metagame. Luckily, the Pokedex holds one more tidbit of information that helps Cloyster deal with this...-Crystal Pokedex
Cloyster's shell can withstand bombs and missiles. Bulletproof prevents bomb- and bullet-based moves. It's a perfect fit, really. Mainly Cloyster values Bulletproof because it makes it immune to Aura Sphere and Focus Blast, the two most common special Fighting-type moves. This means that most super-effective Fighting moves will have to attack its monstrous Defense--not an easy task. Its ground weakness stays mostly intact (Mud Bomb immunity doesn't count, really), as does its Electric weakness. Energy Ball, Bullet Seed, and Shadow Ball immunities are all nice bonuses, but it's mainly the Aura Sphere and Focus Blast immunities that it values. Remember, Cloyster learns Toxic Spikes and Spikes, so its hardiness makes it a worthy option for a hazard setter as well.
Now, if you notice, I didn't touch Cloyster's Special Defense much. This is because Bulletproof, a solid defensive typing, and a massive Defense stat are in my opinion more than enough to make it viable. I boosted it to a less-abysmal number just so it wouldn't be complete trash on the special side defensively (it's a Mega, after all). What this mainly does is discourage the use of Shell Smash; sure, the extra Defense means that you can still take hits well on the physical side even with the stat-lowering, but the low Special Defense and HP mean that a single Shell Smash will likely mean that Cloyster will fall to even neutral attacks; remember, Cloysterite means Cloyster can't hold a White Herb, and so anything with priority or higher Speed can take advantage of its lowered defenses and take it out. In terms of the other boosts, Cloyster has the same Defense stat as Aggron, so I raised it to roughly the same level as Mega Aggron (10 less, because Cloyster is already solid defensively). The Attack boost is because Cloyster loses STAB on Icicle Spear AND Skill Link, meaning that it will be outputting less damage than normal (most of its other moves can't match the base power of 5x-hitting STAB Icicle Spear). Iron Head gives it a physical Steel STAB to use, while Heavy Slam provides another, more variable, option. Finally, Calm Mind is an option should Mega Cloyster want to patch up it's Special Defense. Cloyster's Special Attack is dwarfed by its Attack, so the Special Attack boost doesn't mean much to it. However, it does have a use for the Special Defense boost; I gave it Calm Mind instead of, say, Amnesia, because I felt that boosting Cloyster's Special Defense shouldn't be a common way of playing it. By giving it a move that only boosted the stat by one stage instead of two, it remained an option, but not an outstanding one. Cloyster also lacks reliable recovery. This makes it vulnerable to status (particularly burn). This is fine by me, since Bulletproof and amazing Defense make it relatively hard to take down already.
Mega Cloyster seeks to be defensive rather than offensive, a niche Cloyster hasn't seen much use in since Gen IV. A monstrous Defense stat is offset by a lack of recovery and mediocre Special Defense, the latter of which also discourages the use of Shell Smash. A new Steel-typing grants Cloyster a plethora of new resistances, in exchange for losing STAB on Ice-type moves like Icicle Spear. Finally, Bulletproof grants it immunities to key moves like Aura Sphere and Focus Blast, but also removes its niche as an abuser of powerful multihit moves in conjunction with Skill Link. Mega Cloyster plays very differently from standard Cloyster, in a role similar to the pre-Shell Smash, Skill Link era. It is better able to use the hazard moves it already has access to with its improved defenses, and becomes a reliable wall thanks to its typing and its ability. I had fun with Mega Cloyster; I never viewed it much as a defensive Pokemon, but after writing this up I've realized how good of a wall it could actually be.
Shell Armor/Skill Link/Overcoat > Filter
50/95/180/85/45/70 > 50/105/230/95/85/60 (+10 Atk/50 Def/10 SpA/40 SpD, -10 Spe)
New moves: Iron Head, Rock Slide, Heavy Slam
Weight: 292.1 lbs > 1309.3 lbs (steel shell added a lot of weight)
I decided to go for the more defensive route on Cloyster by replacing the Ice typing with a Steel typing, and giving it Filter, similar to Mega-Aggron. It gets the same massive Defense stat as Mega Aggron, slightly higher SpD, and slightly higher speed, as well as better mixed offenses. It did lose a little speed, as adding a really heavy steel shell will do that, but it can still remain effective with Shell Smash, although it loses the ability to run White Herb. It does lose the Grass resist that Mega-Aggron has, but unlike Mega-Aggron, it's only neutral to Fire, and it resists Water.
The new moves are fairly self-explanatory, Iron Head is to give it a new, reliable Steel stab, Rock Slide is to sort of replace Rock Blast, since it no longer has Skill Link, and Heavy Slam is a stab move to take advantage of its massive weight. The new Steel typing allows it to become a pretty good counter to Azumarill, Talonflame, and other threats:
calcs (close)
Azumarill:
252+ Atk Huge Power Azumarill Superpower vs. 252 HP / 0 Def Filter Cloyster: 114-135 (37.5 - 44.4%) -- guaranteed 3HKO
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 0 Def Cloyster: 42-51 (13.8 - 16.7%) -- possible 6HKO
252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Cloyster: 38-45 (12.5 - 14.8%) -- possible 7HKO
252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Cloyster: 19-23 (6.2 - 7.5%) -- possibly the worst move ever
In return:
252+ Atk Cloyster Heavy Slam (100 BP) vs. 252 HP / 0 Def Azumarill: 186-220 (46 - 54.4%) -- 55.9% chance to 2HKO (it would actually have 120 BP vs Azumarill, but you can't modify weight in the calcs, and I'm too lazy to figure it out manually)
Talonflame:
252 Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Cloyster: 102-121 (33.5 - 39.8%) -- guaranteed 3HKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Cloyster: 112-133 (36.8 - 43.7%) -- guaranteed 3HKO
In return:
252+ Atk Cloyster Razor Shell vs. 4 HP / 0 Def Talonflame: 306-362 (102.6 - 121.4%) -- guaranteed OHKO
That's all I feel like doing for calcs atm, but you get the gist of it.
However, it also has the same problems as Mega-Aggron, mainly lack of recovery. While it is very good at taking hits, the only recovery outside of Rest is Aqua Ring, which forces it to take up a moveslot. So that's my version of Mega-Cloyster.
Mega Cloyster
Typing: Water/Ice>>>Water/Ice
Abilities: Shell Armor/Skill Link/Overcoat >>> Skill Link
50/95/180/85/45/70 -----> 60/135/190/85/115/80
New Moves: Water Shuriken, Bone Rush
There's not much to it. Just a stronger, sturdier Skill link bruiser.
Typing: Water/Ice>>>Water/Ice
Abilities: Shell Armor/Skill Link/Overcoat >>> Skill Link
50/95/180/85/45/70 -----> 60/135/190/85/115/80
New Moves: Water Shuriken, Bone Rush
There's not much to it. Just a stronger, sturdier Skill link bruiser.
Type ---> Water / Ice
Ability ---> Bulletproof
Stats ---> 50 / 105 / 230 / 65 / 115 / 50
New Moves ---> Spiky Shield, Knock Off
Concept
First off, I wanted a defensive take on Cloyster. Megas which do the same as their regular form, except better, are incredibly boring, and Cloyster certainly has the physical bulk and movepool (both Spikes and Rapid Spin) to make a defensive utility set worthwhile. Though a Water/Steel retyping was tempting, Steel-typed physical walls are common enough, and I preferred the flavour of maintaining its Water/Ice typing. If nothing else, it would make a fun case study for whether a successful defensive Ice type is possible in this meta.
The stats were pretty simple - I wanted its Mega to be seen to be withdrawing and further fortifying its shell, thus boosting defenses and lowering offenses and speed. 230 defense looks like overkill, but it gives Cloyster equal physical defensive capability with the likes of Rhyperior; which I consider to be the minimum possible, given the SR weakness. The considerable special defense boost makes sense from both a flavour (it doesn't make sense that that shell should only block physical attacks) and a competitive standpoint.
For the ability, I considered Filter, which like Bulletproof helps competitively whilst emphasising its armor, but in the end I settled on Bulletproof. The main reasoning was that, as a Spinner, Bulletproof helps immeasurably in getting past Aegislash and Gengar, without requiring excessive special defense investment. Bulletproof makes Cloyster impervious to anything Gengar can do outside of LO/Specs Sludge Wave or Will-o-wisp, while the best the standard mixed Lefties Aegislash can manage is a 5HKO with Sacred Sword.
As for the two movepool additions...while I didn't want to give Cloyster recovery options, as they don't fit conceptually and would probably overpower it, I thought Protect + Lefties would be sufficient to help recover hazard damage, similar to SpDef Heatran. Spiky Shield fits perfectly flavour-wise and gives it some extra utility. Knock Off gives it a decent general purpose attack, most significantly hitting Aegislash and Gengar.
Overall, M-Cloyster is incredibly hard to kill quickly, making it a reliable Spiker and Rapid Spinner.
Example Set
M-Cloyster @ Leftovers
Bulletproof, Impish Nature
252 HP / 252 Def / 4 SDef
- Rapid Spin
- Spikes / Toxic
- Knock Off
- Icicle Crash / Spiky Shield
I'd imagine this would be the primary set. With Bulletproof and Knock Off it can, at worst, cripple every spinblocker at zero personal risk, especially if used alongside a Cleric. Rapid Spin and Knock Off are essential, since spinning is its main niche. For the other two slots, there are two main ways to go; Toxic + Spiky Shield, or Spikes + Icicle Crash. The first option allows Cloyster to act as more of a catch-all check to physical threats, as well as providing greater longevity, whereas the second option specialises in killing the likes of Dragonite, Garchomp and Lando-T, as well as providing utility with Spikes.
In terms of EV's, there are two main ways to go, and they're both pretty simple: 252 HP / 252 Def Impish, or 252 HP / 252 SDef Careful. The physically defensive spread is the primary option, as it provides Cloyster with its main defensive niche; but the specially defensive spread is superior in providing Spinning or Spiking opportunities. It's almost impossible to OHKO, surviving both LO Thundurus' Thunderbolt and LO Terrakion's Close Combat. Overall, the physically defensive spread is probably preferable for defensive teams, whereas the special spread is better for more offensive teams.
Typing: Water / Ice -> Water / Ice
Abilities: Shell Armor / Skill Link / Overcoat -> Technician
50/95/180/85/45/70 -> 50/135/210/125/95/40 [+40 Atk, 40 Sp.Atk, +30 Def, +20 Sp.Def -30 Spd]
New Moves:
I think Cloyster currently has a good niche. Unlike many people, I'm not one who thinks Ice-typing is a bane that must be removed from all Mega Evolutions. Cloyster's Ice typing is awesome, because Ice is a great offensive type, and Cloyster's offenses are great.
When you think of Cloyster, you think of two things: Shell Smash and Multi-Hit attacks. Mega Cloyster keeps this theme, but with a twist.
Mega Cloyster against regular Cloyster is about Risk vs Reward. Mega Cloyster trades out it's usual abilities for Technician, and gains a large boost in both offenses [Enabling it to run special or mixed sets, unlike regular Cloyster]. However, this power comes at a steep price. Mega Cloyster, due to running a Mega Stone, cannot run White Herb to remove the defense loss incurred by using Shell Smash. In addition, Cloyster loses speed in it's Mega form, meaning it is outpaced even after a Shell Smash by fast pokemon like Jolteon, and many Scarfers. It also still suffers from having only Base 50 HP, as well as a mediocre Base 95 Sp.Def, meaning if Mega Cloyster fails to KO a special attacker, there is a very real chance it will suffer a OHKO in return.
Note: Base 40 Speed puts +Speed 252 Cloyster at 392 after a Shell Smash, just below + Speed Jolteon [394]. This was done on purpose to make Jolteon able to revenge kill this Mega Cloyster.
Note 2: Technician's base power compared to Skill Link:
Skill Link - 25 * 5 = 125
Technician 2 Hit - 37.5 * 2 = 75
Technician 3 Hit - 112.5
Technician 4 Hit - 150
Technician 5 Hit - 187.5
Technician 3 Hit is lower in base power, but the increase in attack makes it comparable to Skill Link [Although significantly worse against Subs]. Technician 2 Hit is worse, but this is the Risk vs Reward concept. Technician also works with Icicle Shard, but this leaves Cloyster with coverage issues if it chooses to run both along with Shell Smash.
Water/Ice -----> Water/Steel
Shell Armor/Skill Link/Overcoat -----> Filter
50/95/180/85/45/70 (525) -----> 50/125/230/105/65/50 (625)
+ Bullet Punch, + Iron Head, + Aqua Jet
Megas usually capitalize on the strongest Stat. Likewise, Mega Cloyster gets a huge buff to its Defense. While it gains only a meagre amount on Attack, it still has access to Shell Smash. So I decided to de-buff its Speed to make it even. The new dual priorities are as per the flavour of it dex entries. Mega Cloyster essentially becomes a great Spikes setter and Spinner, one that's capable of taking out many Defoggers with its albeit-not-STAB Ice-type moves.
Here are some Calcs against prominent OU Pokémon to prove its defensive capabilities:
Cloyster-Mega Damage Calculation (close)
0 Atk Landorus-T Earthquake vs. 252 HP / 252+ Def Filter Cloyster: 87-103 (28.6 - 33.8%) -- 0.3% chance to 3HKO
252+ Atk Lucario Close Combat vs. 252 HP / 252+ Def Filter Cloyster: 112-132 (36.8 - 43.4%) -- guaranteed 3HKO
252+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 252+ Def Filter Cloyster: 126-148 (41.4 - 48.6%) -- guaranteed 3HKO
Cloyster (Cloysterite)
Type: Water/Ice -> Water/Ghost
Abilities: Shell Armor, Skill Link (Overcoat) -> Bulletproof
New Moves: Shadow Ball, Recover, Thunder Wave
HP: 50 -> 50
Atk: 95 -> 105 (+10)
Def: 180 -> 190 (+10)
SpA: 85 -> 105 (+20)
SpD: 45 -> 95 (+50)
Spe: 70 -> 80 (+10)
BST: 525 -> 625
Bulletproof is a perfect ability for Cloyster. Like Golem before, it is able to withstand bomb blasts.
The practical use is an immunity to Shadow Ball, (Ghost + immune to shadow ball = fuk u) Sludge Bomb, Energy Ball, Gyro Ball (meaning it totally walls Forretress) and even Seed Bomb.
This allows it to make the most of access to Rapid Spin, Spikes, Toxic Spikes and its new Thunder Wave to be a great supporter.
A SpA boost and Shadow Ball allow it to go special with Shell Smash, and physically it isn't that crazy because of no Skill Link. Recover makes it an excellent wall but it still goes down to Toxic and has a pretty hard time with Rotom-W.
That's all there is to it. Great typing, excellent check/counter to some important 'mons, more support options than ever.
Type: Water/Ice -> Water/Ghost
Abilities: Shell Armor, Skill Link (Overcoat) -> Bulletproof
New Moves: Shadow Ball, Recover, Thunder Wave
HP: 50 -> 50
Atk: 95 -> 105 (+10)
Def: 180 -> 190 (+10)
SpA: 85 -> 105 (+20)
SpD: 45 -> 95 (+50)
Spe: 70 -> 80 (+10)
BST: 525 -> 625
Bulletproof is a perfect ability for Cloyster. Like Golem before, it is able to withstand bomb blasts.
The practical use is an immunity to Shadow Ball, (Ghost + immune to shadow ball = fuk u) Sludge Bomb, Energy Ball, Gyro Ball (meaning it totally walls Forretress) and even Seed Bomb.
This allows it to make the most of access to Rapid Spin, Spikes, Toxic Spikes and its new Thunder Wave to be a great supporter.
A SpA boost and Shadow Ball allow it to go special with Shell Smash, and physically it isn't that crazy because of no Skill Link. Recover makes it an excellent wall but it still goes down to Toxic and has a pretty hard time with Rotom-W.
That's all there is to it. Great typing, excellent check/counter to some important 'mons, more support options than ever.
:
Typing: Water-Ice
Ability: Bulletproof
50/95/180/85/45/70 -> 50/105/200/125/65/80
Movepool + Water Shuriken, + Recover, + Rapid Spin
Concept: Cloyster up for round two, this time he's got a whole new different concept. The idea is that Cloyster itself does massive damage to unprepared teams, then mega evolves and goes special and destroys the rest of the team. Water Shuriken so it can beat other priority users after a smash, recover for defensive purposes, and rapid spin, because it's a shell. Bulletproof saves it from energy ball, aura sphere, focus miss, etc.
Typing: Water-Ice
Ability: Bulletproof
50/95/180/85/45/70 -> 50/105/200/125/65/80
Movepool + Water Shuriken, + Recover, + Rapid Spin
Concept: Cloyster up for round two, this time he's got a whole new different concept. The idea is that Cloyster itself does massive damage to unprepared teams, then mega evolves and goes special and destroys the rest of the team. Water Shuriken so it can beat other priority users after a smash, recover for defensive purposes, and rapid spin, because it's a shell. Bulletproof saves it from energy ball, aura sphere, focus miss, etc.
Water/Ice-->Water/Grass
Shell Armor/Skill Link/Overcoat-->Hydration
50/95/180/85/45/70---->50/125(+30)/205(+25)/100(+15)/85(+40)/60(-10)
+Leech Seed, Bullet Seed and Spiky Shield
So the concept revolves around the fact that its shell gets covered in algae and other kinds of sea moss things, spiky shield is there because it has spikes all over the body, bullet seed because grass stab and leech seed is normal to grass types I really have not much to say except it's tanky and fun fact it has the same special defense as in gen 1.
Type: Water/Ice -> Water/Steel
Abilities: Shell Armor, Skill Link (Overcoat) -> Sturdy
New Moves: Mirror Shot, Reflect, Stealth Rock
HP: 50 -> 50
Atk: 95 -> 110(+15)
Def: 180 -> 180
SpA: 85 -> 115(+30)
SpD: 45 -> 85(+40)
Spe: 70 -> 75(+5)
BST: 525 -> 625
Mega Cloyster takes a defensive route, being like a Deoxys-D with decent offenses.Sturdy allows it to set up hazards easier, but it is total set-up bait. Just look at this:
252+ Atk Aegislash-Blade Sacred Sword vs. 252 HP / 0+ Def Cloyster through Reflect: 66-78 (21.7 - 25.6%) -- 1% chance to 4HKO
Bulkeh.
Type: Water/Ice -> Water/Steel
Ability: Shell Armor/Skill Link/Overcoat -> Iron Barbs
Stats: 50/95/180/85/45/70 -> 50/95/190 (+10)/135 (+50)/75 (+30)/80 (+10)
New Moves: Earth Power, Flash Cannon, and Power Gem
I gave it a steel type because it says in the pokedex everywhere that it's shell is extremely hard, and where did the ice type come from anyways? I mean, seriously? The steel typing also gives it quite a few new resistances, though it's three weaknesses are extremely common attacking types. This also allows cloyster to counter most fairies. I went with Iron Barbs because he would now have, well, iron barbs on his shell. Gave him a huge special attack buff so that it could now be a good special sweeper. I also gave him earth power and power gym for coverage and flash cannon for stab. Pretty simple.
Electric-->Electric/Dark
Soundproof/Static/Aftermath-->Darkate
60/50/70/80/80/140-->60/90(+40)/90(+20)/90(+10)/90(+10)/160(+20)
+Boomburst, Dark pulse and Flash cannon
I unlike most people always thought of mega Electrode as ultraball backwards instead of a masterball so I decided to give him a dark typing plus its smile creeps me off so much, I had the idea of buffing its attack to offset the great ability of Darkeate, even then it remains like deoxys 2.0 without the entry hazard but with a better offensive typing even if its boosting moves are nowhere to be found and special movepoll is also short, yeat it has darkeate boomburst which makes it a deadly powerhouse to deal with:
252+ SpA Electrode Boomburst vs. 252 HP / 252+ SpD Rotom-W: 174-205 (57.2 - 67.4%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Electrode Boomburst vs. 252 HP / 252+ SpD Deoxys-D: 260-308 (85.5 - 101.3%) -- 6.3% chance to OHKO
Strong, but:
252+ SpA Electrode Boomburst vs. 252 HP / 252+ SpD Shuckle: 99-117 (40.5 - 47.9%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Electrode Boomburst vs. 252 HP / 4 SpD Blissey: 195-231 (27.3 - 32.3%) -- 59.1% chance to 4HKO after Leftovers recovery
(195, 198, 199, 202, 205, 207, 210, 211, 214, 216, 219, 220, 223, 225, 228, 231)
See Boomburst while strong isn't gamebreaking plus he still has its other STAB, Thunderbolt, which isn't boosted at all plus no boosting moves
Type: Electric -> Electric/Steel
Ability: Soundproof/Static/Aftermath -> Levitate
Stats: 60/50/70/80/80/140 -> 60/50/120 (+50)/105 (+25)/100 (+20)/145 (+5)
New Moves: Rapid Spin, Encor, and Energy Ball
This is a speedy support electrode. I gave it a steel typing because of it being a good defensive typing and mah flavor. I gave it levitate, because it is known do "drift on winds" and it also gives immunity to it's only x4 weakness. The stats are obvious, I gave it improved defenses so that it can tank some hits. I also gave it some improved special attack so that it wouldn't be a sitting duck if it was taunted, but I didn't give it much more speed because he really doesn't need any more. The new moves are to help it with it's role. He gets rapid spin, because, well, he is a round ball that can probably spin rapidly. It also helps with hazards, obviously. I gave it encor, because fast encors can be devastating especially if used on someone using a ground move. Energy ball was because of the coverage it gives. Electrode also pairs well with any belly drummers or shell smashers, because it pretty much allows them to set up for free.
Electrode (Electrodite)
Type: Electric -> Electric/Steel
Abilities: Soundproof, Static (Aftermath) -> Aftermath
New Moves: Nasty Plot, Flash Cannon, Shadow Ball.
HP: 60 -> 60
Atk: 50 -> 50
Def: 70 -> 110 (+40)
SpA: 80 -> 90 (+10)
SpD: 80 -> 110 (+30)
Spe: 140 -> 160 (+20)
BST: 480 -> 580
There, now Electrode can use something besides Taunt and Thunder Wave, although its increased speed does help it with those antics. It has more bulk than Rotom-A (50/107/107).
Mega Electrode has a great defensive type and can actually set up with its buffed defenses. A Special Attack stat of 90 isn't too stellar even at +2, but it allows Electrode to do some real damage.
Type: Electric -> Electric/Steel
Abilities: Soundproof, Static (Aftermath) -> Aftermath
New Moves: Nasty Plot, Flash Cannon, Shadow Ball.
HP: 60 -> 60
Atk: 50 -> 50
Def: 70 -> 110 (+40)
SpA: 80 -> 90 (+10)
SpD: 80 -> 110 (+30)
Spe: 140 -> 160 (+20)
BST: 480 -> 580
There, now Electrode can use something besides Taunt and Thunder Wave, although its increased speed does help it with those antics. It has more bulk than Rotom-A (50/107/107).
Mega Electrode has a great defensive type and can actually set up with its buffed defenses. A Special Attack stat of 90 isn't too stellar even at +2, but it allows Electrode to do some real damage.
Typing: Electric/Dark
Ability: Moxie (look at the look on its face)
60/50/70/80/80/140 -> 60/100/85/100/85/150
Movepool + Sucker punch, Night Slash, Rapid Spin (because logic)
Concept: Woo physical Electrode! Becomes the fastest spinner in all history (outside of hackmons and co.) and also gets a great new movepool to boot. Electric Dark because that thing looks so evil to me, and moxie for the exact same reasons. I evened out the attacking stats, which basically means it can go mixed with nasty plot, 2 special moves, and sucker punch.
Ability: Moxie (look at the look on its face)
60/50/70/80/80/140 -> 60/100/85/100/85/150
Movepool + Sucker punch, Night Slash, Rapid Spin (because logic)
Concept: Woo physical Electrode! Becomes the fastest spinner in all history (outside of hackmons and co.) and also gets a great new movepool to boot. Electric Dark because that thing looks so evil to me, and moxie for the exact same reasons. I evened out the attacking stats, which basically means it can go mixed with nasty plot, 2 special moves, and sucker punch.
Mega Electrode
Typing: Electric ----> Electric/Ground
Abilities: Soundproof/Static/Aftermath ----> Infiltrator
BST: 60/50/70/80/80/140 ----> 60/65/90/120/95/150
New Moves: Earth Power, Nasty Plot
I'm not sure why, but when I look at Electrode as I was planning this the typing Electric/Ground suddenly appeared in my brain. Anyways, MegaTrode is a slightly bulky special attacker, with a decent STAB combo that covers many typing combos, and infiltrator for messing with sub users. Seriously, I hate subs (when I'm not using it, ofcuz)
Typing: Electric ----> Electric/Ground
Abilities: Soundproof/Static/Aftermath ----> Infiltrator
BST: 60/50/70/80/80/140 ----> 60/65/90/120/95/150
New Moves: Earth Power, Nasty Plot
I'm not sure why, but when I look at Electrode as I was planning this the typing Electric/Ground suddenly appeared in my brain. Anyways, MegaTrode is a slightly bulky special attacker, with a decent STAB combo that covers many typing combos, and infiltrator for messing with sub users. Seriously, I hate subs (when I'm not using it, ofcuz)
Mega Electrode
Electric > Electric/Fire
Static/Soundproof/Aftermath > Speed Strike (Half the user's speed is added to their damage calculations)
60/50/70/80/80/140 > 60/55/95/90/110/170
New moves: Flame Charge, Flamethrower
So... ya wanna go hard? Well, here's the mon for you. The sad thing about the ability is that even using Flame charge, your attack stats are only getting +.5... so that's not as effective as it could be. This makes Mega trode fairly not broken... or so I hope.
Electric > Electric/Fire
Static/Soundproof/Aftermath > Speed Strike (Half the user's speed is added to their damage calculations)
60/50/70/80/80/140 > 60/55/95/90/110/170
New moves: Flame Charge, Flamethrower
So... ya wanna go hard? Well, here's the mon for you. The sad thing about the ability is that even using Flame charge, your attack stats are only getting +.5... so that's not as effective as it could be. This makes Mega trode fairly not broken... or so I hope.
Stats: 60/50/70/80/80/140>>>60/110/70/110/80/150
Ability: Whatever its old abilities are>>>Pure Velocity(.33x the ability holder's Speed is added to both its offensive stats)
Movepool: +Fire Blast +Outrage +Autotomize
It would have made no sense to change his type.
His stats allow him to be mixed with his ability
His ability is one of the few ways to let his strengths make him a better pokemon
His new moves are flavorful and serve to give him coverage/boosting moves
Electrode
Electric --> Electric/Dark
Static/Soundproof/Aftermath --> Levitate
60/50/70/80/80/140 --> 60/110/80/110/80/140
New Moves: Dark Pulse, Nasty Plot, Memento
Electric/Dark may not make as much sense as Electric/Steel, but here it is anyway. With all of its new moves exclusively Dark-type, it gives M-Electrode a slightly better movepool to work with. It also now gains STAB on Foul Play, Sucker Punch, and Thief (lol). Regarding the stat spread, I tailored it so it our favorite exploding bomb can go mixed as needed, or even run a physical set (more powerful Explosion anyone?). It already has a large support movepool as well, so I figured Memento could give it the option to grab some "mementum" for its team. See what I did there?
Electric --> Electric/Dark
Static/Soundproof/Aftermath --> Levitate
60/50/70/80/80/140 --> 60/110/80/110/80/140
New Moves: Dark Pulse, Nasty Plot, Memento
Electric/Dark may not make as much sense as Electric/Steel, but here it is anyway. With all of its new moves exclusively Dark-type, it gives M-Electrode a slightly better movepool to work with. It also now gains STAB on Foul Play, Sucker Punch, and Thief (lol). Regarding the stat spread, I tailored it so it our favorite exploding bomb can go mixed as needed, or even run a physical set (more powerful Explosion anyone?). It already has a large support movepool as well, so I figured Memento could give it the option to grab some "mementum" for its team. See what I did there?
Typing: Electric -> Electric/Normal
Abilities: Soundproof / Static / Aftermath -> Reckless
60/50/70/80/80/140 -> 60/150/70/80/80/140 [+100 Atk]
New Moves: + Double-Edge
Oh come on, someone had to do this.
What is Voltorb and Electrode INFAMOUS for?
Here's a hint:
They explode.
They use Selfdestruct.
They use Explosion.
So let's not beat around the bush. Adding the Normal typing and bumping Electrode's attack to Base 150 gives Mega Electrode the single most powerful Explosion in the entire game. This allows one to use Mega Electrode to KO almost anything that is not a Rock, Steel or Ghost type, although at the cost of it's own life. That sweeper set up? Mega Electrode can stop it. Adding Double-Edge and Reckless gives Mega Electrode a way of fighting without blowing up, but it won't last long. Reckless suits Electrode well, since you must be pretty Reckless if your first reaction to most things is to blow yourself up.
Mega Electrode is high-yield face removal, and is the definition of a glass cannon. As it should be.
Also; design: Looks like an Ultra Ball. Shiny version is purple like a Master Ball.
Electrode-Mega (Electrodate)
Electric -----> Electric
Soundproof/Static/Aftermath -----> Volt Power (Lightning Rod + Volt Absorb + Motor Drive)
60/50/70/80/80/140 (480) -----> 60/60/80/120/100/160 (580)
+ Volt Switch
Electrode's Dex entries go on about how it lives off electricity and can even cause black-outs in huge cities. So, an Ability that gives it a mixture of three Electric-type abilities, all of which involve absorbing the electricity, fits it more than anything. Its Speed Tier is also fantastic, as it now outspeeds most, if not all, viable scarfers. The best way to use it would be to switch in on an Electric-type attack, restore HP loss if any, gain Speed and Special Attack, Volt Switch for a nifty amount of damage (If you switch in on a Scarfed Electric move, you can use Charge on the switch out for an even more disastrous damage output on what's coming in; Hidden Power Ice is always there to take care of Ground Types), or if it's late game, try to sweep from there. It won't be broken for its Ability because its movepool is too barren.
Electric -----> Electric
Soundproof/Static/Aftermath -----> Volt Power (Lightning Rod + Volt Absorb + Motor Drive)
60/50/70/80/80/140 (480) -----> 60/60/80/120/100/160 (580)
+ Volt Switch
Electrode's Dex entries go on about how it lives off electricity and can even cause black-outs in huge cities. So, an Ability that gives it a mixture of three Electric-type abilities, all of which involve absorbing the electricity, fits it more than anything. Its Speed Tier is also fantastic, as it now outspeeds most, if not all, viable scarfers. The best way to use it would be to switch in on an Electric-type attack, restore HP loss if any, gain Speed and Special Attack, Volt Switch for a nifty amount of damage (If you switch in on a Scarfed Electric move, you can use Charge on the switch out for an even more disastrous damage output on what's coming in; Hidden Power Ice is always there to take care of Ground Types), or if it's late game, try to sweep from there. It won't be broken for its Ability because its movepool is too barren.
Electric ----> Electric / Fire
Static / Soundproof / Aftermath ----> Competitive
60 / 50 / 70 / 80 / 80 / 140 (480) ----> 60 / 60 / 80 / 115 / 90 / 175 (580)
New Moves: Heat Wave
Electricity produces heat, and Electrode explodes, so I thought it'd be a fun idea to give an Electric-type a secondary Fire-typing, and Heat Wave was chosen over Flamethrower to fit the flavor further. Competitive isn't really there for flavor, but to absolutely punish Defog users and be a fatal threat to hyper offense teams. Electric/Fire coverage is great, and when backed by a potential Competitive boost, things will go boom, and I'm not talking about Electrode here (Oh lord, I'm so funny). I chose to significantly buff his speed because that's what he's all about, and being able to narrowly outspeed base 100s that are at +1 or have a scarf really aids in the cause.
Typing: Electric -----> Electric
Abilities: Soundproof / Static / Aftermath ------> Generator (Sets Electric Terrain for five turns upon switch-in)
60/50/70/80/80/140 -----> 60/60/80/130/100/150
New Moves: Electric Terrain (alright this one was pretty obvious)
Alright, I was between Levitate (since Electrode is known for floating away in the wind when overcharged) and this, but since Eelektross already has the whole "no-weakness-Electric-with-Levitate" thing down pretty well, I went with the latter. The thing is named Electrode, which in real life is a part of the circuit that conducts electricity, so creating Electric Terrain isn't that much of a stretch. Generator is a better name for it, since generators, well, generate electricity. It goes with the Gardener ability Mega Florges has (Grassy Terrain), and the Enchanted ability I'm holding onto for Mega Sylveon (or Mismagius even if Etheriate doesn't work out, considering that enchantment is its whole schtick).
In terms of stat boosts, Electrode's stats all kind of suck besides Speed. I put 10 into Speed just to emphasize that this thing is fast, even when compared to other Megas. 30 total went into both defenses, just to bolster it a bit without making it bulky. I didn't want to put 60 into Special Attack, even if it might need it, so I went ahead and tossed 10 into Attack and instead raised its Special Attack to a respectable 130. Now, that doesn't sound like much for a Mega, especially one with such poor defenses, but that's where the ability comes in. Electric Terrain gives Electric attacks a 1.5x boost on grounded Pokemon (in addition to preventing sleep in grounded Pokemon, but that's besides the point). This gives Electrode an effective Special Attack of 195 when using Electric-type moves, before factoring in STAB. For reference, that's a point higher than Mega-Mewtwo Y. Sound broken yet? Well, not quite.
Well, for starters, a glance on the physical side shows that Mega Mawile with Pure Power has an effective Attack stat of 210. It also has better STAB and defenses, and also isn't limited by number of turns. Mega Electrode, on the other hand, can only use Electric-type moves if it wants to utilize the boost. This, unlike Steel-and Fairy-type moves, notably has a shortcoming in the fact that Ground is immune to Electric. Additionally, while Mega Mawile can run coverage moves like Sucker Punch and still get the boost, Electrode has no such luxury. Mawile also has far better defenses, while Electrode's poor bulk makes it very susceptible to priority. Unlike Defense, Special Defense has walls like Blissey and Mega Tyrannitar that can wall Mega Electrode for days. Finally, Electric Terrain lasts 5 turns; when it runs out, Electrode loses its 1.5x boost, and has to switch back in an out to reactivate it. With its frailty, it will have a lot of trouble puling that off. However, those are are able to will reap the rewards.
One thing Mega Electrode does have over Mega Mawile, however, is a much, much higher Speed. This enables it to utilize its powerful Thunderbolts without the need to resort to priority to hit faster foes. I know that the Ground immunity to Electric really hurts it, but no Electric-types other than Lanturn get a stronger Ice move than Hidden Power Ice, so I'm not about to break the trend with Electrode. HP-Ice or a neutral Signal Beam would be enough, I suppose.
With its blistering Speed and Electric Terrain, Electrode's Electric attacks are extremely powerful. Staying true to its design intentions, Mega Electrode attacks powerfully and quickly, like an explosion. However, its poor defense and Ground's immunity to Electric, as well as the limited number of turns for Electric Terrain, hamper its versatility and flexibility. Despite this, Mega Electrode can do the few things it does extremely well, and will likely find a spot on many teams because of this.
Static/Soundproof/Aftermath > Live Wire (automatically starts Electric Terrain effects upon switching in, for five turns)
60/50/70/80/80/140 > 60/50/100/110/110/150 (+30 Def/SpA/SpD/10 Spe)
New moves: Memento, Baton Pass, Reflect
Again, I'm going for a support role on Mega-Electrode, increasing its defenses, giving it access to dual screens, Memento, and Baton Pass to support its teammates. The ability is brand new, with the effects being based on Electric Terrain, and named after Electrode being infamously unstable. This gives it an interesting niche in allowing fellow Electric types to hit extremely hard with their own Electric moves, especially Thundurus. Between Dual Screens, and Memento, Mega-Electrode can easily give Thundurus a free turn to set up, then hit extremely hard with its Thunderbolts. Also, the increase to its special attack allows it to hit somewhat harder, especially with its ability taking place.
Type: Electric -> Electric
Abilities: Soundproof / Static / Aftermath -> Electricate (This Pokemon's Normal moves become Electric-type and do 1.3x damage.)
New Moves: Hyper Voice (it already gets screech)
60/50/70/80/80/140 (480) -> 60/100/70/110/90/150 (580)
...................................... / --/+50/--/+20/+10/+10
Description: As I said I would.. Explosion is now a lot more viable on Electrode thanks to a buffed attack stat and Electricate. I also gave it Hyper Voice as a move to abuse the new ability with, since it already learns Screech which is another voice move, and it makes sense if it could learn both. 140 Speed is ridiculously fast, and 100/110 offenses aren't bad considering you have moves like Return, Explosion and Hyper Voice.. This is really the best I could do for Electrode, lol. Not much else I can do.
Mega Electrode
Electric -> Electric
Soundproof/Static/Aftermath -> Speed Boost
HP: 60 -> 60
Atk: 50 -> 50
Def: 70 -> 80 (+10)
SpA: 80 -> 130 (+50)
SpD: 80 -> 100 (+20)
Spe: 140 -> 160 (+20)
Total: 480 -> 580
Moves: +Heat Wave
Electric -> Electric
Soundproof/Static/Aftermath -> Speed Boost
HP: 60 -> 60
Atk: 50 -> 50
Def: 70 -> 80 (+10)
SpA: 80 -> 130 (+50)
SpD: 80 -> 100 (+20)
Spe: 140 -> 160 (+20)
Total: 480 -> 580
Moves: +Heat Wave
Typing: Ground -----> Ground / Ghost
Abilities: Rock Head / Lightningrod / Battle Armor ------> Etheriate (Ghost-type Pixilate, check Mismagius and Girafarig)
60/80/110/50/80/45 -----> 60/130/110/60/100/65
New Moves: Shadow Claw, Destiny Bond, Shadow Ball
This Mega Marowak is inspired by the ghost Marowak found in the Pokemon Tower back in Lavender Town; hence it gains the Ghost typing upon Mega Evolution. This comes with some standard Ghost-type moves: Shadow Claw and Shadow Ball, with Destiny Bond for flavor reasons (I wanted to give it Grudge and Spite purely for flavor too, but the move limit made me choose). Considering that the Cubone line is closely associated with bones and death, a Ghost-type addition seems fitting even without the whole Pokemon Tower thing.
Etheriate is a strong ability, I know, but Marowak sorely needed a boost. A Marowak with Thick Club has an effective Attack of 160; A Mega Marowak with Marowakite will effectively have an Attack of 169 when using a Ghost-type move, and only 130 using any other move; it's not much stronger than standard Marowak is. In terms of physical Normal-type moves it can abuse Etheriate with, the only viable ones are Double-Edge and Return (Thrash, Giga Impact, and Skull Bash each have their own drawbacks that make them very difficult to use competitively; inability to switch moves and confusion, recharge turn, and charge turn, respectively). Double-Edge has some nasty recoil that Marowak won't be able to take well, given its lack of Recovery and low base HP. This only leaves Return as a usable move with Etheriate; but it is a strong one. Here are some damage calcs against OU's strongest physically defensive walls:
252+ Atk Marowak Return vs. 252 HP / 232+ Def Skarmory: 127-151 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Marowak Return vs. 252 HP / 184+ Def Gliscor: 144-169 (40.6 - 47.7%) -- guaranteed 3HKO after Stealth Rock and Poison Heal
Hurts a lot, doesn't it? Luckily, it's not at all unstoppable; far from it, in fact. Firstly, Marowak's massive 167 Attack stat only applies to Normal-type moves; any other physical attacks it uses will run off its more standard 130 Attack. This means Normal-types, like Blissey notably, can completely shrug off Mega-Marowak's strongest attacks. A combination of low speed and average (for a Mega) defenses, in tandem with lack of any non-Rest recovery whatsoever, means that it will be taking considerable damage often and will be unable to heal any of it off. Anything that can survive a hit can hit back for some serious damage. That being said, Marowak can demolish many threats in teams who are unprepared.
Mega Marowak may hit hard, but it in actuality only hits about as hard as Thick Club Marowak does normally, and even then this attack only applies to Normal-type moves. Though low speed and mediocre defenses may hold it back, Mega Marowak certainly will be a force to reckoned with in the metagame if used correctly.
Lightningrod/Rock Head/Battle Armor > Battle Fury (every turn this Pokemon has its Atk raised by 50%)
60/80/110/50/80/45 > 60/120/130/50/90/75 (+40 Atk/20 Def/10 SpD/30 Spe)
New moves: Phantom Force, Shadow Sneak, Close Combat
It took me a while to figure out how to differentiate Mega-Marowak from normal Marowak. Marowak is defined by its signature item, Thick Club, which doubles its Attack without any drawbacks. The loss of that is enormous, and makes it really hard to come up with something that isn't outclassed by its regular form. To that end, I added the Ghost typing, which does give it more weaknesses, but also a couple resists, then I added its ability. The idea behind its typing and abilities is an enraged Marowak trying to protect its young to the point where it doesn't care if it lives or dies - it has abandoned its weapon to beat the shit out of you personally, hence the loss of the Thick Club.
With the ability decided, it was time to move on to its stats. Since it no longer has Thick Club doubling its Attack, it was alright to boost its base Atk. I also increased its defenses slightly, and gave it an important speed boost, allowing it to beat Bisharp and Tyranitar, to new threats due to its new Ghost typing, while still being slow enough for common Pokemon to outrun it and kill it. The new moves it gains are Phantom Force, which is its main Ghost stab, and is also a cute trick to get Battle Fury going. Shadow Sneak is a ghost type priority, but it helps prevent it from being revenged kill to easily, and finally Close Combat, for the reasons I explained above. It's largely superfluous, but it fits thematically.

Marowak @ Marowakite
Type: Ground -> Ground / Ghost (it makes sense. he has an ENTIRE backstory about the ghost of his mother, 'could happen to any other species' really isn't an excuse for it not to have a ghost typing)
Abilities: Rock Head / Lightningrod / Battle Armour -> Huge Power
New Moves: buff to Bonemerang: accuracy is 100%, Shadow Sneak, buff to Shadow Punch (also learns it), it now has base 80 power.
60/80/110/50/80/45 (425) -> 60/100/120/50/110/85 (525)
.........................................--/+20/+10/----/+30/+40
Description: Like many have said, Marowak should have Huge Power because of Thick Club. I followed in Mega Mawile's steps when making this, except I gave it a Ghost typing, new good STAB in Shadow Punch and a buff to Bonemerang's accuracy. This won't completely overshadow Mega Mawile because the latter still has a better typing and pretty much same defenses, but lower speed, and slightly higher attack.
Mega Marowak
Ground > Ground/Ghost
Lightningrod/Rock Head/Battle Armor > Pure Power
60/80/110/50/80/45 > 60/110/130/50/105/60
New moves: Water Shuriken, Shadow Sneak, Shadow Claw
Concept: Not much to explain here. Marowak becomes a slow, but defensive ninja of the shadows with lots of power!
Ground > Ground/Ghost
Lightningrod/Rock Head/Battle Armor > Pure Power
60/80/110/50/80/45 > 60/110/130/50/105/60
New moves: Water Shuriken, Shadow Sneak, Shadow Claw
Concept: Not much to explain here. Marowak becomes a slow, but defensive ninja of the shadows with lots of power!
Stats: 60/80/110/50/80/45>>>60/100/140/60/120/45
Ability: Whatever its old abilities are>>>Pure Power
Movepool: +Mach Punch +Drain Punch
I believe all of these things have been explained already
Edit: Pure Power is given because it is a fighting type.
Drian Punch for longevity
Mach Punch for priority
Type - Ground/Fighting
Ability - Resenment: Each time this Pokemon receives damage its physical attack increase by 50% (1 stage). This Pokemon's attack can only be raised in this way once per turn.
Stats - 60/95/150/50/115/55
New moves - Sacred Sword, Ice Punch
Play style
Filled with anger, Mega-Marowak harbours an inner desire to destroy those which cause others pain. Upon entering the field Marowak is initially underwhelming, however, any Pokemon wishing Marowak harm will quickly find their foe overpowering them. Potentially more fearsome than directly attacking Marowak, poisoning or burning it will guarantee its constant power growth. This allows Marowak to become a premium wall/stall breakers; its impressive bulk allows it to take multiple uninvested attacks, while boosting its attack to the point in which defences no longer hold it back.
Mega-Marowak offers the opportunity to play mind games with your opposition. Setting field hazards allows Marowak a free boost upon entering the field or poisoning through which to boost its attack each turn. Your opposition must also be wary of casually using status inducing moves, or else risk the consistent boosts.
Mega-Marowak fights to defend the weak, raising its bone above its head to strike down those who would harm others, making it a hero among its fellow Pokemon. Gaining the fighting type offers Marowak a second solid STAB. Sacred Sword gives it a powerful attack, while not reducing its near-vital defences.
Hugs over hatred
Mega-Marowak's most obvious weakness is its initially average offensive stats, its only way to become powerful is to take damage. Therefore its foes will strive to bring Marowak down quickly, with powerful moves. To this end, Pokemon which have already set up can quickly sweep aside Marowak before it can accrue more than a couple boosts.
In order for Mega-Marowak to take advantage of an oppositions field hazards it must first Mega-Evolve, so on its initial entry it cannot receive a boost this way. Marowak's lack of recovery and low speed almost guarantee it being worn down over time, giving it less of an opportunity to gain attack power each time it comes in. To this end, Mega-Marowak is very dependent on Wish support, or can only be used as an attacker which stays in until it goes down.
First time doing this tell me if I'm doing it wrong
Pokemon: Marowak
Type: Ground-->Ground/Dark (woulda loved Normal/Ghost, just so that would be a thing but oh well)
Ablility: Rock Head/Lightning Rod/Battle Armor-->Midnight Masquerade (All of this pokemon's attacks hit twice. The second time the attack hits it is ghost typing rather than the original typing and does half damage. If the attack is ghost type, the second attack is then normal. Any secondary effects are not repeated, such as power up punch)
Stats: 60/80/110/50/80/45-->60/100(+20)/110(+20)/30(-20/100(+20)/95(+50)
New Moves: Taunt, Agility, Night Slash
Explanation: Okay, so to begin since childhood marowak has always been one of my favorite mons. Sadly, i've never seen it used out of doubles trick room teams, even then it depends on the item Thick Club. So I'll jump at the first opportunity to make this thing better. Let's make our Bone Headed friend depend on another item! So I'll explain what I was thinking competitively for this Pokemon. Some major threats in the OU meta currently our Aegislash, Deoxys-D and Bisharp. Now I somewhat was keeping these things in mind.
This thing survives Aegislashes +2 Shadow Sneak (+2 252+ Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 0 Def Marowak: 63-75 (24.1 - 28.7%) -- 98.8% chance to 4HKO) and proceeds to (252 Atk Marowak Earthquake vs. 252 HP / 0 Def Aegislash-Blade: 506-596 (156.1 - 183.9%) -- guaranteed OHKO)
The Speed is to out speed Deoxys-D and perhaps Taunt then: (252 Atk Marowak Night Slash vs. 252 HP / 4 Def Deoxys-D: 134-162 (44 - 53.2%) -- 25% chance to 2HKO)
As for the ability. I like the concept of parental bond, but its just too strong. I wanted something perhaps manageable by things that resists ghost or are immune to ghosts. as well as the secondary effects not taking place. As for flavor for the ability, I like to imagine the mother of the marowak assisting as somewhat of a shadow cast behind the marowak.
Welp, hope there was something to be liked here. Wish I could have come up with something more, but Thanks for reading. Here's a picture!
Edit: Sorry was typing before it said the submissions were over!

Pokemon: Marowak
Type: Ground-->Ground/Dark (woulda loved Normal/Ghost, just so that would be a thing but oh well)
Ablility: Rock Head/Lightning Rod/Battle Armor-->Midnight Masquerade (All of this pokemon's attacks hit twice. The second time the attack hits it is ghost typing rather than the original typing and does half damage. If the attack is ghost type, the second attack is then normal. Any secondary effects are not repeated, such as power up punch)
Stats: 60/80/110/50/80/45-->60/100(+20)/110(+20)/30(-20/100(+20)/95(+50)
New Moves: Taunt, Agility, Night Slash
Explanation: Okay, so to begin since childhood marowak has always been one of my favorite mons. Sadly, i've never seen it used out of doubles trick room teams, even then it depends on the item Thick Club. So I'll jump at the first opportunity to make this thing better. Let's make our Bone Headed friend depend on another item! So I'll explain what I was thinking competitively for this Pokemon. Some major threats in the OU meta currently our Aegislash, Deoxys-D and Bisharp. Now I somewhat was keeping these things in mind.
This thing survives Aegislashes +2 Shadow Sneak (+2 252+ Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 0 Def Marowak: 63-75 (24.1 - 28.7%) -- 98.8% chance to 4HKO) and proceeds to (252 Atk Marowak Earthquake vs. 252 HP / 0 Def Aegislash-Blade: 506-596 (156.1 - 183.9%) -- guaranteed OHKO)
The Speed is to out speed Deoxys-D and perhaps Taunt then: (252 Atk Marowak Night Slash vs. 252 HP / 4 Def Deoxys-D: 134-162 (44 - 53.2%) -- 25% chance to 2HKO)
As for the ability. I like the concept of parental bond, but its just too strong. I wanted something perhaps manageable by things that resists ghost or are immune to ghosts. as well as the secondary effects not taking place. As for flavor for the ability, I like to imagine the mother of the marowak assisting as somewhat of a shadow cast behind the marowak.
Welp, hope there was something to be liked here. Wish I could have come up with something more, but Thanks for reading. Here's a picture!
Edit: Sorry was typing before it said the submissions were over!

Marowak
Ground --> Ground/Fighting
Rock Head/Lightningrod/Battle Armor --> Adaptability
60/80/110/50/80/45 --> 60/130/120/85/95/35
New Moves: Mach Punch, Close Combat, Drain Punch
I wanted to try taking a route other than Huge Power, so here you have it. PokeDex entries are as follows:
Gen 3: MAROWAK is the evolved form of a CUBONE that has overcome its sadness at the loss of its mother and grown tough. This POKéMON's tempered and hardened spirit is not easily broken.
Gen 4: From its birth, this savage Pokémon constantly holds bones. It is skilled in using them as weapons. It has been seen pounding boulders with the bone it carries in order to tap out messages to others.
Gen 5: Same as Gen 4.
Gen 6: It is small and was originally very weak. Its temperament turned ferocious when it began using bones.
Adaptability sort of makes sense here, as Cubone's evolution didn't become a sobbing wreck when its mother perished, nor did it stay weak. Fighting type was added for a secondary STAB, while also making sense with its "savage" nature.
Ground --> Ground/Fighting
Rock Head/Lightningrod/Battle Armor --> Adaptability
60/80/110/50/80/45 --> 60/130/120/85/95/35
New Moves: Mach Punch, Close Combat, Drain Punch
I wanted to try taking a route other than Huge Power, so here you have it. PokeDex entries are as follows:
Gen 3: MAROWAK is the evolved form of a CUBONE that has overcome its sadness at the loss of its mother and grown tough. This POKéMON's tempered and hardened spirit is not easily broken.
Gen 4: From its birth, this savage Pokémon constantly holds bones. It is skilled in using them as weapons. It has been seen pounding boulders with the bone it carries in order to tap out messages to others.
Gen 5: Same as Gen 4.
Gen 6: It is small and was originally very weak. Its temperament turned ferocious when it began using bones.
Adaptability sort of makes sense here, as Cubone's evolution didn't become a sobbing wreck when its mother perished, nor did it stay weak. Fighting type was added for a secondary STAB, while also making sense with its "savage" nature.
Marowak
Ground --> Ground/Ghost
Rock Head/Lightningrod/Battle Armor --> Technician
60/80/110/50/80/45 -->60/130(+50)/120(+10)/50/110(+30)/45
New Moves: Shadow Sneak, Shadow Punch
To get away from Huge/Pure Power, I went with technician. It gives Marowak a 225 Base Power Bonemerang, and with the retyping hard hitting priority and secondary STAB. This obviously wont be outspeeding much, but with priority STAB and great mixed defenses does it really need to?
Ground --> Ground/Ghost
Rock Head/Lightningrod/Battle Armor --> Technician
60/80/110/50/80/45 -->60/130(+50)/120(+10)/50/110(+30)/45
New Moves: Shadow Sneak, Shadow Punch
To get away from Huge/Pure Power, I went with technician. It gives Marowak a 225 Base Power Bonemerang, and with the retyping hard hitting priority and secondary STAB. This obviously wont be outspeeding much, but with priority STAB and great mixed defenses does it really need to?
Marowak (Marowakite)
Type: Ground -> Ground/Ghost
Abilities: Rock Head, Lightning Rod (Battle Armor) -> Parental Bond
New Moves: Shadow Claw, Shadow Sneak
HP: 60 -> 60
Atk: 80 -> 110 (+30)
Def: 110 -> 140 (+30)
SpA: 50 -> 60 (+10)
SpD: 80 -> 130 (+50)
Spe: 45 -> 25 (-20)
BST: 425 -> 525
Mega Marowak is like a weaker but a bit more defensive version of Mega Kangaskhan. The new typing and ability come from Cubone and Marowak's infamous backstory.
Balance-wise, Parental Bond makes up for the Thick Club boost with the added bonus of breaking subs. It also affects special moves unlike the Thick Club, which is actually useful as Marowak gets Fire Blast to muscle past Forretress, Skarmory, and Ferrothorn.
Snadow Sneak is there for some priority, Shadow Claw for reliable STAB. With Stealth Rock, Knock Off, and Icy Wind (-2 Spe thanks to Parental Bond), it can also make use of its great defenses and offer some support to teams.
Type: Ground -> Ground/Ghost
Abilities: Rock Head, Lightning Rod (Battle Armor) -> Parental Bond
New Moves: Shadow Claw, Shadow Sneak
HP: 60 -> 60
Atk: 80 -> 110 (+30)
Def: 110 -> 140 (+30)
SpA: 50 -> 60 (+10)
SpD: 80 -> 130 (+50)
Spe: 45 -> 25 (-20)
BST: 425 -> 525
Mega Marowak is like a weaker but a bit more defensive version of Mega Kangaskhan. The new typing and ability come from Cubone and Marowak's infamous backstory.
Balance-wise, Parental Bond makes up for the Thick Club boost with the added bonus of breaking subs. It also affects special moves unlike the Thick Club, which is actually useful as Marowak gets Fire Blast to muscle past Forretress, Skarmory, and Ferrothorn.
Snadow Sneak is there for some priority, Shadow Claw for reliable STAB. With Stealth Rock, Knock Off, and Icy Wind (-2 Spe thanks to Parental Bond), it can also make use of its great defenses and offer some support to teams.
Marowakite
Ability: Huge Power
Stats: 60/95/135/70/90/75
Type: Ground-Fighting
Instead of giving priority, which i fear would break Marowak, I'm trying to work with a bulky and a bit faster wallbreaker that is going to cause complete havoc in the speed tier beetween Aegislash and Adamant Gyarados. It would expecially work great on web based teams, considering it would also emergency check Bisharp.
Ability: Huge Power
Stats: 60/95/135/70/90/75
Type: Ground-Fighting
Instead of giving priority, which i fear would break Marowak, I'm trying to work with a bulky and a bit faster wallbreaker that is going to cause complete havoc in the speed tier beetween Aegislash and Adamant Gyarados. It would expecially work great on web based teams, considering it would also emergency check Bisharp.
Marowak (Marowakite)
Type: Ground → Ground/Dark
Ability: Rock Head/Lightning Rod/Battle Armor → Huge Power
Stats: 60/80/110/50/80/45 → 60/100/140/50/100/75 (+20 Atk, +30 Def, +20 SpD, +30 Spe)
New Moves: +Knock Off, +Foul Play, +Sucker Punch
Huge Power is just too perfect. I made M-Marowak a bulky tank, with huge attack and great defenses, along with Dark STAB in Knock Off and Foul Play. Sucker Punch is STAB priority, which is always nice, and I buffed its pitiful speed with the rest of my boosts, and you have M-Marowak. :D
Type: Ground → Ground/Dark
Ability: Rock Head/Lightning Rod/Battle Armor → Huge Power
Stats: 60/80/110/50/80/45 → 60/100/140/50/100/75 (+20 Atk, +30 Def, +20 SpD, +30 Spe)
New Moves: +Knock Off, +Foul Play, +Sucker Punch
Huge Power is just too perfect. I made M-Marowak a bulky tank, with huge attack and great defenses, along with Dark STAB in Knock Off and Foul Play. Sucker Punch is STAB priority, which is always nice, and I buffed its pitiful speed with the rest of my boosts, and you have M-Marowak. :D
pursuitwak up in this bitch
Mega Marowak (Marowakite)
Type: Ground -> Ground/Dark
Abilities: Rock Head, Lightning Rod (Battle Armor) -> Parental Bond
Stats:
HP: 60 -> 60
Atk: 80 -> 110 (+30)
Def: 110 -> 130 (+20)
SpA: 50 -> 40 (-10)
SpD: 80 -> 120 (+40)
Spe: 45 -> 65 (+20)
BST: 425 -> 525
New Moves: Pursuit, Shadow Sneak (already learns k-off through transfer)
Exp (competetive)
This is extremely specific stat wise. It ensures it cannot guerentee the 2hko on mvenu w/bold nature making it not hit an important benchmark that could make it broken in terms of attack. The sdef is chosen very carefully as it can live 1 specs draco meteor from Latios with a 252/4 spread with, at least 1% health remaining. The speed is chosen 5 above sylveon and aegislash as to deal with those 2 walls better while still remaining a wallbreaker speed tier (I would give it more but idk man this shit is strong enough as it is). And the rest are dumped into defense making it 100 BST. Dark Type lets marowak not just become 1 generc wallbreaker or PuP sweeper that everybody talks about, it lets it pursuit trap important threats such as the lati@s. Shadow Sneak is to give it SOME priority for the poor guy while not exactly breaking it with sucker punch. Also STAB knock off is cool. It still faces obstacles like bulky grasses, mandibuzz or powerful revenge killers depending on the set.
Now for the exp (casual/flavor)
it fits maro perfectly imo. Marowak has always had the anger issues and back story of a dark type. while I think ghost is a fine choice, dark just fits it better for suck a brute badass with anger issues.
Sample Sets:
Pursuit:
Marowak @ Marowakite
Ability: Rock Head
252 HP / 252 Atk / 4 SDef
Adamant Nature
- Pursuit
- Earthquake
- Knock Off
- Low Kick / Stone Edge / Shadow Sneak
PuP:
Marowak @ Marowakite
Ability: Rock Head
252 HP / 252 Atk / 4 SDef
Adamant Nature
- Power Up Punch
- Earthquake
- Knock Off
- Shadow Sneak
Substitute (toxic slash on the set is for mandibuzz:
Marowak @ Marowakite
Ability: Rock Head
252 HP / 252 Atk / 4 SDef
Adamant Nature
- Substitute
- Earthquake
- Knock Off
- Low Kick / Stone Edge / Shadow Sneak / Toxic
Type: Ground -> Ground/Dark
Abilities: Rock Head, Lightning Rod (Battle Armor) -> Parental Bond
Stats:
HP: 60 -> 60
Atk: 80 -> 110 (+30)
Def: 110 -> 130 (+20)
SpA: 50 -> 40 (-10)
SpD: 80 -> 120 (+40)
Spe: 45 -> 65 (+20)
BST: 425 -> 525
New Moves: Pursuit, Shadow Sneak (already learns k-off through transfer)
Exp (competetive)
This is extremely specific stat wise. It ensures it cannot guerentee the 2hko on mvenu w/bold nature making it not hit an important benchmark that could make it broken in terms of attack. The sdef is chosen very carefully as it can live 1 specs draco meteor from Latios with a 252/4 spread with, at least 1% health remaining. The speed is chosen 5 above sylveon and aegislash as to deal with those 2 walls better while still remaining a wallbreaker speed tier (I would give it more but idk man this shit is strong enough as it is). And the rest are dumped into defense making it 100 BST. Dark Type lets marowak not just become 1 generc wallbreaker or PuP sweeper that everybody talks about, it lets it pursuit trap important threats such as the lati@s. Shadow Sneak is to give it SOME priority for the poor guy while not exactly breaking it with sucker punch. Also STAB knock off is cool. It still faces obstacles like bulky grasses, mandibuzz or powerful revenge killers depending on the set.
Now for the exp (casual/flavor)
it fits maro perfectly imo. Marowak has always had the anger issues and back story of a dark type. while I think ghost is a fine choice, dark just fits it better for suck a brute badass with anger issues.
Sample Sets:
Pursuit:
Marowak @ Marowakite
Ability: Rock Head
252 HP / 252 Atk / 4 SDef
Adamant Nature
- Pursuit
- Earthquake
- Knock Off
- Low Kick / Stone Edge / Shadow Sneak
PuP:
Marowak @ Marowakite
Ability: Rock Head
252 HP / 252 Atk / 4 SDef
Adamant Nature
- Power Up Punch
- Earthquake
- Knock Off
- Shadow Sneak
Substitute (toxic slash on the set is for mandibuzz:
Marowak @ Marowakite
Ability: Rock Head
252 HP / 252 Atk / 4 SDef
Adamant Nature
- Substitute
- Earthquake
- Knock Off
- Low Kick / Stone Edge / Shadow Sneak / Toxic
:
Typing: Ground-Dark (not all marowaks are dead lol)
Ability: Parental Bond (sorry, but good ideas don't die)
60/80/110/50/80/45 -> 60/110/120/60/100/75
Movepool + Rock Polish, + Sucker Punch, + Head Smash (lol)
Concept: Turning a normal, innocent, marowak into a fearsome rock polish + power-up punch sweeper. Sucker punch for obvious reasons, whereas head smash because I'm just a bad person. Anyways, the idea is pretty simple, rock polish, power-up punch, and sweep. Not as broken as mega kangaskhan obviously, but still very effective.
Typing: Ground-Dark (not all marowaks are dead lol)
Ability: Parental Bond (sorry, but good ideas don't die)
60/80/110/50/80/45 -> 60/110/120/60/100/75
Movepool + Rock Polish, + Sucker Punch, + Head Smash (lol)
Concept: Turning a normal, innocent, marowak into a fearsome rock polish + power-up punch sweeper. Sucker punch for obvious reasons, whereas head smash because I'm just a bad person. Anyways, the idea is pretty simple, rock polish, power-up punch, and sweep. Not as broken as mega kangaskhan obviously, but still very effective.
Mega Marowak
Typing: Ground ----> Ground/Dark
Abilities: Rock Head/Lightning Rod/Battle Armor ----> Swordsman ( Boosts Blade, Cut, Slash, and Sword moves by 1.5x)
BST: 60/80/110/50/80/45 ----> 60/130/130/50/95/60
New Moves: Night Slash, Sacred Sword, Psycho Cut
Two words: Bone swords. Aka swordsman MegaMaro. With the coverage provided by the sword moves, MegaMaro should be enough to be a bulky SD sweeper.
Typing: Ground ----> Ground/Dark
Abilities: Rock Head/Lightning Rod/Battle Armor ----> Swordsman ( Boosts Blade, Cut, Slash, and Sword moves by 1.5x)
BST: 60/80/110/50/80/45 ----> 60/130/130/50/95/60
New Moves: Night Slash, Sacred Sword, Psycho Cut
Two words: Bone swords. Aka swordsman MegaMaro. With the coverage provided by the sword moves, MegaMaro should be enough to be a bulky SD sweeper.
Mega Marowak
Type: Ground --> Ground/Ghost
Ability: Rock Head/Lightingrod/Battle Armor --> Vanishment (Two-turn moves in which the user leaves the battlefield for a turn like Dig and Fly attack on the first turn at 2x power)
Stats: 60/80/110/50/80/45 --> 60/110/120/70/120/45
New Moves: Phantom Force, Recover, Bounce
I really like the flavor of Ground/Ghost Mega Marowak, both because of Lavender Tower and the general feel of the Cubone line focuses a lot on the dead. Ground/Ghost Mega is just a natural transition. However, there existed the problem of what to do to make Mega Marowak worth the lack of Thick Club. Without that item, Marowak loses its claim to fame of having the strongest non-mega, non-choice Attack stat in the game. There was also the issue of how to deal with the fact that Ghost-type physical moves are kind of terrible.
Enter Vanishment, an ability that works from a flavor perspective because ghosts don't need to spend effort fighting gravity or digging a hole. They're ghosts! They can simply pass through the ground or into the air to strike. So moves like Dig and Marowak's new toys Phantom Force and Bounce, which would normally take 2 turns to execute, now only take one, a la Solarbeam in the sun. In addition, they hit at twice the power, replicating Marowak's Thick Club and, coupled with base 110 Attack, giving Marowak the strongest Attacks in the entire game. (iirc anyway, if not it's still pretty high up there) 60/120/120 bulk with Recover allows Mega Marowak to take a hit or two while dishing out the pain, to make up for its criminally low speed. I didn't give it Shadow Sneak but it wouldn't benefit from Vanishment anyway.
Mega Marowak, as strong as it is, can still be stopped with Pokemon immune or resistant to its STABS. Its packed with 5 tough weaknesses and a low 60 HP, and it's insanely slow. Despite that, this Mega will haunt opposing trainers everywhere!
Type: Ground --> Ground/Ghost
Ability: Rock Head/Lightingrod/Battle Armor --> Vanishment (Two-turn moves in which the user leaves the battlefield for a turn like Dig and Fly attack on the first turn at 2x power)
Stats: 60/80/110/50/80/45 --> 60/110/120/70/120/45
New Moves: Phantom Force, Recover, Bounce
I really like the flavor of Ground/Ghost Mega Marowak, both because of Lavender Tower and the general feel of the Cubone line focuses a lot on the dead. Ground/Ghost Mega is just a natural transition. However, there existed the problem of what to do to make Mega Marowak worth the lack of Thick Club. Without that item, Marowak loses its claim to fame of having the strongest non-mega, non-choice Attack stat in the game. There was also the issue of how to deal with the fact that Ghost-type physical moves are kind of terrible.
Enter Vanishment, an ability that works from a flavor perspective because ghosts don't need to spend effort fighting gravity or digging a hole. They're ghosts! They can simply pass through the ground or into the air to strike. So moves like Dig and Marowak's new toys Phantom Force and Bounce, which would normally take 2 turns to execute, now only take one, a la Solarbeam in the sun. In addition, they hit at twice the power, replicating Marowak's Thick Club and, coupled with base 110 Attack, giving Marowak the strongest Attacks in the entire game. (iirc anyway, if not it's still pretty high up there) 60/120/120 bulk with Recover allows Mega Marowak to take a hit or two while dishing out the pain, to make up for its criminally low speed. I didn't give it Shadow Sneak but it wouldn't benefit from Vanishment anyway.
Mega Marowak, as strong as it is, can still be stopped with Pokemon immune or resistant to its STABS. Its packed with 5 tough weaknesses and a low 60 HP, and it's insanely slow. Despite that, this Mega will haunt opposing trainers everywhere!
Ground-->Ground/Steel
Rock Head/Lightning Rod/Battle Armor-->Huge Power
60/80/110/50/80/45-->60/100(+20)/130(+20)/60(+10)/90(+10)/85(+40)
+Earth Power, Shadow Claw and Shadow Ball
Marowak becames a faster stronger powerhouse, with access to good bulk, it may be op, it really looks like it, but I'm kind of bias towards this guy/girl, even so I tried to make him as balanced as possible while retaining him something Gamefreak would do, Steel typing is there because I can't stop thinking of him with a giant steel bone.Random calcs:
252 Atk Huge Power Marowak Iron Head vs. 252 HP / 252+ Def Shuckle: 168-200 (68.8 - 81.9%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Huge Power Marowak Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 254-300 (59.9 - 70.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 252+ Def Forretress: 156-186 (44 - 52.5%) -- guaranteed 3HKO after Leftovers recovery
Ground --> Ground/Dark
Rock Head/Lightning Rod/Battle Armor --> Huge Power
60/80/110/50/80/45 --> 60/105(+25)/135(+25)/65(+15)/105(+25)/55(+10)
New Moves: Sucker Punch, Payback, Pursuit
ALRIGHT LADIES AND GENTS,
There have been many creative submissions up to this point. And that's great, one should always look for creative ways of going about things.
However, one should not go about creativity with the sole mindset of "what can I make that's totally different just for the sake of being different?"
No. Sometimes, the simple, boring solution is the best one. And I think, in the case of Marowak, that this could not be more true.
Many people are submitting Ground/Ghost Marowaks. Now, the reason for this is, one Marowak in Gen I was killed by Team Rocket, and its spirit was disturbed. You had to fight the ghost Marowak to bring it peace. Or something.
Anyway, while this is a neat concept, that was one Marowak. Not an entire species. There is a backround event that happened involving one Marowak, and has nothing to do with the pokemon species as a whole.
Now, what the Dex descriptions DO say about the species, is that is a savage Pokemon. It uses bones as weapons. This seems much more characteristic of a Dark or Fighting type, no?
Fighting type is just as valid and has plenty of competitive reasoning as well as flavorful ones, but let me explain why I believe Dark is the better competitive option here:
Fighting and Ground have good coverage, but the combo is walled to hell by Gengar, which in this meta is something nobody wants. Dark, however, fixes this issue, as well as the Psychic weakness brought on by Fighting. Plus, I feel Dark fits a bit more as far as 'savagery' goes, but this is honestly just opinion-based.
Here are coverage calculations for Fighting/Ground (number of all pokemon hit for varying effectiveness):
3 - No Effect
104 - Not Very Effective
345 - Normal Effectiveness
322 - Super Effective
Not bad, good coverage, mostly. Let's look at Dark/Ground now:
0 - No Effect
18 - Not Very Effective
471 - Normal Effectiveness
285 - Super Effective
At first glance, the less SE coverage looks inferior, but what you DO see is the vastly superior Neutral Coverage. Plus, with the added Dark Typing, and my new movepool, the slow-but-mighty Marowak can now visciously abuse three new, deadly moves. He gains the strongest Sucker Punch in the game, and patches up his speed issue somewhat. What you ALSO get is a terrifyingly powerful Payback, which can take advantage of his low speed to demolish opponents. Gaining the ability to Pursuit Trap is also a godsend for dealing with the S-Tiered Aegislash, many Gengar variants, and the Lati twins.
Now, there is much debate over Marowak's ability.
Why?
Robbing him of Thick Club is the greatest sin you could commit against Marowak, as no matter what you do, you make him WORSE with most abilities, while others make rediculous, unnecessarily complicated abilities that would be difficult to code and make little to no sense flavorwise and competitively.
Parental Bond, the only other rational ability, is the signature ability of Mega Kangaskhan. In my book, we should leave signature abilities alone, as they are 'signature'for a reason
Huge Power is, truthfully, the best option flavorwise and competitively. All arguments saying otherwise are weak by comparison, and not good enough to justify having with the loss of Thick Club
The stat spread is crafted in such a way to make it as PROFESSIONALY done as possible, not creatively. With few exceptions, Game Freak buffs all of the Mega Evolutions stats in proportion to the existing stats.
For example, the SDef stat and Attack stats are still equal. The Defense stat is still higher than both of them. Speed and SAtk are also in the same boat, with SAtk still being a few points higher. As far as stat distribution goes, this is a fairly textbook example for the stat changes of Mega Evolutions.
While not the most creative Marowak, I believe it to be very solid on paper, truthful to the Dex descriptions, flavorful, and competitively excellent but not broken.
Creativity is welcomed. But creativity isn't everything.
==============================================================================
This section is for recommended sets and damage calculations to accompany them. Here's one to start us off:
All-Out Attacker
Marowak @ Marowite
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
-Sucker Punch
-Bonemerang
-(Coverage Move; ex. Facade, Double Edge, Stone Edge, Iron Head)
-Pursuit/Payback
Damage Calculations (close)
Offensive:
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Mega Mawile: 508-604 (167.1 - 198.6%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Aegislash-Shield: 436-516 (134.5 - 159.2%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Payback (100 BP) vs. 252 HP / 0 Def Aegislash-Shield: 434-512 (133.9 - 158%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Sucker Punch vs. 252 HP / 0 Def Aegislash-Shield: 348-410 (107.4 - 126.5%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Heatran: 1176-1392 (304.6 - 360.6%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Payback (100 BP) vs. 252 HP / 232+ Def Skarmory: 178-210 (53.2 - 62.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Huge Power Marowak Stone Edge vs. 252 HP / 232+ Def Skarmory: 119-140 (35.6 - 41.9%) -- 88.7% chance to 3HKO after Leftovers recovery
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Conkeldurr: 324-384 (78.2 - 92.7%) -- guaranteed 2HKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 0 Def Azumarill: 372-440 (92 - 108.9%) -- approx. 56.3% chance to OHKO
252+ Atk Huge Power Marowak Stone Edge vs. 252 HP / 252+ Def Mandibuzz: 288-340 (67.9 - 80.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Huge Power Marowak Double-Edge vs. 4 HP / 0 Def Breloom: 297-350 (113.3 - 133.5%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 168+ Def Mega Venusaur: 204-242 (56 - 66.4%) -- guaranteed 2HKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 4 HP / 0 Def Mega Gyarados: 288-342 (86.7 - 103%) -- approx. 6.3% chance to OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 0 HP / 0 Def Infernape: 816-964 (278.4 - 329%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 252+ Def Eviolite Chansey: 408-482 (57.9 - 68.4%) -- guaranteed 2HKO
252+ Atk Huge Power Marowak Double-Edge vs. 252 HP / 252+ Def Tangrowth: 153-180 (37.8 - 44.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 252+ Def Suicune: 204-240 (50.4 - 59.4%) -- approx. 83.6% chance to 2HKO after Leftovers recovery
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 0 HP / 0 Def Keldeo: 338-398 (104.6 - 123.2%) -- guaranteed OHKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 252 HP / 216+ Def Mega Scizor: 180-212 (52.3 - 61.6%) -- guaranteed 2HKO
252+ Atk Huge Power Marowak Bonemerang (2 hits) vs. 4 HP / 0 Def Mega Charizard X: 568-672 (190.6 - 225.5%) -- guaranteed OHKO
Defensive:
252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 0 Def Marowak: 375-444 (115.7 - 137%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 252 HP / 0 Def Marowak: 414-488 (127.7 - 150.6%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Marowak: 181-214 (55.8 - 66%) -- guaranteed 2HKO
0 SpA Mega Venusaur Giga Drain vs. 252 HP / 4 SpD Marowak: 186-218 (57.4 - 67.2%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 0 Def Marowak: 254-300 (78.3 - 92.5%) -- guaranteed 2HKO
252 Atk Life Orb Infernape Close Combat vs. 252 HP / 0 Def Marowak: 338-400 (104.3 - 123.4%) -- guaranteed OHKO
252+ SpA Life Orb Lucario Aura Sphere vs. 252 HP / 4 SpD Marowak: 330-390 (101.8 - 120.3%) -- guaranteed OHKO
4 SpA Tangrowth Giga Drain vs. 252 HP / 4 SpD Marowak: 168-200 (51.8 - 61.7%) -- guaranteed 2HKO
4 SpA Suicune Scald vs. 252 HP / 4 SpD Marowak: 152-182 (46.9 - 56.1%) -- 81.3% chance to 2HKO
252 SpA Life Orb Keldeo Scald vs. 252 HP / 4 SpD Marowak: 328-385 (101.2 - 118.8%) -- guaranteed OHKO
40 Atk Mega Scizor Superpower vs. 252 HP / 0 Def Marowak: 194-230 (59.8 - 70.9%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 0 Def Marowak: 202-238 (62.3 - 73.4%) -- guaranteed 2HKO
Another set, more Mawile-esque (EVs and ability have not yet been optimized, bear in mind):
Swords Dance Sweeper
Marowak @ Marowite
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
-Swords Dance
-Sucker Punch
-Bonemerang
-(Coverage Move)
Damage Calculations (close)
Offensive:
Will add later!
Defensive:
Will also add later!
Will add later!
Defensive:
Will also add later!
Type: Ground -> Ground/Fighting
Ability: Lightning Rod/Rock Head/Battle Armor -> Pure Power
Stats: 60/80/110/50/80/45 -> 60/120 (+40)/115 (+5)/60 (+10)/95 (+15)/75 (+30)
New Moves: Close Combat, Drain Punch, and Ice Punch
This is a pretty common set being thrown out there, but it fits so well that I just went with it anyways. Pure power is to make up for the loss of the thick club. The reason I went with pure power over huge power is because of it's fighting type, which it why I think the medicham family has it. The fighting type is to reference it's savage nature and it just looks like it could be a fighting type, not to mention the incredible stab it gives him. The stat spread aims to make him a wall-breaker that most pokemon can only dream of. You could also just go with a bulky spread and use drain punch to get through, but his defenses aren't exactly the best for that. Close combat is his main stab, but it decreases his defenses so that makes it extremely hard to survive a hit, especially with his extremely low speed stat. Ice punch was mainly added for coverage and to give him all three of the elemental punches.
Mega Marowak
Ground ----> Ground
Rock Head / Lightningrod / Battle Armor ----> Grounder, Ground-type moves can hit Flying-types for neutral damage, and also hits Levitators and those with Air Balloon and Magnet Rise. Enemies hit after this are knocked onto the ground, like Smack Down.
60 / 80 / 110 / 50 / 80 / 45 (425) ----> 60 / 130 / 120 / 50 / 100 / 65 (525)
New Moves: none
Everyone's going with Huge Power shenanigans, so I thought I'd try a different approach. I can understand why people like Huge Power on Mega Marowak, but I thought it'd be interesting to prevent anything from switching in for free instead of mindlessly powering him up. Airborne Pokemon beware, as you can no longer come in for free. Charizard, Skarmory, Zapdos, Air Balloon Aegislash and Excadrill, Landorus, Thundurus, Talonflame, and everything else now must take extra caution when handing Marowak, lest they find themselves getting Marowak'd. No new moves were added since Ground / Fire coverage in Bonemerang and Fire Punch isn't resisted by anything now, and he already has boosting moves in Swords Dance and Rock Polish, so he can actually pull off a fairly effective Double-Dance set.
that time again...
Voting is now open for...
Cloyster
Electrode
Marowak
Hitmonlee
Please PM your votes to rachet67. Remember to list your top 3 submissions for each mega in order, with the first getting 3 votes, 2nd getting two and third getting 1. Let me know if any of the submissions are wrong or omitted. You have 24 hours to vote. May the odds be ever in your favor. Cloyster
1.
2.
3.
Electrode
1.
2.
3.
Marowak
1.
2.
3.
Hitmonlee
1.
2.
3.
1.
2.
3.
Electrode
1.
2.
3.
Marowak
1.
2.
3.
Hitmonlee
1.
2.
3.
This also marks the begging of the discussion (NOT SUBMISSION) period for...
Hitmonchan
Weezing
Seaking
Jynx
While I have your attention I'm going to reveal some of the Megas that the balancing council have been working on in the background. Some of these Megas are drastically different from their reserved submissions but most are only slightly change but all of these are the ones with large changes... Without further ado.
Bug / Flying ---> Bug / Ground
New Base Stat Total: 61/90/45/50/50/160 ----> 61/115/60/50/70/181
Ability: Speed Boost / Infiltrator ---> Brute (Makes all the user attacks physical)
New Moves: Taunt, Earthquake
Mega Ninjask is now one of the best revenge killers in tier and besides having a powerful STAB Earthquake and U-Turn, Ninjask can now choose a physical hidden power. This allows Ninjask to pick and choose certain 4x weak mons to revenge kill. Ninjask can come in easily as it returns to the same type it was as a Nincada: Bug/Ground which allows it to use STAB Earthquake to revenge kill Zard-X. Ninjask is also incredibly fast 1 point faster than Deoxys-S in fact. What Ninjask lacks in power it makes up for in its speed and sheer versatility
Water ---> Water
New Base Stats: 75/105/75/105/75/45 ---> 75/145/95/145/95/25
Ability: Suction Cups / Sniper / Moody ----> Protean
Mega Octillery is a very niche pokemon who thrives with Trick Room support. Octillery's incredibly large movepool complements its ability: Protean. Protean allows Octillery to both hit harder with its great coverage moves such as Flamethrower, Seed Bomb and Gunk Shot and be harder to hit offensively constantly switching its resistances. With Trick Room support Octillery can run a more aggresive spread bolstering both offenses without having to worry about speed investment. Octillery when given proper support can break down any wall for a Trick Room team but when it doesn't have that support it plays like an octopus out of water.
108/112/118/68/72/47 ----> 108/150/142/98/94/47
Ability: Sand Stream/Sand Force ----> Sand Force
Type: Ground ---> Ground
Hippowdon is another mega that emphasizes versatility. The lack of Sand Stream ensures that base Hippowdon's niche as a mixed wall that can stop Pokemon such as Charizard-Y will not be outdone by its mega. Sand Force is a great ability for Mega Hippowdon allowing it to summon sand and then wallbreak for the 4 turns while sand is still active. Fortunately, Mega Hippowdon is not deadweight after Sand runs out as 150 attack is still very powerful while 142 defense makes it hard to break physically. Mega Hippowdon performs the role of Tank exceptionally well but its weakness is that it cannot both invest in attack and defense leaving it either too weak or too frail to make it broken.
Rock / Flying -----> Flying
Defeatist -----> Unadaptable (Same ability as Regigias non-stabs have 66% of regular power)
75/140/65/112/65/110 -----> 75/180/85/126/85/110
New Moves: Drill Peck
Archeops is one of those Pokemon that had the potential to quite overpowered as a mega-evolution, but thanks to the new ability Unadaptable, Archeops can both fulfill a useful role on a team while not being too strong in that role. A player using Archeops probably should not mega-evolve until Archeops has fulfilled its role in its base form. Drill Peck is a great move for Archeops as well as it can use Drill Peck in normal form and in mega form as strong flying STAB with no recoil. Mega Archeops is also great in a utility role as Unadaptable puts less emphasis on coverage making it better for Archeops to carry great utility moves such as Defog and Stealth Rock.
Feel free to discuss these revealed Megas as well as the next slate.
Last edited:





