• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

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

Status
Not open for further replies.
Actually it's the submission period rn.

http://www.smogon.com/forums/thread...-check-post-1329.3507391/page-58#post-5494128

As for the actual idea, I think being able to beat most of the top-tier 'mons and also having no weaknesses is a little too good. Levitate is too fitting to be dropped from Weezing so I'd suggest a different typing, even leaving it pure Poison is fine.
Lack of recovery out of pain split means it gets whittled down very easily. Some of the checks listed can 2HKO after rocks, meaning you have a harder time switching in.
 
Yeah, I honestly think Weezing only has two options: Stay pure poison or poison/fire, anything else has 0 flavour. You can't make up flavour by saying it becomes a cloud or whatever.
 
Hey, I have a great idea guys, why don't we just make every Pokemon dark-typed? :p

Mega Hitmonchan
Fighting-> Fighting/Dark
Keen Eye/Iron Fist/Inner Focus-> Adaptability
HP: 50 -> 50
Atk: 105 -> 125 (+20)
Def: 79 -> 99 (+20)
SpA: 35 -> 55 (+20)
SpD: 110 -> 130 (+20)
Spe: 76 -> 96 (+20)
BST: 455 -> 555
Moves: +Knock Off, +Sucker Punch

Mega Hitmonchan has a great niche in defeating Megas thanks to his powerful Fighting STAB which allows him to hit most Megas supereffectively (cuz they're all Dark now)
 
Last edited:
Hey, I have a great idea guys, why don't we just make every Pokemon dark-typed?

Mega Hitmonchan
Fighting-> Fighting/Dark
Keen Eye/Iron Fist/Inner Focus-> Adaptability
HP: 50 -> 50
Atk: 105 -> 125 (+20)
Def: 79 -> 99 (+20)
SpA: 35 -> 55 (+50)
SpD: 110 -> 130 (+20)
Spe: 76 -> 96 (+20)
BST: 455 -> 555
Moves: +Knock Off
Needs some Sucker Punch.

But for real, has anyone done Technician Hitmonchan? Seems like a cool idea, Tech + STAB Mach Punch and Revenge are cool
 
Last edited:
MEGA WEEZING
(65/90/120/85/70/60 --> 65/95/145/115/100/70)
Type: Poison
Ability: Pollution (All non-poison and non-steel Pokemon lose one-eighth of their HP per turn while Weezing is on the field)

Concept: Entirely ability based. This form of Weezing gets boosts in Def (120-->145) and SpDef (70-->100), allowing it to (hopefully) be a viable stall Pokemon when coupled with its ability. Combine this with the fact that Weezing can already learn Will-O-Wisp, and you have the option to run both an Offensive and Defensive Mega-Weezing.
Due to its now-base-115 Special Attack (which isn't great but allows it to actually damage things with its wide Special movepool), these sets would pretty much all run Sludge Wave/Bomb. A Defensive Mega-Weezing may run moves like Will-O-Wisp and Infestation to rack up the peripheral damage. An Offensive Mega-Weezing can run great coverage with many moves to choose from like FireBlast/Dark Pulse/Shadow Ball/Thunder etc.
 
(I was too lazy to read other reserved things)
If someone already did something, big woop. Ignore mine
Arcanine-Mega
Typing:
Fire -> Fire/Fighting (dude he has close combat 0_O)
Ability: Intimidate/Flash Fire/Justified -> Drought (Heh ninetales got it)
90/110/80/100/80/95 -> 100/145/98/111/98/103
Movepool:No changes
Arcanine is now a beast that can pretty much decimate most pokemon in the tier instead of being uu/ru material.

Goodra-Mega
Typing:
Dragon -> Water/Dragon
Ability Sap Sipper/Hydration/Gooey -> Sap Sipper
90/100/70/110/150/80 -> 120/100/120/160/180/20
Movepool: + Calm Mind, + Recover
TROLOLOLOLOL Goodra is officially broken. Stat Changes are welcome

Hydreigon-Mega
Typing
Dragon/Dark-> Dragon/Dark xDD
Ability: Levitate -> Dark Aura
92/105/90/125/90/98 -> 112/125/110/145/110/118
Wow. the Bulk, the offenses, only problem is 4 move slot syndrome
Arcanine has already been voted on. The other should've been PM'd to acestriker19 (if previously reserved and he's still accepting).

If you didn't reserve them, why are you even.

Also, learning one Fighting move is not justification for making Arcanine a Fighting type.

And you can't increase HP from the Pokémon to its Mega. Man you really fucked up.
 
(I was too lazy to read other reserved things)
If someone already did something, big woop. Ignore mine
Arcanine-Mega
Typing:
Fire -> Fire/Fighting (dude he has close combat 0_O)
Ability: Intimidate/Flash Fire/Justified -> Drought (Heh ninetales got it)
90/110/80/100/80/95 -> 100/145/98/111/98/103
Movepool:No changes
Arcanine is now a beast that can pretty much decimate most pokemon in the tier instead of being uu/ru material.

Goodra-Mega
Typing:
Dragon -> Water/Dragon
Ability Sap Sipper/Hydration/Gooey -> Sap Sipper
90/100/70/110/150/80 -> 120/100/120/160/180/20
Movepool: + Calm Mind, + Recover
TROLOLOLOLOL Goodra is officially broken. Stat Changes are welcome

Hydreigon-Mega
Typing
Dragon/Dark-> Dragon/Dark xDD
Ability: Levitate -> Dark Aura
92/105/90/125/90/98 -> 112/125/110/145/110/118
Wow. the Bulk, the offenses, only problem is 4 move slot syndrome

Ok, WTF. We did away with reservations forever ago. My fucking word, just stop. Sorry, but you have no idea how much this happens. We are doing Seaking, Jynx, Hitmonchan, and Weezing atm.
 
(I was too lazy to read other reserved things)
If someone already did something, big woop. Ignore mine
Arcanine-Mega
Typing:
Fire -> Fire/Fighting (dude he has close combat 0_O)
Ability: Intimidate/Flash Fire/Justified -> Drought (Heh ninetales got it)
90/110/80/100/80/95 -> 100/145/98/111/98/103
Movepool:No changes
Arcanine is now a beast that can pretty much decimate most pokemon in the tier instead of being uu/ru material.

Goodra-Mega
Typing:
Dragon -> Water/Dragon
Ability Sap Sipper/Hydration/Gooey -> Sap Sipper
90/100/70/110/150/80 -> 120/100/120/160/180/20
Movepool: + Calm Mind, + Recover
TROLOLOLOLOL Goodra is officially broken. Stat Changes are welcome

Hydreigon-Mega
Typing
Dragon/Dark-> Dragon/Dark xDD
Ability: Levitate -> Dark Aura
92/105/90/125/90/98 -> 112/125/110/145/110/118
Wow. the Bulk, the offenses, only problem is 4 move slot syndrome
For the love of god, read the OP
 
Right, ANYWAY, moving on, here's my submission for everyone's favorite carcinogen, Weezing!​

110.png

Mega Weezing
Type: Poison >>> Poison
Ability: Levitate >>> Levitate
65/90/120/85/70/60 >>> 65/115(+25)/160(+40)/110(+25)/90(+20)/50(-10)
New Moves: Stealth Rock, Gastro Acid, Slack Off


Weezing is, to say the least, an interesting case. It bears one of the best defensive typings in Poison and the best ability for said type in Levitate. Weezing also bears a stout base 120 defense, which is mildly hindered by his mediocre bast 65 HP. He has an expansive special movepool and a decent physical one, as well as bringing several excellent, highly sought after utility moves such as Will-O-Wisp, Toxic Spikes, Memento, Destiny Bond, and Haze.

So, why has this toxic balloon been sent to the depths of NU this past generation? Well, if you could put it in a word, "outclassed" would be it. His attacking stats are low, SDef even lower, and Speed lower still. This means he cannot perform a hazard stacking set like Roserade, lacks Regenerator and Spore like Amoonguss, lacks reliable recovery like Venusaur, has worse offensive and speed stats than Rotom, etc.

So, what I've done here is, instead of giving him an unusual secondary typing, is simply capitalize upon what he excels at. And in this instance, that would be walling and crippling the shit out of every physical attacker in OU.


Mega Weezing sports a titanic base 160 Def stat that surpass the likes of Skarmory, good mixed offensive stats on par with the likes of Lucario, a decent base 90 SDef stat, and an even shittier speed. Do not fret about the speed, however, as superb bulk and access to Payback and Assurance more than make up for being slower than a tortoise with osteoporosis. When I say Weezing walls the shit out of all physical attackers in OU, I do mean all physical attackers:

252+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 252+ Def Mega Weezing: 127-151 (38 - 45.2%) -- guaranteed 3HKO
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Mega Weezing: 135-159 (40.4 - 47.6%) -- guaranteed 3HKO
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Mega Weezing: 127-151 (38 - 45.2%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 252 HP / 252+ Def Mega Weezing: 123-145 (36.8 - 43.4%) -- guaranteed 3HKO

My oh my.


What I've done to really make Weezing stand out, however, is spice up that movepool. He's always been outclassed as a hazard setter in the higher tiers, so what have I done to mitigate that? Given him Stealth Rock. Outclassed as a Hazer? Given him mammoth defenses. Outclassed as a stall pokemon? Give this bad boy reliable recovery.

What I've REALLY done, though, is made Weezing a solid check to several of the most feared offensive mons in the tier: Mega Pinsir, Mega Charizard X and Mega Mawile. How have I done this?

The answer is simple: Gastro Acid.

Gastro Acid is a move that is similar to the ability Mummy in move form. It supresses the opponent's ability, so if you are a physical attacker DEPENDENT on your ability to wreak havok, losing it late-game could lose you the game. Tough Claws, Huge Power, Aerilate, etc., this gives a big middle finger to the users of those. And when the opponent also happens to have Will-O-Wisp and Toxic stall capabilities, you might genuinely consider committing hari-kari on the spot. And the best part is? It affects Steel-types, too! (FUCK YOU MAWILE)

So, what do we have here, exactly? A new physical wall? A new gift to stall?

Yes, all this, but more importantly, viability. Weezing has always had the potential to be a superb wall, but it always fell short of the mark. It may not be revolutionary, but it's still unique in the same way that regular Weezing was. What I've really done, here, is given Weezing the push it needs to make its mark on OU.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
Last edited:
Right, ANYWAY, moving on, here's my submission for everyone's favorite carcinogen, Weezing!​

110.png

Mega Weezing
Type: Poison >>> Poison
Ability: Levitate >>> Levitate
65/90/120/85/70/60 >>> 65/115(+25)/160(+40)/110(+25)/90(+20)/50(-10)
New Moves: Stealth Rock, Gastro Acid, Slack Off


Weezing is, to say the least, an interesting case. It bears one of the best defensive typings in Poison and the best ability for said type in Levitate. Weezing also bears a stout base 120 defense, which is mildly hindered by his mediocre bast 65 HP. He has an expansive special movepool and a decent physical one, as well as bringing several excellent, highly sought after utility moves such as Will-O-Wisp, Toxic Spikes, Memento, Destiny Bond, and Haze.

So, why has this toxic balloon been sent to the depths of NU this past generation? Well, if you could put it in a word, "outclassed" would be it. His attacking stats are low, SDef even lower, and Speed lower still. This means he cannot perform a hazard stacking set like Roserade, lacks Regenerator and Spore like Amoonguss, lacks reliable recovery like Venusaur, has worse offensive and speed stats than Rotom, etc.

So, what I've done here is, instead of giving him an unusual secondary typing, is simply capitalize upon what he excels at. And in this instance, that would be walling and crippling the shit out of every physical attacker in OU.


Mega Weezing sports a titanic base 160 Def stat that surpass the likes of Skarmory, good mixed offensive stats on par with the likes of Lucario, a decent base 90 SDef stat, and an even shittier speed. Do not fret about the speed, however, as superb bulk and access to Payback and Assurance more than make up for being slower than a tortoise with osteoporosis. When I say Weezing walls the shit out of all physical attackers in OU, I do mean all physical attackers:

252+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 252+ Def Mega Weezing: 127-151 (38 - 45.2%) -- guaranteed 3HKO
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Mega Weezing: 135-159 (40.4 - 47.6%) -- guaranteed 3HKO
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Mega Weezing: 127-151 (38 - 45.2%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 252 HP / 252+ Def Mega Weezing: 123-145 (36.8 - 43.4%) -- guaranteed 3HKO

My oh my.


What I've done to really make Weezing stand out, however, is spice up that movepool. He's always been outclassed as a hazard setter in the higher tiers, so what have I done to mitigate that? Given him Stealth Rock. Outclassed as a Hazer? Given him mammoth defenses. Outclassed as a stall pokemon? Give this bad boy reliable recovery.

What I've REALLY done, though, is made Weezing a solid check to several of the most feared offensive mons in the tier: Mega Pinsir, Mega Charizard Y and Mega Mawile. How have I done this?

The answer is simple: Gastro Acid.

Gastro Acid is a move that is similar to the ability Mummy in move form. It supresses the opponents ability, so if you are a physical attacker DEPENDENT on your ability to wreak havok, losing it late-game could lose you the game. Tough Claws, Huge Power, Aerilate, etc., this gives a big middle finger to the users of those. And when the opponent also happens to have Will-O-Wisp and Toxic stall capabilities, you might genuinely consider committing hari-kari on the spot. And the best part is? It affects Steel-types, too! (FUCK YOU MAWILE)

So, what do we have here, exactly? A new physical wall? A new gift to stall?

Yes, all this, but more importantly, viability. Weezing has always had the potential to be a superb wall, but it always fell short of the mark. It may not be revolutionary, but it's still unique in the same way that regular Weezing was. What I've really done, here, is given Weezing the push it needs to make its mark on OU.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Wow. This taught me a lot, mainly that Gastro Acid affects Steel types. Love the idea of reliable recovery on Weezing, pretty sure that makes him the only Poison type to get it.

One question, why Slack Off instead of Recover? Flavour wise I don't really see Slack Off, while they are functionally identical. Just a minor thing.
 
Last edited:
Wow. This taught me a lot, mainly that Gastro Acid affects Steel types. Love the idea of reliable recovery on Weezing.

One question, why Slack Off instead of Recover? Flavour wise I don't really see Slack Off, while they are functionally identical. Just a minor thing.
Slack Off I typically associate with laziness and Weezing looks pretty chill

I could change it if enough people want it though
 
jynx.gif
Jynx-Mega
Type:Ice/Psychic>>>Ice/Fairy
Stats: 65/50/35/115/95/95>>>65/60/45/145/115/125
Abilities: Oblivious/Forewarn/Dry Skin>>>Technician
Movepool: +Vacuum Wave
Jynx's psychic type really doesn't make sense flavorwise.
Jynx has always been a tad sexual for a children's game so I decided to make it a "fairy".
The stats keep it on the same path it was already on
Technician makes about as much sense on Jynx as any other technician user as well as any other existing competitively viable ability would on Jynx.
Vacuum Wave isn't too Farfetch'd when you consider that Scyther gets it by level up when it doesn't even have hands. Paraphrasing its flavor: the user hurls its fists at such a high speed to send a wave of pure vacuum at the foe.
Competitively it is a special juggernaut with great special attack and speed as well as good special bulk.
It has two great stabs in the form of Frost Breath and Draining Kiss as well as Hidden Power, Vacuum Wave, and Water Pulse as well as the non-technician boosted Psyshock and Shadow Ball.
 
Last edited:
Hitmonchan
107.png

Fighting
Keen Eye/Iron Fist/Inner Focus --> Iron Fist
50/105/79/35/110/76 -> 50/145/109/35/110/106
New Moves: +Meteor Mash +Shadow Punch +Sucker Punch
This attempts for a more offensive role than normal Hitmonchan, as it cannot really afford to increase its Defenses too much thanks to its low HP stat. Meteor Mash takes on Fairies, while Shadow Punch and Sucker Punch help it to defeat Ghosts and Psychics better (I am aware that Sucker Punch does not take advantage of Iron Fist). Hitmonchan has the option to boost with Bulk Up or Agility or to go for an all-out attacking set with its wide punching movepool, with helpful moves like Drain Punch, Power-Up Punch, Mach Punch, Sucker Punch, the elemental punches, Bullet Punch and Meteor Mash. All it needs for perfect coverage are Fighting moves and Shadow Punch now, though he will still struggle beating most Flying types and Fairy types if he were to do that. Regardless, Mega Hitmonchan will have some nice options when choosing a set.
Seaking
119.png

Water
Swift Swim/Water Veil/Lightningrod --> Drizzle
80/92/65/65/80/68 -----> 80/142/85/65/90/88
New Moves: +Drill Peck +Wild Charge +Aqua Jet
Yeah, yeah another Drizzle mon. Well, it needs a good ability since we can't really work with its stats very much.
Besides, it's the king of the sea! (nominally) It is the mighty fish that pours nutritious rain for all the water types to
keep them at their best. Wild Charge is there as a reference to Lightningrod and also as a move to put down lesser water
types, but can be replaced with Horn Leech. Aqua Jet gives it priority and is powered up by rain and STAB, while Drill
Peck is a move that makes sense since it already learns moves like Peck and Drill Run and widens its physical movepool
even more. Mega Seaking's best set looks to be an Agility set, as it can't do much else besides provide rain and
wallbreak. I wished I could make it special, but Seaking's current Sp. Attack is too low to work with, so its power should
not be limited by that.
 
107.gif

Hitmonchan
Type: Fighting -> Fighting
Ability: Iron Fist/Keen Eye/Inner Focus -> Iron Fist
Stats: 50/105/79/35/110/76 -> 50/145 (+40)/119 (+40)/35/140 (+30)/66 (-10)
New Moves: Meteor Mash and Hammer Arm

This is a pretty obvious set. I keep the same typing, because there is no reason to make it any other type. I was thinking of adding steel to it for stab meteor mash, but flavor came first. I made this Hitmonchan a bulky attacker, giving it a very high attack stat, which can be further raised via power-up punch or bulk up. I also greatly improved his defenses and lowered his speed so that he could take some hits. Meteor mash is to deal with fairies without having to equip him with poison jab. Meteor mash is also further boosted by iron fist and has a chance to raise his attack stat which is helpful. I gave him hammer arm, because apparently it is also a powerful fighting stab that is boosted by iron fist. It does have the side effect of lowering his speed, but unless you are counting on sticky web, he isn't going to out-speed anything soon.

110.gif

Weezing
Type: Poison -> Poison/Rock
Ability: Levitate -> Levitate
Stats: 65/90/120/85/70/60 -> 65/90/140 (+20)/125 (+40)/110 (+40)/60
New Moves: Earth Power, Recover, and Power Gem

Weezing has always stood out to me as one of the pokemon that should have a different type. Weezing is, after all, a floating rock with poisonous gasses keeping him up (wait, is he? This is a legitimate question). Anyways, I was going to give him poison/dark because he kind of has the Edward Mordake syndrome going on, and anything that evil has to be a dark type. However, yet again, flavor before competitiveness. I kept levitate because it fits perfectly in both the competitive aspect and flavor wise. The stats are simple. Give it some defense boosts and some extra special attack (his main thing is shooting out gas and he has a higher attack? Really, Gamefreak?) I also gave it recover for obvious reasons. Earth power is for coverage alongside rock and power gem is for a good special rock stab (Gamefreak, y u no make better special rock moves?) and voila! You now have what Weezing should have been in the first place!


119.gif

Seaking
Type: Water -> Water/Electric
Ability: Swift Swim/Water Veil/Lightning Rod -> Soaking Wet (Turns the opponent into a water type on switch in)
Stats: 80/92/65/65/80/68 -> 80/137 (+45)/80 (+15)/65/80/108 (+40)
New Moves: Wild Charge

Now this was a fun one to make! It's new type allows it to kill many things that it used to have problems with. The new type also complements it's ability very well. With it's new ability, it can now turn any pokemon into a pure water type. This allows it to mess with the opponent's stabs and more importantly, hit them in the face with a super effective stab wild charge. This makes even the most fearsome walls that used to laugh at seaking's puny attempts at victory fall on there face. Aaaand here come the calcs.
It makes this...
252+ Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Mega Venusaur: 47-55 (12.9 - 15.1%) -- possible 7HKO
Turn into this!
252+ Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Soaked Mega Venusaur: 188-222 (51.6 - 60.9%) -- guaranteed 2HKO
It can even wreck house with a jolly nature
252 Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Soaked Mega Venusaur: 170-202 (46.7 - 55.4%) -- 69.5% chance to 2HKO
Now that is what I call powerful. This is, however, offset by one thing. It only affects the first pokemon. If the first pokemon switches out, it's back to their normal type.


124.gif

Jynx
Type: Ice/Psychic -> Ice/Psychic
Ability: Forewarn/Oblivious/Dry Skin -> Rhythmic Dance (Dancing moves have priority + 1. The moves affected are: Dragon Dance, Feather Dance, Fiery Dance, Luner Dance, Petal Dance, Quiver Dance, Swords Dance, and Teeter Dance)
Stats: 65/50/35/115/95/95 -> 65/110 (+60)/65 (+30)/115/95/105 (+10)
New Moves: Quiver Dance, Lunar Dance, and Swords Dance

Pokedex, take it away.
Red and Blue: "It seductively wiggles its hips as it walks. It can cause people to dance in unison with it."
Yellow: "It appears to move to a rhythm of its own, as if it were dancing. It wiggles its hips as it walks."
Gold: "It rocks its body rhythmically. It appears to alter the rhythm depend ing on how it is feeling."
Ruby, Sapphire, and Emerald: "JYNX walks rhythmically, swaying and shaking its hips as if it were dancing. Its motions are so bouncingly alluring, people seeing it are compelled to shake their hips without giving any thought to what they are doing."
LeafGreen: "It seductively wiggles its hips as it walks. It can cause people to dance in unison with it."
HeartGold: "It rocks its body rhythmically. It appears to alter the rhythm depending on how it is feeling."
X: "It wiggles its hips as it walks. It can cause people to dance in unison with it."
Ten out of twenty-two of it's pokedex entries are about dancing or moving to a rhythm. My question is, why doesn't it get any moves about dancing? Sure, it gets rain dance, but it doesn't have dance in the name in Japan. I aimed to change this. With it's new ability, "rhythmic dance" you can use the three moves I gave it: quiver dance, swords dance, and lunar dance at priority +1. This allows it to set up a quiver dance against special attackers easily due to the +1 special defense you get and then set up a sweep of your own. I gave it a huge attack buff, so that it can use swords dance and go physical and so that I don't make her overpowered as a quiver dance sweeper. You can also save one of your teammates in a last ditch effort with lunar dance if you want to forgo some coverage. With this, you can go in a variety of different ways and become quite unpredictable.
 
Last edited:
I'm obligated to submit a Jynx :].
124.gif

Jynx
Type: Ice/Psychic ---> Ice/Psychic
Ability: Forewarn/Oblivious/Dry Skin ---> Refrigerate
Base Stats: 65/50/35/115/95/95 ---> 65/55/40/160/135/100

Design: Same as normal Jynx but the skin is changed back to black then after parents complain back to purple again.

Concept: I decided that I wanted Mega Jynx to be comparable to another similar mega: Gardevior. While Jynx may seem worse than Gardevior in most scenarios its access to move Lovely Kiss allows it to cripple counter easier on switch ins. It has much lower physical defense though and most priority hits can OHKO it. With Refrigerate Jynx becomes a powerful wallbreaker comparable to Mega-Gard but I think they are different enough to distinguish the two.
 
Current Slate

Everyone has 4 hours and 15 minutes left to submit. This post SHOULD be up-to-date as of 9:50 PM EST. If your Mega's not on this list, please tell me any way you really want to.

hitmonchan.gif

Hitmonchan (Hitmonchanite?)
Type: Fighting -> Fighting
Abilities: Keen Eye, Iron Fist (Inner Focus) -> Scrappy
New Moves: Taunt, Heal Bell

HP: 50 -> 50
Atk: 105 -> 135 (+30)
Def: 79 -> 119 (+40)
SpA: 35 -> 35
SpD: 110 -> 140 (+30)
Spe: 76 -> 76
BST: 455 -> 555

Hitmonchan is the more defensive cousin of Hitmonlee... or at least he would be if his defenses were any good instead of just marginally better.
Fighting is a pretty balanced defensive typing, having as many weaknesses as resists. The Flying weakness hurts, so does Fairy but not as much. Rock and Dark resists, however, are nice resists to have in the current meta.
Scrappy is a fitting ability for Hitmonchan, scrappy being defined as "determined" or "argumentative" which both make sense for a fighter such as Hitmonchan. The ability gifts Hitmonchan with an unblockable Rapid Spin, Fake Out, and STAB that is only resisted by Poison and Fairy. For the former it gets Earthquake and for the latter, Bullet Punch.
Heal Bell is based on the bell between boxing rounds. It's probably the most valuable support it can provide alonside Rapid Spin and Taunt.
Hitmonchan

Typing: Fighting -----> Fighting
Abilities: Limber / Reckless / Unburden -> Technician
50/105/79/35/110/76 -> 50/125/89/55/130/106
Moves: Storm Throw, Circle Throw

I waited until the winner for Mega Hitmonlee was posted so that I could match Mega Hitmonchan to it. The stat boosts mirror that of Mega Hitmonlee; 30 in Speed, 20 in Special Defense, and 20 in Special Attack. In a reversal of its counterpart, 20 points went into Attack and 10 into Defense, rather than the other way around. Typing also remained the same just as it had for Mega Hitmonlee, and it gained an ability that it did not already have access to, in this case, Technician.

While Technician is a strong ability, however, Mega Hitmonchan also faces a lot of competition with other Pokemon that have the same ability. Breloom and Scizor are both already strong users of it--the former even is a Fighting-type Technician user--that don't occupy a Mega slot. In order to justify its use, Mega Hitmonchan would have to have some sort of unique, powerful technique that the others did not so that people would want to use it as their only Mega.

This technique was the limitedly distributed Storm Throw. Currently belonging to the likes of Pinsir, Throh, and Pangoro, the move fit Hitmonchan in that it was also a Pokemon focused on hand-to-hand combat. It's a 60-BP move, so it gets a boost from Technician. However, the unique feature of Storm Throw is that it always lands a critical hit. Factoring in Technician, Storm Throw effectively gives Mega Hitmonchan a 135-BP STAB move to use with no downsides whatsoever. It also gets Technician Mach Punch and now Circle Throw, for priority and phazing, respectively.

Though Storm Throw is powerful, Mega Hitmonchan still isn't unstoppable. 125 Attack for a physical Mega is rather low, and 89 Defense for a Mega is definitely low. Hitmonchan gets Drain Punch to help with healing, but it certainly won't enjoy taking hits on the physical side. Additionally, Technician Storm Throw is the main thing that sets it apart from other Technician users; it is the only thing that justifies using a Mega slot on Hitmonchan in the first place. Without it, one might as well use Breloom in its place.

Mega Hitmonchan becomes a strong attacker with a few unique tools to play with an abuse with Technician. It gets a powerful attack with no drawbacks to hammer foes with, but other than that has limited reason to take up a Mega slot. Mega Hitmonchan may only do a few things, but it certainly does those few things well.
Mega-Hitmonchan (Hitmonchite/Hitmonite-C)
Fighting --> Fighting
Keen Eye/Iron Fist/Inner Focus --> Scrappy
(50/105/79/35/110/76) --> (50/135/99/35/125/111)


Attack boost --> +30
Speed Boost --> +35
Special Defence boost --> +15
Defence boost --> +20

Mega Hitmonchan get's the stat distributions you'd expect, sort of. While the offensive and defensive buffs go without saying, whats with the speed buff? Well, it's dex entry says it pretty much "The spirit of a pro boxer has infused this Pokémon. It throws punches that are faster than a bullet train." It's practical and flavourful, Hitmonchan is damn well fast, he needs to be to weave in and out of hits. let his mega show it. With the same speed buff as hitmonlee, it reaches a lovely speed tier to make it a fast and powerful threat. Defences are eschewed in the idea of making Hitmonchan a Fast hitter with decent bulk.

The new moves are simple enough. It's got hands, so it can knock things out of yours. Zen head butt is a throwback to the boxers who headbutt their opponents. Knock off also gives some more utility to Hitmonchan beyond rapid spin (And nice coverage) The ability wasn't too hard to figure out. Hitmonchan is a Fighter, and er, they get a bit scrappy over everything. (Argumentative if you will.)
It also gives hitmonchan a chance to do two things, become the best rapid spinner in OU and provide himself as offensive check to aegislash.

Example set:

Mega-Hitmonchan @ Scrappy
Hitmonchite
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- High Jump Kick/Drain Punch
- Rapid Spin
- Knock Off
- Ice Punch
Hitmonchan -> Mega Hitmonchan

Typing: Fighting -> Fighting
Abilities: Keen Eye/Iron Fist/Inner Focus -> Analytic

50/105/79/35/110/76 -> 50/135/129/40/155/61 [+30 Atk; +40 Def, +40 Sp.Def, +5 Sp.Atk -15 Spd]
New Moves: None

Oh boy this one was fun. Hitmonchan is a boxer, and I know a fair bit about boxing. Judgeing from what we know about Hitmonchan, the fact he focuses on Jabs [Se: Every dex entry talking about his jabs], and the fact that he is not well-built and learns priority moves and moves such as Agility suggests Hitmonchan is an Outboxer [Although moves like Sky Uppercut and Close Combat suggest he can infight as well]. In fact in PMD Hitmonchan even mentions dancing around his targets, further suggesting outboxing.



So what did I do with Mega Hitmonchan? Turn him into a Counter-puncher. Evasion isn’t really a thing we smile upon, so this is about as close as we get. Mega Hitmonchan’s high defenses are really it taking as little damage as possible [He’s still frail, he only has Base 50 HP after all!] while positioning for a counter-punch. Taking a grazing blow, if you would. Then, he uses the opening to sock it to his foes with a well-timed [Indeed, some would say… Analytical] punch. Don’t cry over the loss of Iron Fist. Iron Fist only grants a 20% boost, while Analytic grants 30%.



Mega Hitmonchan has an ace up his sleeve, however. You remember when I made Mega Cloyster? I specifically put it at Base 40 Speed so it wouldn’t outspeed everything after a Shell Smash. Well, Base 61 Speed is just enough for Mega Hitmonchan to reach 243 speed with a positive nature, and 221 with a neutral nature. [486/442 at +2] While this may seem silly, to run 252 speed on a pokemon with Analytic, Hitmonchan packs Agility. This gives Mega Hitmonchan the option of sacrificing the extra power given by Analytic, to return to it’s generic style of boxing; float like a Butterfree, sting like a Beedrill. In addition, it means Hitmonchan is simply not going to get it’s Analytic boost against many walls. Which fits the lore of a counter-puncher. A wall ain’t gonna punch you; so there’s nothing to counter! Even without speed investment, after an Agility Mega Hitmonchan outruns quite a lot of pokemon. I’m no expert at speed benchmarking, but Tyranitar’s speed felt like a good benchmark.

However, even after using Agility, Mega Hitmonchan can flick the switch back to it's Analytical punches by using Revenge, which has -4 priority. Of course, this comes with the downside of having only two moveslots left to use with Agility, but this flexibility makes Mega Hitmonchan less predictable. [Like any good boxer!] You could be faceing a HP-invested counterpuncher, or a speed-invested Agility Cleaner/Sweeper, or some hybrid of the two designed to hit a benchmark while being as tanky as it can be.

Also, Hitmonchan is pretty unique in access to Agility for Fighting-types. Only Hitmontop; Lucario and Hawlucha get it other than Hitmonchan, and of those, Hitmonchan seems the most fitting for a potential Agility set, besides maybe Hawlucha, but that would push into redundancy territory. I wanted to keep an Agility set a possibility.
Mega Hitmonchan
Fighting -> Fighting
Keen Eye/Iron Fist/Inner Focus -> Iron Fist
50/105/79/35/110/76 -> 50/140/99/40/120/106
+Meteor Mash, +Shadow Punch, +Dizzy Punch, (+Hammer Arm)

I might get a lot of flak for giving Hitmonchan 4 new moves when we agreed only three, but Hitmonchan IS the Punching Pokemon. It SHOULD get literally all the fist moves. And these are all the moves that are boosted by Iron Fist. I guess Hammer Arm can be dropped since it doesn't feel like an actual punching move. Hammer Arm is more of bringing the fist down which is not really a boxing move. The rest of them are like punching moves so I feel they're good enough...even if Dizzy Punch is just for flavor.

Essentially this is a straight upgrade. More speed. More power. Even slightly more special attack! I didn't choose to increase Attack above 140 because it has a lot of coverage and boosted Drain Punch as well. I didn't want to make it seem way too powerful. I also didn't want it to be too speedy...but it does need to float like a butterfly and sting like a bee so I wanted its speed to go JUST above 100. The rest I put into its defenses with 5 throwaway points that I WAS going to put into Attack into special attack. It's movepool additions gives it less problems with Psychic and Ghosts and it has a new toy against Fairies. I feel that any submission that doesn't have Iron Fist will be not true to the flavor of Mega Hitmonchan.
Mega Hitmonchan
Fighting-> Fighting/Dark
Keen Eye/Iron Fist/Inner Focus-> Adaptability
HP: 50 -> 50
Atk: 105 -> 125 (+20)
Def: 79 -> 99 (+20)
SpA: 35 -> 55 (+20)
SpD: 110 -> 130 (+20)
Spe: 76 -> 96 (+20)
BST: 455 -> 555
Moves: +Knock Off, +Sucker Punch

Mega Hitmonchan has a great niche in defeating Megas thanks to his powerful Fighting STAB which allows him to hit most Megas supereffectively (cuz they're all Dark now)
Hitmonchan
Fighting
Keen Eye/Iron Fist/Inner Focus --> Iron Fist
50/105/79/35/110/76 -> 50/145/109/35/110/106
New Moves: +Meteor Mash +Shadow Punch +Sucker Punch
This attempts for a more offensive role than normal Hitmonchan, as it cannot really afford to increase its Defenses too much thanks to its low HP stat. Meteor Mash takes on Fairies, while Shadow Punch and Sucker Punch help it to defeat Ghosts and Psychics better (I am aware that Sucker Punch does not take advantage of Iron Fist). Hitmonchan has the option to boost with Bulk Up or Agility or to go for an all-out attacking set with its wide punching movepool, with helpful moves like Drain Punch, Power-Up Punch, Mach Punch, Sucker Punch, the elemental punches, Bullet Punch and Meteor Mash. All it needs for perfect coverage are Fighting moves and Shadow Punch now, though he will still struggle beating most Flying types and Fairy types if he were to do that. Regardless, Mega Hitmonchan will have some nice options when choosing a set.
Hitmonchan
Type: Fighting -> Fighting
Ability: Iron Fist/Keen Eye/Inner Focus -> Iron Fist
Stats: 50/105/79/35/110/76 -> 50/145 (+40)/119 (+40)/35/140 (+30)/66 (-10)
New Moves: Meteor Mash and Hammer Arm

This is a pretty obvious set. I keep the same typing, because there is no reason to make it any other type. I was thinking of adding steel to it for stab meteor mash, but flavor came first. I made this Hitmonchan a bulky attacker, giving it a very high attack stat, which can be further raised via power-up punch or bulk up. I also greatly improved his defenses and lowered his speed so that he could take some hits. Meteor mash is to deal with fairies without having to equip him with poison jab. Meteor mash is also further boosted by iron fist and has a chance to raise his attack stat which is helpful. I gave him hammer arm, because apparently it is also a powerful fighting stab that is boosted by iron fist. It does have the side effect of lowering his speed, but unless you are counting on sticky web, he isn't going to out-speed anything soon.

weezing.gif

Weezing (Weezingite)
Type: Poison -> Poison
Abilities: Levitate -> Levitate
New Moves: Icy Wind, Thunder Wave, Yawn

HP: 65 -> 65
Atk: 90 -> 90
Def: 120 -> 150 (+30)
SpA: 85 -> 105 (+20)
SpD: 70 -> 110 (+40)
Spe: 60 -> 70 (+10)
BST: 490 -> 590

Weezing remains a pure Poison type with Levitate that leaves it with a single weakness to Psychic, which I feel is a good enough defensive typing for him.
It gets a few new moves for spreading status. I feel like Weezing should get Thunder Wave if it can learn Thunderbolt/Thunder and stanger things like Qwilfish can learn it.
Yawn is possibly the only sleep move that can fit Weezing, and it's more of a niche move to force switches than a tool to reliably spread status with. Along with Will-o-Wisp and Toxic, Weezing has access to all major status.
Weezing already gets Toxic Spikes, so I guess that's worth mentioning. I gave it Icy Wind to hit and slow down Ground types that Thunder Wave won't, like Garchomp.
Weezing

Typing: Poison -----> Poison / Fire
Abilities: Levitate ------> Levitate
65/90/120/85/70/60 -----> 65/100/150/125/100/50

I think it's common fanon theory that Weezing uses Explosion and Self-Destruct by igniting their poisonous gases inside and combusting. This makes perfect sense, really--Weezing can learn Flamethrower and Fire Blast already, so it's not a huge stretch to say it can also light itself up and explode if necessary. So with Mega Weezing, I decided to play this aspect of it up and make it part-Fire type.

Wait, Poison/Fire type? That sounds familiar...

For those of you that don't know, this is Mollux, CAP 3 of the BW CAPs in Smogon's very own Create-a-Pokemon project. It, like Mega Weezing here, is also a Poison/Fire type, and a tanky one at that. Mollux was themed around taking a poor typing and making it viable competitively; it did this through the ability Dry Skin, removing its Water weakness (and making it viable in Rain, but that's another story). Mega Weezing takes a cue from this, keeping Levitate to rid itself of its double Ground weakness. Another difference between them is that while Mollux is rather specially bulky, Mega Weezing is physically defensive. Both share the same specially offensive bias, though. Essentially, Mega Weezing is a physically defensive, slower Mollux that exchanges reliable recovery (Dry Skin and Black Sludge) for more defense and less reliance on Rain.

Movepool-wise, Weezing conveniently has all the moves, as Mollux proves, that a bulky Poison/Fire type needs. Toxic Spikes? Yep. Sludge Bomb? Yes. Flamethrower and Fire Blast? Of course. Thunder or Thunderbolt for coverage? It has that too. I felt that recovery any more reliable than Pain Split might be pushing it, so I didn't give it any new moves. Mega Weezing can actually run most of the movesets Mollux runs already, sans Recovery and Rapid Spin. And as we now know, Mollux is certainly no slouch when it comes to battling.

http://www.smogon.com/cap/pokemon/mollux

TL;DR: Basically this but physically defensive and not rain-based
Mega-Weezing
Type - Poison
Ability - Aroma Veil
Stats - 65/90/140/130/100/65 - BST: 590
New moves - Volt Switch, Whirlwind, Defog

Play style
Who says that only sweet aromas can be distracting? Mega-Weezing proves this, with its innocuous gases disrupting the foes attempts to provoke it into attacking. Weezing has always been an excellent defensive wall, and with increases to both of its already solid defensive stats its longevity is secured. Access to Pain Split and immunity to Toxic allow Weezing to stay in the field for prolonged periods, while its moves allow it spread status, fire off powerful special attacks and use disruptive moves.

New moves Volt Switch, Whirlwind and Defog serve to increase Weezing's versatility. Volt Switch allows Weezing to steal momentum and deal off large amount of damage, thanks to its high special attack stat. Whirlwind allows Weezing to shuffle through your opponents Pokemon, racking up hazards damage and inflicting statuses. Defog offers Weezing another touch of versatility by increasing your own team's survivability rather than decreasing your opponents. Being immune to taunt leaves Weezing free to make the best use of its wide defensive move-pool. It can, of course take a different rout with its preexisting specially offensive move-pool being very viable.

Ventilating
Mega-Weezing doesn't have any particularly exploitable weaknesses. For the most part its a solid Pokemon which can be slowly brought down. That said, it's not the scariest Pokemon out there either. It has no way of boosting its attack, Pain Split only offers unreliable recovery and its special defence is solid, but not fantastic. Removing hazards from the field makes Weezing's Whirlwind shuffling far less affective, and there's always the chance it will bring in something that can threaten it. As such, Whirlwind and Defog likely won't be often played on the same Weezing.
Mega Weezing

Poison ----> Poison / Fire
Levitate ----> Regenerator
65 / 90 / 120 / 85 / 70 / 60 (490) ----> 65 / 90 / 140 / 115 / 120 / 60
New Moves: Defog and Nasty Plot

Mega Koffing takes a more tankish role, and is able to do so with great defenses, an excellent defensive typing, and passable offenses. Regenerator is there to provide semi-reliable recovery, and gaining Defog gives him a good niche. STAB on his Flamethrowers and Fire Blasts are greatly appreciated, and Nasty Plot will skyrocket his power to insane levels. The balancing factor here is a lack of reliable recovery, low speed, and being easily checked by a plethora of offensive Pokemon.
Mega Weezing

Posion ----> Poison/Electric
Levitate ----> Levitate
65/90/120/85/70/60 ---> 65/90/150/115/110/60
New moves: Volt switch, Thunder Wave, Recover

Poison/Electric might seem kind of far out there but hear me out. My idea for this evolution was that Mega Weezing produced a lot more gas than normal Weezing, so much so that it essentially floats about in a cloud of gas. And like clouds sometimes do, it starts to produce lightening and shit. It's kind of a stretch, but not any more than poison/fire at least.
Besides this, it's a really nice typing with it's ability, that provides helpful resistances like flying while retaining its sole weakness to psychic.

The stats are pretty standard and just make it better at what it already does. 65/150 physical bulk is pretty fantastic, and it can be boosted further with will-o-wisp, making Weezing nigh impenetrable to pretty much every non-fire physical attacker. I boosted Special Defence, but not by much to keep the stats I boosted roughly in proportion and retain the physical focus of normal Weezing- 65/110 isn't bad specially, but it's not going to hold up against particularly strong neutral attacks.
The extra special attack is just a nice increase in offensive presence, which is handy since Weezing has a pretty wide special movepool.

As for the extra moves, recover is pretty much essential. Thunder wave I thought was pretty much a necessity for any electric type, and I've always wanted a pivot move when using Weezing so I went for Volt Switch too.
Weezing-Mega
Type: Poison-Dark
65/90/120/85/70/60 -> 65/90/150/105/100/70
Ability: Levitate
Movepool + Gunk Shot, + Foul Play

Explanation: I see all these poison-fire weezings going around. I get where it's coming from; air pollution and access to fire blast/flamethrower. But wouldn't a Poison-Dark typing just be better? It gets FOUR suicide moves, learns dark pulse, causes the atmosphere to become dark, darkens people's moods, etc., etc., etc. Combined with levitate, this pokemon has NO weaknesses, along with several resistances. Its enormous defenses combined with will-o-wisp allow it to be a great physical wall. Stat distribution is pretty simple, whereas gunk shot is self explanatory. Foul Play allows it to beat top tier threats that would otherwise 3HKO it.

List of A+/S rank pokemon that Physicaly defensive Weezing checks, walls, or cripples:
Aegislash (non flash cannon)
Zard X (lives +1 flare blitz, foul play kills after recoil)
Deoxys
Thundurus
Azumarill
Bisharp (Can't beat +2 bisharp with iron head)
Clefable (loses to cosmic power, beats unaware)
Garchomp
Mega Gyarados (small chance to 2HKO with eq, burns back)
Mega Mawile (small chance to 2HKO with play rough, burns back)
Mega Pinsir (avoids 2HKO, burns back)
Mega Scizor (gets completely shut down, weezing lives +6 bullet punch)
Talonflame
Mega TTar (avoids 2HKO from stone edge, burns back)
TTar (burns and lives banded stone edge)

That's 15 pokemon out of 20 pokemon that it can either render useless, check, or wall. Keep in mind that this thing gets pain split as well
MEGA WEEZING
(65/90/120/85/70/60 --> 65/95/145/115/100/70)
Type: Poison
Ability: Pollution (All non-poison and non-steel Pokemon lose one-eighth of their HP per turn while Weezing is on the field)

Concept: Entirely ability based. This form of Weezing gets boosts in Def (120-->145) and SpDef (70-->100), allowing it to (hopefully) be a viable stall Pokemon when coupled with its ability. Combine this with the fact that Weezing can already learn Will-O-Wisp, and you have the option to run both an Offensive and Defensive Mega-Weezing.
Due to its now-base-115 Special Attack (which isn't great but allows it to actually damage things with its wide Special movepool), these sets would pretty much all run Sludge Wave/Bomb. A Defensive Mega-Weezing may run moves like Will-O-Wisp and Infestation to rack up the peripheral damage. An Offensive Mega-Weezing can run great coverage with many moves to choose from like FireBlast/Dark Pulse/Shadow Ball/Thunder etc.
Mega Weezing
Type: Poison >>> Poison
Ability: Levitate >>> Levitate
65/90/120/85/70/60 >>> 65/115(+25)/160(+40)/110(+25)/90(+20)/50(-10)
New Moves: Stealth Rock, Gastro Acid, Slack Off


Weezing is, to say the least, an interesting case. It bears one of the best defensive typings in Poison and the best ability for said type in Levitate. Weezing also bears a stout base 120 defense, which is mildly hindered by his mediocre bast 65 HP. He has an expansive special movepool and a decent physical one, as well as bringing several excellent, highly sought after utility moves such as Will-O-Wisp, Toxic Spikes, Memento, Destiny Bond, and Haze.

So, why has this toxic balloon been sent to the depths of NU this past generation? Well, if you could put it in a word, "outclassed" would be it. His attacking stats are low, SDef even lower, and Speed lower still. This means he cannot perform a hazard stacking set like Roserade, lacks Regenerator and Spore like Amoonguss, lacks reliable recovery like Venusaur, has worse offensive and speed stats than Rotom, etc.

So, what I've done here is, instead of giving him an unusual secondary typing, is simply capitalize upon what he excels at. And in this instance, that would be walling and crippling the shit out of every physical attacker in OU.


Mega Weezing sports a titanic base 160 Def stat that surpass the likes of Skarmory, good mixed offensive stats on par with the likes of Lucario, a decent base 90 SDef stat, and an even shittier speed. Do not fret about the speed, however, as superb bulk and access to Payback and Assurance more than make up for being slower than a tortoise with osteoporosis. When I say Weezing walls the shit out of all physical attackers in OU, I do mean all physical attackers:

252+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 252+ Def Mega Weezing: 127-151 (38 - 45.2%) -- guaranteed 3HKO
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Mega Weezing: 135-159 (40.4 - 47.6%) -- guaranteed 3HKO
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Mega Weezing: 127-151 (38 - 45.2%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 252 HP / 252+ Def Mega Weezing: 123-145 (36.8 - 43.4%) -- guaranteed 3HKO

My oh my.


What I've done to really make Weezing stand out, however, is spice up that movepool. He's always been outclassed as a hazard setter in the higher tiers, so what have I done to mitigate that? Given him Stealth Rock. Outclassed as a Hazer? Given him mammoth defenses. Outclassed as a stall pokemon? Give this bad boy reliable recovery.

What I've REALLY done, though, is made Weezing a solid check to several of the most feared offensive mons in the tier: Mega Pinsir, Mega Charizard X and Mega Mawile. How have I done this?

The answer is simple: Gastro Acid.

Gastro Acid is a move that is similar to the ability Mummy in move form. It supresses the opponent's ability, so if you are a physical attacker DEPENDENT on your ability to wreak havok, losing it late-game could lose you the game. Tough Claws, Huge Power, Aerilate, etc., this gives a big middle finger to the users of those. And when the opponent also happens to have Will-O-Wisp and Toxic stall capabilities, you might genuinely consider committing hari-kari on the spot. And the best part is? It affects Steel-types, too! (FUCK YOU MAWILE)

So, what do we have here, exactly? A new physical wall? A new gift to stall?

Yes, all this, but more importantly, viability. Weezing has always had the potential to be a superb wall, but it always fell short of the mark. It may not be revolutionary, but it's still unique in the same way that regular Weezing was. What I've really done, here, is given Weezing the push it needs to make its mark on OU.

Weezing
Type: Poison -> Poison/Rock
Ability: Levitate -> Levitate
Stats: 65/90/120/85/70/60 -> 65/90/140 (+20)/125 (+40)/110 (+40)/60
New Moves: Earth Power, Recover, and Power Gem

Weezing has always stood out to me as one of the pokemon that should have a different type. Weezing is, after all, a floating rock with poisonous gasses keeping him up (wait, is he? This is a legitimate question). Anyways, I was going to give him poison/dark because he kind of has the Edward Mordake syndrome going on, and anything that evil has to be a dark type. However, yet again, flavor before competitiveness. I kept levitate because it fits perfectly in both the competitive aspect and flavor wise. The stats are simple. Give it some defense boosts and some extra special attack (his main thing is shooting out gas and he has a higher attack? Really, Gamefreak?) I also gave it recover for obvious reasons. Earth power is for coverage alongside rock and power gem is for a good special rock stab (Gamefreak, y u no make better special rock moves?) and voila! You now have what Weezing should have been in the first place!

seaking.gif

Seaking (Seakingite)
Type: Water -> Water/Steel
Abilities: Swift Swim, Water Veil (Lightning Rod) -> Motor Drive
New Moves: Iron Head, Drill Peck, Work Up

HP: 80 -> 80
Atk: 92 -> 132 (+40)
Def: 65 -> 85 (+20)
SpA: 65 -> 65
SpD: 80 -> 80
Spe: 68 -> 108 (+40)
BST: 450 -> 550

Fuck Yeah, Seaking! AKA Heat Seaking Missle, the entire idea behind the new typing was a lame pun and an attempt to make Seaking a better offensive and defensive 'mon.
It still has the same amount of weaknesses, but with an added immunity to Poison (especially Toxic) and its ability now causes it to gain useful Speed instead of Special Attack. Drill Peck was what I felt was a logical upgrade to Peck, which it naturally learns, and is explained by its drill-like horn (Drill Run, Horn Drill, etc.)
Seaking
Typing: Water -----> Water
Abilities: Swift Swim / Water Veil / Lightningrod ------> Multiscale
80/92/65/65/80/68 -----> 80/132/105/65/110/58
New Moves: Recover, Aqua Jet, Icicle Crash

Seaking's stats kind of suck. It's in the same boat as Dewgong, with none of its stats breaking the 100 mark. Unsuprisingly, then, I felt the need to give it one of the "be-careful-with-these" abilities in order to make it edge on usable. The ability of choice was Multiscale; Seaking is a koi/goldfish hybrid that is known for the spectacularly vivid colors of its scales, so the ability made great sense flavorwise. Additionally, besides Attack, Seaking's next best statistics are his Special Defense and HP. Multiscale would help him capitalize on a role as a slow, bulky, physical attacker.

I kept its typing the same because pure Water because it is not at all a poor defensive typing--look at Vaporeon, for instance. However, it is also often overshadowed by other tantalizing combinations, such as Water/Psychic and Water/Ground. Pure Water is a perfectly fine typing that fits Seaking, so I stuck with it. Recover enables it to reactivate Multiscale between turns, but its slow speed often prevents it from activating before a predicted attack from the same turn. Aqua Jet circumvents Mega Seaking's low speed, helping it pick off already weakened foes. Finally, Avalanche works oppositely of Aqua Jet, taking advantage of Seaking's speed to hit with a 120 BP Ice-type move (but no STAB). Seaking needed a physical Ice-type move (checking the Smogon Dex right now will reveal that Seaking currently runs Ice Beam off of that paltry Special Attack. Between Icicle Crash and Avalanche, I felt that Avalanche would give it a larger swathe of options due to its synergy with Seaking's low speed. However, Icicle Crash fits marginally better flavorwise (imagine Seaking freezing water on its horn and charging, for instance), so I would appreciate some feedback on which move would be superior.

EDIT: Feedback recieved, it's Icicle Crash now.

Seaking's Speed takes a 10-point drop because I needed just a bit more points to work with, and it wasn't as if Seaking was particularly fast to begin with. It also helps it take more advantage of Avalanche. Meanwhile, Mega Seaking has its Defense and Special Defense buffed to a nice 105 and 110, respectively. With Multiscale and Recover, this newfound bulk helps it survive abnormally strong attacks. Some calcs:

252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Multiscale Seaking: 139-165 (46.1 - 54.8%)

252+ SpA Mega Venusaur Giga Drain vs. 0 HP / 0 SpD Multiscale Seaking: 118-141 (39.2 - 46.8%)

And these are both without any defensive investments whatsoever! To fulfill the "attacker" part of bulky attacker, Mega Seaking's Attack was also boosted to a respectable 132. Aqua Jet and Waterfall, Megahorn, Drill Run, and Avalanche Icicle Crash all provide it with a variety of physical options to hammer foes with. With Multiscale and these stat changes, Seaking becomes a decent option both defensively and offensively.

Now for what hinders Mega Seaking. First off, Seaking's Speed means that it will likely be taking hits before dealing them. Multiscale helps with this, so it's not too much of a problem initially. However, a few issues arise after Multiscale is broken. Because of its speed, Mega Seaking will have to utilize some heavy prediction in order to reactivate Multiscale with Recover before taking another hit, this time not cushioned by its ability. Hazards like Stealth Rock and Spikes also break Multiscale, requiring some careful planning before even sending Mega Seaking into battle. However, if one is able to sufficiently handle these shortcomings, then Mega Seaking can certainly be a viable option for your team.

Mega Seaking becomes a bulky physical attacker with the gift of Multiscale and boosted offensive and defensive stats, at the cost of a lowered Speed. It gains recovery, priority, and a physical Ice-type attack in order to capitalize on both its offensive and defensive capabilities. Though it may require some planning ahead of time in order to fit it on your team, Mega Seaking without a doubt should be considered when looking for a Mega that can both take a hit and deal one back.
Mega-Seaking
Type - Water/Normal
Ability - Water Veil
Stats - 80/152/65/65/80/108 - BST: 550
New moves - Aqua Jet, Drill Peck, Fell Stinger

Play style
Mega-Seaking was designed as a straight up, in your face, physical attacker. All of the hundred addition EVs have been split between physical attack and speed in a desperate attempt to make this goldfish live longer than a real goldfish. The new normal type represents the mundanity of Seakings design, and also offers it a second STAB, which offers reasonably unresisted coverage.

As an out and out attacker, Water Veil seemed an excellent choice for an ability, not only being flavourful, but also preventing those burns that would more or less neuter Seaking, while also providing potential switch-ins on predicted Will-o-wisps. Its new moves are a mixed bag; Aqua Jet provides some much needed priority, as with 108 speed, Seaking out-speeds a lot of the competition, but is in turn out-sped mostly by fragile attackers. Drill Peck offers a lovely coverage moves handling its grass weakness and the newly acquired fighting weakness. The final move added to this set is Fell Stinger. While perhaps being a slightly odd addition, it goes along with Seaking's primary weapon being its horn, while also give Seaking the opportunity to raise its above average attack stat to gargantuan proportions.

Belly up
Despite the new additions to Seaking, it still carries many easily exploited flaws. Lackluster defences leave Seaking very vulnerable to faster attackers, bulky attackers and priority users. While the immunity to burn ensures that Seaking can do what it has been designed to do, paralysis drops its speed down to that of a tortoise. Once again it won't last long with its mediocre defences.

Pokemon such as Empoleon and Jellicent are more or less stops to Seaking's offensive presence. Seaking has a decent move pool to choose from, but assuming it takes Waterfall and Return for STAB, it may only choose two additional moves, meaning it can't get around everything without sacrificing something.

I would have liked to put Horn Leech on this set, as I think it'd fit fine given how easy it is to remove Seaking. It was simply a case of wanting priority (Aqua Jet), coverage (Drill Peck) and something a little different to make the set special (Fell Stinger).
Seaking
Water --> Water
Swift Swim/Water Veil/Lightningrod --> Diamond Point (Tough Claws clone, works with drill and horn moves)
80/92/65/65/80/68 --> 80/137/90/65/90/88 (-/45/25/-/10/20)
New Moves: Horn Leech, Drill Peck, Aqua Jet

Seaking is not terribly impressive. Not a single base stat over 95, wonky stat distribution... it definitely has its share of flaws. This is what I came up with to remedy them to a point. It retains its typing because I could not think of a suitable secondary type for it. Diamond Point works with a fair number of its moves already, so it also helps mitigate Seaking's damage output. As for the new moves, Horn Leech gives it reliable recovery, Drill Peck to nail Grass and Fighting types, and Aqua Jet gives it much-needed priority.
Mega Seaking

Water ----> Water / Electric
Swift Swim / Water Veil / Lightningrod ----> Water Veil
80 / 92 / 65 / 65 / 80 / 68 (450) ----> 80 / 132 / 75 / 65 / 80 / 118 (550)
New Moves: Wild Charge and Swords Dance

Mega Seaking is a cool dude with a cool niche in being a sweeper that's immune to both paralysis and burns, ensuring that his sweeping prowess remains completely intact. I decided to focus more on his Attack and Speed than I usually for a Mega Evolution, but when neither of those stats are even 95, can you really blame me? His newly added Electric-typing removes his Electric weakness, and while it adds a Ground weakness, it also provides additional Flying and 4x Steel resistances. Wild Charge is there for a new STAB attack, while Swords Dance is there to present sweeping opportunities. He already has good coverage options in Megahorn, Drill Run, and Knock Off, so giving him any more coverage would be a bit overkill.
Mega-Seaking
Type: Water
Ability: Multiscale
Stats: 80 / 120 / 78 / 65 / 132 / 85 (550)
New Moves: Amnesia, Bulk Up

Multiscale is the defining quality of my submission, and makes perfect sense from both a flavour and competitive standpoint. Although I opted not to give it a 50% recovery move, it can still abuse Multiscale with Rest, or just use it in lieu of a Focus Sash to stop a threatening sweeper. I liked the idea of a defensive boosting sweeper, and so tailored the stats and movepool additions to fit. The stat spread aims to provide the option of a straight defensive RestTalk set, with superb special bulk and enough attack to secure uninvested 2HKO's on most offensive mons, while in keeping with the goldfish flavour by not excessively amping Seaking's attack or speed. Bulk Up is perfect synergistically with Multiscale and Seaking's stat spread. Amnesia because it's a goldfish. I considered Icicle Crash to boost its physical coverage, but decided it was unnecessary alongside Megahorn (and again, wasn't in keeping with being a goldfish mon).

M-Seaking @ Seakinginite
252 HP / 4 Def / 252 SDef, Careful
- Bulk Up
- Rest
- Waterfall
- Sleep Talk / Megahorn

This would probably be the most optimal set. Full SDef investment alongside Multiscale makes Seaking almost impervious to attack after a few Bulk Up's, with Rest potentially reactivating Multiscale every few turns. Mono-Water coverage is reasonable for sweeping, and also lets Seaking check the majority of threats it needs to (Lando-I, Heatran, Char-Y). An alternate route would be to run Megahorn > Sleep Talk, making Seaking much more difficult to wall in exchange for being more exploitable on its sleep turns.
Mega Seaking:
Water -----> Water/Fairy
80/92/65/65/80/68 -----> 80/92/95/125/110/48
Swift Swim / Water Veil / Lightning Rod -----> Marvel Scale
Dazzling Gleam, Moonlight, Amnesia.

Yes, my Seaking is based off of a beautiful goldfish swimming around elegantly, showing off it's marvelous scales that gleam in the moonlight.
However being a gold fish it's memory is basically refreshed every 5 seconds due to a disgusting case of amnesia.
Basically with this I've decided to make Seaking cool and usable but not necessarily OU viable. The fact of the matter is, if we go threw and give a Mega to every single pokemon, some Megas will always be outclassed by others. So I've given Seaking a nice flavorful buff that will give it a couple little niches but nothing to substantial as I know that there are gonna be many far stronger bulky water types to come that would over shadow Seaking no matter how powerful we try to make it.
Seaking -> Mega Seaking

Typing: Water -> Water
Abilities: Swift Swim/Water Veil/Lightning Rod -> Great Horn [Iron First for Horn/Drill attacks; specifically Fury Attack, Horn Attack, Drill Run, Megahorn and Drill Peck. Although Seaking performs Poison Jab with it's horn, it sadly cannot be boosted. I feel like I can get away with Fury Attack since almost all Horn-useing pokemon learn it.]

80/92/65/65/80/68 -> 80/127/85/40/100/86 [+35 Atk; +20 Def, +20 Sp.Def, +25 Spd]
New Moves: + Baton Pass; + Drill Peck

Let's face it. Water is over-subscribed, and Seaking is one of the worst of a bad bunch. [At least it's not Luvdisc]. Almost whatever we do to poor Seaking, it's not gonna be used.

So I'm just gonna run with one of the oldest gags in Pokemon, and give Seaking an ability to up the destructive power of it's horn, give it more attack and speed, and pretty much call it a day there. Great-Horn Megahorn is not to be laughed at. Even from Seaking.

Oh, and Baton Pass lets Seaking Dry Pass when you predict a switch to keep momentum, or he can pass Agility I guess. It's not like Seaking has a wide movepool, it's like sometimes you see Jolteons Dry Passing. Added a little into Seaking's defenses as well so it might survive the occasional hit.

I might want to re-use this ability when we get to Rhyperior.

Also Seaking learns Peck and Horn Drill/Drill Run. So why not Drill Peck?
Seaking
Water
Swift Swim/Water Veil/Lightningrod --> Drizzle
80/92/65/65/80/68 -----> 80/142/85/65/90/88
New Moves: +Drill Peck +Wild Charge +Aqua Jet
Yeah, yeah another Drizzle mon. Well, it needs a good ability since we can't really work with its stats very much.
Besides, it's the king of the sea! (nominally) It is the mighty fish that pours nutritious rain for all the water types to
keep them at their best. Wild Charge is there as a reference to Lightningrod and also as a move to put down lesser water
types, but can be replaced with Horn Leech. Aqua Jet gives it priority and is powered up by rain and STAB, while Drill
Peck is a move that makes sense since it already learns moves like Peck and Drill Run and widens its physical movepool
even more. Mega Seaking's best set looks to be an Agility set, as it can't do much else besides provide rain and
wallbreak. I wished I could make it special, but Seaking's current Sp. Attack is too low to work with, so its power should
not be limited by that.

Seaking
Type: Water -> Water/Electric
Ability: Swift Swim/Water Veil/Lightning Rod -> Soaking Wet (Turns the opponent into a water type on switch in)
Stats: 80/92/65/65/80/68 -> 80/137 (+45)/80 (+15)/65/80/108 (+40)
New Moves: Wild Charge

Now this was a fun one to make! It's new type allows it to kill many things that it used to have problems with. The new type also complements it's ability very well. With it's new ability, it can now turn any pokemon into a pure water type. This allows it to mess with the opponent's stabs and more importantly, hit them in the face with a super effective stab wild charge. This makes even the most fearsome walls that used to laugh at seaking's puny attempts at victory fall on there face. Aaaand here come the calcs.
It makes this...
252+ Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Mega Venusaur: 47-55 (12.9 - 15.1%) -- possible 7HKO
Turn into this!
252+ Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Soaked Mega Venusaur: 188-222 (51.6 - 60.9%) -- guaranteed 2HKO
It can even wreck house with a jolly nature
252 Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Soaked Mega Venusaur: 170-202 (46.7 - 55.4%) -- 69.5% chance to 2HKO
Now that is what I call powerful. This is, however, offset by one thing. It only affects the first pokemon. If the first pokemon switches out, it's back to their normal type.
Mega Seaking
Water -> Water
Swift Swim/Water Veil/Lightning Rod -> Simple
HP: 80 -> 80
Atk: 92 -> 127 (+35)
Def: 65 -> 75 (+10)
SpA: 65 -> 65
SpD: 80 -> 110 (+30)
Spe: 68 -> 93 (+25)
BST: 450 -> 550
Moves: +Dragon Dance

Seaking has one of the most ironic names of all Pokemon, as it is nowhere close to being King of the Sea. Horrible doesn't even come close to describing Seaking's stats. None of its stats are above base 95 and to add insult to injury, it has an incredibly shallow movepool.

To make Seaking true to his name, I decided to give it something no other Pokemon has: Simple and Dragon Dance. It's a deadly combination, after one Dragon Dance, Seaking will be at +2 Attack and Speed and can crush most Pokemon in its path. However, he stills suffers from a horrible attacking movepool and his mediocre bulk leaves him open to revenge kills.

jynx.gif

Jynx (Jynxite)
Type: Ice/Psychic -> Ice/Fairy
Abilities: Oblivious, Forewarn (Dry Skin) -> Thick Fat
New Moves: Moonblast, Slack Off

HP: 65 -> 65
Atk: 50 -> 40
Def: 35 -> 95 (+60)
SpA: 115 -> 155 (+40)
SpD: 95 -> 125 (+30)
Spe: 95 -> 65 (-30)
BST: 455 -> 555

After being mistreated by Gamefreak, nearly being fired from the Pokémon company over racial controversy and being left in the dust while her cousins Electabuzz and Magmar went on to receive evolutions, Jynx is an emotional wreck.
She spends her time watching soap operas while sobbing and eating ice cream and she has gained Thick Fat.
In her mind, she's still a beautiful princess (hence the Fairy type). Yes that's my justification.
Competitively these changes serve to get rid of a few of Jynx's weaknesses and give her STAB on Draining Kiss.
Jynx

Typing: Ice / Psychic -----> Ice / Psychic
Abilities: Oblivious / Forewarn / Dry Skin ------> Dry Skin
65/50/35/115/95/95 -----> 65/50/75/125/115/125

Ah, Jynx. Accused as a racial stereotype, left behind when its counterparts Magmar and Electabuzz received evolutions, and just generally seen as all-around creepy. However, don't be fooled; it's powerful. A combination of good Speed and Special Attack, Dry Skin, Nasty Plot, and Lovely Kiss give it a unique strategy that's difficult to stop. The set-up goes a little like this:

1. Switch in on a Water-type move to heal up with Dry Skin, or a special move and tank the hit
2. Use its good speed to hit the opponent with Lovely Kiss (75% accuracy, almost as good as Dark Void)
3. Set up with Nasty Plot as the opponent either stays in or switches out
4. Wreck house

Now, the strategy isn't flawless. Jynx can't switch in on a non-Water type physical move. Physical priority will destroy it. Lovely Kiss still misses a quarter of the time. However, even with these shortcomings, Jynx can still be utilized even in the upper tiers, with the right support. All Mega Jynx needs to become a fearsome threat even in OU is a few stat buffs.

That's exactly what Jynx gets upon Mega Evolution. It keeps its typing, its ability, and its movepool, because all of them work well with Jynx already. The main focus with Mega Jynx is on its new statistics. First off is its new speed; while Jynx's speed is great in the lower tiers, it isn't that amazing for those higher up. Mega Jynx's speed jumps up to a great base 125, helping it pull off Lovely Kiss on many new OU Pokemon: Tornadus-T, the musketeers, Greninja, and Gengar are some notable threats it now outspeeds. It's Special Attack also gets a small boost, though I'm hesistant to increase it any more than that. Jynx is intended to be a set-up sweeper; it should be pressured to pull off at least one Nasty Plot before attacking in order to comfortably take out stronger foes. Its defenses also get a buff. The Special Defense boost keeps its special bulk relevant in OU, while the Defense boost, it's largest, is largely a "throwaway" boost. Yes, Jynx may survive an extra physical hit or two because of it, but for the most part 75 Defense for a Mega is more or less irrelevant; physical hits still remain Mega Jynx's biggest weakness.

Though Jynx's strengths have been buffed to transfer its strategy to OU, so have its weaknesses. It still remains physically weak, and Lovely Kiss still misses 25% of the time. Priority is still a problem for it. In reality, Jynx's main strategy is actually one that could work in any environment. The combination of fast sleep and set-up, however, is conspicuously one that is absent in OU. Breloom and Amoonguss, the two main sleep abusers in the metagame, are notoriously slow. Darkrai, while fast, is also confined to the realms of Ubers. Spore + Shell Smash Smeargle is the only example that springs to mind, but then again, it's Smeargle. Ultimately, Jynx's stat boosts bring her strategy up to OU as a Mega, a strategy that has largely not been seen in the metagame as of yet.

Mega Jynx largely completes the same role that standard Jynx does, but with stats that allow it to compete with the threats of OU. Increased Speed keeps its agility relevant against the faster Pokemon of the higher tiers, while an increased, but not spectacular-for-a-Mega Special Attack ensure that it retains its role of set-up sweeper rather than wallbreaker. Physical defense remains its main weakness, especially priority. All in all, Jynx still keeps its niche as a fast sleep set-up sweeper, but now is able to do so in a new environment.
Mega Jynx
Type: Ice-Psychic
Stats: 65/60/75/140/105/110
Ability: Inverted Warp; when this Pokémon is on the field, Inverse Battle type chart is in play. The effect goes down when the wielder faints, is switching out or lose the ability.

Let's face it, Ice-Psychic sucks, but it's not like changling to Ice-Dark, Ice-Ghost or Ice-Fairy would make the situation better. I decided to do a drastical thing, making Jynx play under the effect of Inverse Battles. This way, Jynx has a whopping 6 resists, including a resistance to Dark, Ghost, Bug and Rock, and only two weakness to Ice and Psychic. Her coverage choices would also be vastly different. Suddenly Psychic is SE against dat Excadrill, which also happened to take 50% rocks damage while switching on you. And what about Hyper Voice being good for everything? It would also have great implications if we ever made a doubles version of this. I recognize it may be quite hard to program, but otherwise it seems tons of fun. Stats are basically a straight upgrade from Jynx.
Jynx-Mega
Type:Ice/Psychic>>>Ice/Fairy
Stats: 65/50/35/115/95/95>>>65/60/45/145/115/125
Abilities: Oblivious/Forewarn/Dry Skin>>>Technician
Movepool: +Vacuum Wave

Jynx's psychic type really doesn't make sense flavorwise.
Jynx has always been a tad sexual for a children's game so I decided to make it a "fairy".
The stats keep it on the same path it was already on
Technician makes about as much sense on Jynx as any other technician user as well as any other existing competitively viable ability would on Jynx.
Vacuum Wave isn't too Farfetch'd when you consider that Scyther gets it by level up when it doesn't even have hands. Paraphrasing its flavor: the user hurls its fists at such a high speed to send a wave of pure vacuum at the foe.
Competitively it is a special juggernaut with great special attack and speed as well as good special bulk.
It has two great stabs in the form of Frost Breath and Draining Kiss as well as Hidden Power, Vacuum Wave, and Water Pulse as well as the non-technician boosted Psyshock and Shadow Ball.
Jynx
Type: Ice/Psychic -> Ice/Psychic
Ability: Forewarn/Oblivious/Dry Skin -> Rhythmic Dance (Dancing moves have priority + 1. The moves affected are: Dragon Dance, Feather Dance, Fiery Dance, Luner Dance, Petal Dance, Quiver Dance, Swords Dance, and Teeter Dance)
Stats: 65/50/35/115/95/95 -> 65/110 (+60)/65 (+30)/115/95/105 (+10)
New Moves: Quiver Dance, Lunar Dance, and Swords Dance

Pokedex, take it away.
Red and Blue: "It seductively wiggles its hips as it walks. It can cause people to dance in unison with it."
Yellow: "It appears to move to a rhythm of its own, as if it were dancing. It wiggles its hips as it walks."
Gold: "It rocks its body rhythmically. It appears to alter the rhythm depend ing on how it is feeling."
Ruby, Sapphire, and Emerald: "JYNX walks rhythmically, swaying and shaking its hips as if it were dancing. Its motions are so bouncingly alluring, people seeing it are compelled to shake their hips without giving any thought to what they are doing."
LeafGreen: "It seductively wiggles its hips as it walks. It can cause people to dance in unison with it."
HeartGold: "It rocks its body rhythmically. It appears to alter the rhythm depending on how it is feeling."
X: "It wiggles its hips as it walks. It can cause people to dance in unison with it."
Ten out of twenty-two of it's pokedex entries are about dancing or moving to a rhythm. My question is, why doesn't it get any moves about dancing? Sure, it gets rain dance, but it doesn't have dance in the name in Japan. I aimed to change this. With it's new ability, "rhythmic dance" you can use the three moves I gave it: quiver dance, swords dance, and lunar dance at priority +1. This allows it to set up a quiver dance against special attackers easily due to the +1 special defense you get and then set up a sweep of your own. I gave it a huge attack buff, so that it can use swords dance and go physical and so that I don't make her overpowered as a quiver dance sweeper. You can also save one of your teammates in a last ditch effort with lunar dance if you want to forgo some coverage. With this, you can go in a variety of different ways and become quite unpredictable.
Jynx
Type: Ice/Psychic ---> Ice/Psychic
Ability: Forewarn/Oblivious/Dry Skin ---> Refrigerate
Base Stats: 65/50/35/115/95/95 ---> 65/55/40/160/135/100

Design: Same as normal Jynx but the skin is changed back to black then after parents complain back to purple again.

Concept: I decided that I wanted Mega Jynx to be comparable to another similar mega: Gardevior. While Jynx may seem worse than Gardevior in most scenarios its access to move Lovely Kiss allows it to cripple counter easier on switch ins. It has much lower physical defense though and most priority hits can OHKO it. With Refrigerate Jynx becomes a powerful wallbreaker comparable to Mega-Gard but I think they are different enough to distinguish the two.
 
Last edited:
Current Slate

Everyone has 4 hours and 15 minutes left to submit. This post SHOULD be up-to-date as of 7:50 PM EST. If your Mega's not on this list, please tell me any way you really want to.

hitmonchan.gif

Hitmonchan (Hitmonchanite?)
Type: Fighting -> Fighting
Abilities: Keen Eye, Iron Fist (Inner Focus) -> Scrappy
New Moves: Taunt, Heal Bell

HP: 50 -> 50
Atk: 105 -> 135 (+30)
Def: 79 -> 119 (+40)
SpA: 35 -> 35
SpD: 110 -> 140 (+30)
Spe: 76 -> 76
BST: 455 -> 555

Hitmonchan is the more defensive cousin of Hitmonlee... or at least he would be if his defenses were any good instead of just marginally better.
Fighting is a pretty balanced defensive typing, having as many weaknesses as resists. The Flying weakness hurts, so does Fairy but not as much. Rock and Dark resists, however, are nice resists to have in the current meta.
Scrappy is a fitting ability for Hitmonchan, scrappy being defined as "determined" or "argumentative" which both make sense for a fighter such as Hitmonchan. The ability gifts Hitmonchan with an unblockable Rapid Spin, Fake Out, and STAB that is only resisted by Poison and Fairy. For the former it gets Earthquake and for the latter, Bullet Punch.
Heal Bell is based on the bell between boxing rounds. It's probably the most valuable support it can provide alonside Rapid Spin and Taunt.
Hitmonchan

Typing: Fighting -----> Fighting
Abilities: Limber / Reckless / Unburden -> Technician
50/105/79/35/110/76 -> 50/125/89/55/130/106
Moves: Storm Throw, Circle Throw

I waited until the winner for Mega Hitmonlee was posted so that I could match Mega Hitmonchan to it. The stat boosts mirror that of Mega Hitmonlee; 30 in Speed, 20 in Special Defense, and 20 in Special Attack. In a reversal of its counterpart, 20 points went into Attack and 10 into Defense, rather than the other way around. Typing also remained the same just as it had for Mega Hitmonlee, and it gained an ability that it did not already have access to, in this case, Technician.

While Technician is a strong ability, however, Mega Hitmonchan also faces a lot of competition with other Pokemon that have the same ability. Breloom and Scizor are both already strong users of it--the former even is a Fighting-type Technician user--that don't occupy a Mega slot. In order to justify its use, Mega Hitmonchan would have to have some sort of unique, powerful technique that the others did not so that people would want to use it as their only Mega.

This technique was the limitedly distributed Storm Throw. Currently belonging to the likes of Pinsir, Throh, and Pangoro, the move fit Hitmonchan in that it was also a Pokemon focused on hand-to-hand combat. It's a 60-BP move, so it gets a boost from Technician. However, the unique feature of Storm Throw is that it always lands a critical hit. Factoring in Technician, Storm Throw effectively gives Mega Hitmonchan a 135-BP STAB move to use with no downsides whatsoever. It also gets Technician Mach Punch and now Circle Throw, for priority and phazing, respectively.

Though Storm Throw is powerful, Mega Hitmonchan still isn't unstoppable. 125 Attack for a physical Mega is rather low, and 89 Defense for a Mega is definitely low. Hitmonchan gets Drain Punch to help with healing, but it certainly won't enjoy taking hits on the physical side. Additionally, Technician Storm Throw is the main thing that sets it apart from other Technician users; it is the only thing that justifies using a Mega slot on Hitmonchan in the first place. Without it, one might as well use Breloom in its place.

Mega Hitmonchan becomes a strong attacker with a few unique tools to play with an abuse with Technician. It gets a powerful attack with no drawbacks to hammer foes with, but other than that has limited reason to take up a Mega slot. Mega Hitmonchan may only do a few things, but it certainly does those few things well.
Mega-Hitmonchan (Hitmonchite/Hitmonite-C)
Fighting --> Fighting
Keen Eye/Iron Fist/Inner Focus --> Scrappy
(50/105/79/35/110/76) --> (50/135/99/35/125/111)


Attack boost --> +30
Speed Boost --> +35
Special Defence boost --> +15
Defence boost --> +20

Mega Hitmonchan get's the stat distributions you'd expect, sort of. While the offensive and defensive buffs go without saying, whats with the speed buff? Well, it's dex entry says it pretty much "The spirit of a pro boxer has infused this Pokémon. It throws punches that are faster than a bullet train." It's practical and flavourful, Hitmonchan is damn well fast, he needs to be to weave in and out of hits. let his mega show it. With the same speed buff as hitmonlee, it reaches a lovely speed tier to make it a fast and powerful threat. Defences are eschewed in the idea of making Hitmonchan a Fast hitter with decent bulk.

The new moves are simple enough. It's got hands, so it can knock things out of yours. Zen head butt is a throwback to the boxers who headbutt their opponents. Knock off also gives some more utility to Hitmonchan beyond rapid spin (And nice coverage) The ability wasn't too hard to figure out. Hitmonchan is a Fighter, and er, they get a bit scrappy over everything. (Argumentative if you will.)
It also gives hitmonchan a chance to do two things, become the best rapid spinner in OU and provide himself as offensive check to aegislash.

Example set:

Mega-Hitmonchan @ Scrappy
Hitmonchite
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- High Jump Kick/Drain Punch
- Rapid Spin
- Knock Off
- Ice Punch
Hitmonchan -> Mega Hitmonchan

Typing: Fighting -> Fighting
Abilities: Keen Eye/Iron Fist/Inner Focus -> Analytic

50/105/79/35/110/76 -> 50/135/129/40/155/61 [+30 Atk; +40 Def, +40 Sp.Def, +5 Sp.Atk -15 Spd]
New Moves: None

Oh boy this one was fun. Hitmonchan is a boxer, and I know a fair bit about boxing. Judgeing from what we know about Hitmonchan, the fact he focuses on Jabs [Se: Every dex entry talking about his jabs], and the fact that he is not well-built and learns priority moves and moves such as Agility suggests Hitmonchan is an Outboxer [Although moves like Sky Uppercut and Close Combat suggest he can infight as well]. In fact in PMD Hitmonchan even mentions dancing around his targets, further suggesting outboxing.



So what did I do with Mega Hitmonchan? Turn him into a Counter-puncher. Evasion isn’t really a thing we smile upon, so this is about as close as we get. Mega Hitmonchan’s high defenses are really it taking as little damage as possible [He’s still frail, he only has Base 50 HP after all!] while positioning for a counter-punch. Taking a grazing blow, if you would. Then, he uses the opening to sock it to his foes with a well-timed [Indeed, some would say… Analytical] punch. Don’t cry over the loss of Iron Fist. Iron Fist only grants a 20% boost, while Analytic grants 30%.



Mega Hitmonchan has an ace up his sleeve, however. You remember when I made Mega Cloyster? I specifically put it at Base 40 Speed so it wouldn’t outspeed everything after a Shell Smash. Well, Base 61 Speed is just enough for Mega Hitmonchan to reach 243 speed with a positive nature, and 221 with a neutral nature. [486/442 at +2] While this may seem silly, to run 252 speed on a pokemon with Analytic, Hitmonchan packs Agility. This gives Mega Hitmonchan the option of sacrificing the extra power given by Analytic, to return to it’s generic style of boxing; float like a Butterfree, sting like a Beedrill. In addition, it means Hitmonchan is simply not going to get it’s Analytic boost against many walls. Which fits the lore of a counter-puncher. A wall ain’t gonna punch you; so there’s nothing to counter! Even without speed investment, after an Agility Mega Hitmonchan outruns quite a lot of pokemon. I’m no expert at speed benchmarking, but Tyranitar’s speed felt like a good benchmark.

However, even after using Agility, Mega Hitmonchan can flick the switch back to it's Analytical punches by using Revenge, which has -4 priority. Of course, this comes with the downside of having only two moveslots left to use with Agility, but this flexibility makes Mega Hitmonchan less predictable. [Like any good boxer!] You could be faceing a HP-invested counterpuncher, or a speed-invested Agility Cleaner/Sweeper, or some hybrid of the two designed to hit a benchmark while being as tanky as it can be.

Also, Hitmonchan is pretty unique in access to Agility for Fighting-types. Only Hitmontop; Lucario and Hawlucha get it other than Hitmonchan, and of those, Hitmonchan seems the most fitting for a potential Agility set, besides maybe Hawlucha, but that would push into redundancy territory. I wanted to keep an Agility set a possibility.
Mega Hitmonchan
Fighting -> Fighting
Keen Eye/Iron Fist/Inner Focus -> Iron Fist
50/105/79/35/110/76 -> 50/140/99/40/120/106
+Meteor Mash, +Shadow Punch, +Dizzy Punch, (+Hammer Arm)

I might get a lot of flak for giving Hitmonchan 4 new moves when we agreed only three, but Hitmonchan IS the Punching Pokemon. It SHOULD get literally all the fist moves. And these are all the moves that are boosted by Iron Fist. I guess Hammer Arm can be dropped since it doesn't feel like an actual punching move. Hammer Arm is more of bringing the fist down which is not really a boxing move. The rest of them are like punching moves so I feel they're good enough...even if Dizzy Punch is just for flavor.

Essentially this is a straight upgrade. More speed. More power. Even slightly more special attack! I didn't choose to increase Attack above 140 because it has a lot of coverage and boosted Drain Punch as well. I didn't want to make it seem way too powerful. I also didn't want it to be too speedy...but it does need to float like a butterfly and sting like a bee so I wanted its speed to go JUST above 100. The rest I put into its defenses with 5 throwaway points that I WAS going to put into Attack into special attack. It's movepool additions gives it less problems with Psychic and Ghosts and it has a new toy against Fairies. I feel that any submission that doesn't have Iron Fist will be not true to the flavor of Mega Hitmonchan.
Mega Hitmonchan
Fighting-> Fighting/Dark
Keen Eye/Iron Fist/Inner Focus-> Adaptability
HP: 50 -> 50
Atk: 105 -> 125 (+20)
Def: 79 -> 99 (+20)
SpA: 35 -> 55 (+20)
SpD: 110 -> 130 (+20)
Spe: 76 -> 96 (+20)
BST: 455 -> 555
Moves: +Knock Off, +Sucker Punch

Mega Hitmonchan has a great niche in defeating Megas thanks to his powerful Fighting STAB which allows him to hit most Megas supereffectively (cuz they're all Dark now)
Hitmonchan
Fighting
Keen Eye/Iron Fist/Inner Focus --> Iron Fist
50/105/79/35/110/76 -> 50/145/109/35/110/106
New Moves: +Meteor Mash +Shadow Punch +Sucker Punch
This attempts for a more offensive role than normal Hitmonchan, as it cannot really afford to increase its Defenses too much thanks to its low HP stat. Meteor Mash takes on Fairies, while Shadow Punch and Sucker Punch help it to defeat Ghosts and Psychics better (I am aware that Sucker Punch does not take advantage of Iron Fist). Hitmonchan has the option to boost with Bulk Up or Agility or to go for an all-out attacking set with its wide punching movepool, with helpful moves like Drain Punch, Power-Up Punch, Mach Punch, Sucker Punch, the elemental punches, Bullet Punch and Meteor Mash. All it needs for perfect coverage are Fighting moves and Shadow Punch now, though he will still struggle beating most Flying types and Fairy types if he were to do that. Regardless, Mega Hitmonchan will have some nice options when choosing a set.
Hitmonchan
Type: Fighting -> Fighting
Ability: Iron Fist/Keen Eye/Inner Focus -> Iron Fist
Stats: 50/105/79/35/110/76 -> 50/145 (+40)/119 (+40)/35/140 (+30)/66 (-10)
New Moves: Meteor Mash and Hammer Arm

This is a pretty obvious set. I keep the same typing, because there is no reason to make it any other type. I was thinking of adding steel to it for stab meteor mash, but flavor came first. I made this Hitmonchan a bulky attacker, giving it a very high attack stat, which can be further raised via power-up punch or bulk up. I also greatly improved his defenses and lowered his speed so that he could take some hits. Meteor mash is to deal with fairies without having to equip him with poison jab. Meteor mash is also further boosted by iron fist and has a chance to raise his attack stat which is helpful. I gave him hammer arm, because apparently it is also a powerful fighting stab that is boosted by iron fist. It does have the side effect of lowering his speed, but unless you are counting on sticky web, he isn't going to out-speed anything soon.

weezing.gif

Weezing (Weezingite)
Type: Poison -> Poison
Abilities: Levitate -> Levitate
New Moves: Icy Wind, Thunder Wave, Yawn

HP: 65 -> 65
Atk: 90 -> 90
Def: 120 -> 150 (+30)
SpA: 85 -> 105 (+20)
SpD: 70 -> 110 (+40)
Spe: 60 -> 70 (+10)
BST: 490 -> 590

Weezing remains a pure Poison type with Levitate that leaves it with a single weakness to Psychic, which I feel is a good enough defensive typing for him.
It gets a few new moves for spreading status. I feel like Weezing should get Thunder Wave if it can learn Thunderbolt/Thunder and stanger things like Qwilfish can learn it.
Yawn is possibly the only sleep move that can fit Weezing, and it's more of a niche move to force switches than a tool to reliably spread status with. Along with Will-o-Wisp and Toxic, Weezing has access to all major status.
Weezing already gets Toxic Spikes, so I guess that's worth mentioning. I gave it Icy Wind to hit and slow down Ground types that Thunder Wave won't, like Garchomp.
Weezing

Typing: Poison -----> Poison / Fire
Abilities: Levitate ------> Levitate
65/90/120/85/70/60 -----> 65/100/150/125/100/50

I think it's common fanon theory that Weezing uses Explosion and Self-Destruct by igniting their poisonous gases inside and combusting. This makes perfect sense, really--Weezing can learn Flamethrower and Fire Blast already, so it's not a huge stretch to say it can also light itself up and explode if necessary. So with Mega Weezing, I decided to play this aspect of it up and make it part-Fire type.

Wait, Poison/Fire type? That sounds familiar...

For those of you that don't know, this is Mollux, CAP 3 of the BW CAPs in Smogon's very own Create-a-Pokemon project. It, like Mega Weezing here, is also a Poison/Fire type, and a tanky one at that. Mollux was themed around taking a poor typing and making it viable competitively; it did this through the ability Dry Skin, removing its Water weakness (and making it viable in Rain, but that's another story). Mega Weezing takes a cue from this, keeping Levitate to rid itself of its double Ground weakness. Another difference between them is that while Mollux is rather specially bulky, Mega Weezing is physically defensive. Both share the same specially offensive bias, though. Essentially, Mega Weezing is a physically defensive, slower Mollux that exchanges reliable recovery (Dry Skin and Black Sludge) for more defense and less reliance on Rain.

Movepool-wise, Weezing conveniently has all the moves, as Mollux proves, that a bulky Poison/Fire type needs. Toxic Spikes? Yep. Sludge Bomb? Yes. Flamethrower and Fire Blast? Of course. Thunder or Thunderbolt for coverage? It has that too. I felt that recovery any more reliable than Pain Split might be pushing it, so I didn't give it any new moves. Mega Weezing can actually run most of the movesets Mollux runs already, sans Recovery and Rapid Spin. And as we now know, Mollux is certainly no slouch when it comes to battling.

http://www.smogon.com/cap/pokemon/mollux

TL;DR: Basically this but physically defensive and not rain-based
Mega-Weezing
Type - Poison
Ability - Aroma Veil
Stats - 65/90/140/130/100/65 - BST: 590
New moves - Volt Switch, Whirlwind, Defog

Play style
Who says that only sweet aromas can be distracting? Mega-Weezing proves this, with its innocuous gases disrupting the foes attempts to provoke it into attacking. Weezing has always been an excellent defensive wall, and with increases to both of its already solid defensive stats its longevity is secured. Access to Pain Split and immunity to Toxic allow Weezing to stay in the field for prolonged periods, while its moves allow it spread status, fire off powerful special attacks and use disruptive moves.

New moves Volt Switch, Whirlwind and Defog serve to increase Weezing's versatility. Volt Switch allows Weezing to steal momentum and deal off large amount of damage, thanks to its high special attack stat. Whirlwind allows Weezing to shuffle through your opponents Pokemon, racking up hazards damage and inflicting statuses. Defog offers Weezing another touch of versatility by increasing your own team's survivability rather than decreasing your opponents. Being immune to taunt leaves Weezing free to make the best use of its wide defensive move-pool. It can, of course take a different rout with its preexisting specially offensive move-pool being very viable.

Ventilating
Mega-Weezing doesn't have any particularly exploitable weaknesses. For the most part its a solid Pokemon which can be slowly brought down. That said, it's not the scariest Pokemon out there either. It has no way of boosting its attack, Pain Split only offers unreliable recovery and its special defence is solid, but not fantastic. Removing hazards from the field makes Weezing's Whirlwind shuffling far less affective, and there's always the chance it will bring in something that can threaten it. As such, Whirlwind and Defog likely won't be often played on the same Weezing.
Mega Weezing

Poison ----> Poison / Fire
Levitate ----> Regenerator
65 / 90 / 120 / 85 / 70 / 60 (490) ----> 65 / 90 / 140 / 115 / 120 / 60
New Moves: Defog and Nasty Plot

Mega Koffing takes a more tankish role, and is able to do so with great defenses, an excellent defensive typing, and passable offenses. Regenerator is there to provide semi-reliable recovery, and gaining Defog gives him a good niche. STAB on his Flamethrowers and Fire Blasts are greatly appreciated, and Nasty Plot will skyrocket his power to insane levels. The balancing factor here is a lack of reliable recovery, low speed, and being easily checked by a plethora of offensive Pokemon.
Mega Weezing

Posion ----> Poison/Electric
Levitate ----> Levitate
65/90/120/85/70/60 ---> 65/90/150/115/110/60
New moves: Volt switch, Thunder Wave, Recover

Poison/Electric might seem kind of far out there but hear me out. My idea for this evolution was that Mega Weezing produced a lot more gas than normal Weezing, so much so that it essentially floats about in a cloud of gas. And like clouds sometimes do, it starts to produce lightening and shit. It's kind of a stretch, but not any more than poison/fire at least.
Besides this, it's a really nice typing with it's ability, that provides helpful resistances like flying while retaining its sole weakness to psychic.

The stats are pretty standard and just make it better at what it already does. 65/150 physical bulk is pretty fantastic, and it can be boosted further with will-o-wisp, making Weezing nigh impenetrable to pretty much every non-fire physical attacker. I boosted Special Defence, but not by much to keep the stats I boosted roughly in proportion and retain the physical focus of normal Weezing- 65/110 isn't bad specially, but it's not going to hold up against particularly strong neutral attacks.
The extra special attack is just a nice increase in offensive presence, which is handy since Weezing has a pretty wide special movepool.

As for the extra moves, recover is pretty much essential. Thunder wave I thought was pretty much a necessity for any electric type, and I've always wanted a pivot move when using Weezing so I went for Volt Switch too.
Weezing-Mega
Type: Poison-Dark
65/90/120/85/70/60 -> 65/90/150/105/100/70
Ability: Levitate
Movepool + Gunk Shot, + Foul Play

Explanation: I see all these poison-fire weezings going around. I get where it's coming from; air pollution and access to fire blast/flamethrower. But wouldn't a Poison-Dark typing just be better? It gets FOUR suicide moves, learns dark pulse, causes the atmosphere to become dark, darkens people's moods, etc., etc., etc. Combined with levitate, this pokemon has NO weaknesses, along with several resistances. Its enormous defenses combined with will-o-wisp allow it to be a great physical wall. Stat distribution is pretty simple, whereas gunk shot is self explanatory. Foul Play allows it to beat top tier threats that would otherwise 3HKO it.

List of A+/S rank pokemon that Physicaly defensive Weezing checks, walls, or cripples:
Aegislash (non flash cannon)
Zard X (lives +1 flare blitz, foul play kills after recoil)
Deoxys
Thundurus
Azumarill
Bisharp (Can't beat +2 bisharp with iron head)
Clefable (loses to cosmic power, beats unaware)
Garchomp
Mega Gyarados (small chance to 2HKO with eq, burns back)
Mega Mawile (small chance to 2HKO with play rough, burns back)
Mega Pinsir (avoids 2HKO, burns back)
Mega Scizor (gets completely shut down, weezing lives +6 bullet punch)
Talonflame
Mega TTar (avoids 2HKO from stone edge, burns back)
TTar (burns and lives banded stone edge)

That's 15 pokemon out of 20 pokemon that it can either render useless, check, or wall. Keep in mind that this thing gets pain split as well
MEGA WEEZING
(65/90/120/85/70/60 --> 65/95/145/115/100/70)
Type: Poison
Ability: Pollution (All non-poison and non-steel Pokemon lose one-eighth of their HP per turn while Weezing is on the field)

Concept: Entirely ability based. This form of Weezing gets boosts in Def (120-->145) and SpDef (70-->100), allowing it to (hopefully) be a viable stall Pokemon when coupled with its ability. Combine this with the fact that Weezing can already learn Will-O-Wisp, and you have the option to run both an Offensive and Defensive Mega-Weezing.
Due to its now-base-115 Special Attack (which isn't great but allows it to actually damage things with its wide Special movepool), these sets would pretty much all run Sludge Wave/Bomb. A Defensive Mega-Weezing may run moves like Will-O-Wisp and Infestation to rack up the peripheral damage. An Offensive Mega-Weezing can run great coverage with many moves to choose from like FireBlast/Dark Pulse/Shadow Ball/Thunder etc.
Mega Weezing
Type: Poison >>> Poison
Ability: Levitate >>> Levitate
65/90/120/85/70/60 >>> 65/115(+25)/160(+40)/110(+25)/90(+20)/50(-10)
New Moves: Stealth Rock, Gastro Acid, Slack Off


Weezing is, to say the least, an interesting case. It bears one of the best defensive typings in Poison and the best ability for said type in Levitate. Weezing also bears a stout base 120 defense, which is mildly hindered by his mediocre bast 65 HP. He has an expansive special movepool and a decent physical one, as well as bringing several excellent, highly sought after utility moves such as Will-O-Wisp, Toxic Spikes, Memento, Destiny Bond, and Haze.

So, why has this toxic balloon been sent to the depths of NU this past generation? Well, if you could put it in a word, "outclassed" would be it. His attacking stats are low, SDef even lower, and Speed lower still. This means he cannot perform a hazard stacking set like Roserade, lacks Regenerator and Spore like Amoonguss, lacks reliable recovery like Venusaur, has worse offensive and speed stats than Rotom, etc.

So, what I've done here is, instead of giving him an unusual secondary typing, is simply capitalize upon what he excels at. And in this instance, that would be walling and crippling the shit out of every physical attacker in OU.


Mega Weezing sports a titanic base 160 Def stat that surpass the likes of Skarmory, good mixed offensive stats on par with the likes of Lucario, a decent base 90 SDef stat, and an even shittier speed. Do not fret about the speed, however, as superb bulk and access to Payback and Assurance more than make up for being slower than a tortoise with osteoporosis. When I say Weezing walls the shit out of all physical attackers in OU, I do mean all physical attackers:

252+ Atk Huge Power Mega Mawile Iron Head vs. 252 HP / 252+ Def Mega Weezing: 127-151 (38 - 45.2%) -- guaranteed 3HKO
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Mega Weezing: 135-159 (40.4 - 47.6%) -- guaranteed 3HKO
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Mega Weezing: 127-151 (38 - 45.2%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Waterfall vs. 252 HP / 252+ Def Mega Weezing: 123-145 (36.8 - 43.4%) -- guaranteed 3HKO

My oh my.


What I've done to really make Weezing stand out, however, is spice up that movepool. He's always been outclassed as a hazard setter in the higher tiers, so what have I done to mitigate that? Given him Stealth Rock. Outclassed as a Hazer? Given him mammoth defenses. Outclassed as a stall pokemon? Give this bad boy reliable recovery.

What I've REALLY done, though, is made Weezing a solid check to several of the most feared offensive mons in the tier: Mega Pinsir, Mega Charizard X and Mega Mawile. How have I done this?

The answer is simple: Gastro Acid.

Gastro Acid is a move that is similar to the ability Mummy in move form. It supresses the opponent's ability, so if you are a physical attacker DEPENDENT on your ability to wreak havok, losing it late-game could lose you the game. Tough Claws, Huge Power, Aerilate, etc., this gives a big middle finger to the users of those. And when the opponent also happens to have Will-O-Wisp and Toxic stall capabilities, you might genuinely consider committing hari-kari on the spot. And the best part is? It affects Steel-types, too! (FUCK YOU MAWILE)

So, what do we have here, exactly? A new physical wall? A new gift to stall?

Yes, all this, but more importantly, viability. Weezing has always had the potential to be a superb wall, but it always fell short of the mark. It may not be revolutionary, but it's still unique in the same way that regular Weezing was. What I've really done, here, is given Weezing the push it needs to make its mark on OU.

Weezing
Type: Poison -> Poison/Rock
Ability: Levitate -> Levitate
Stats: 65/90/120/85/70/60 -> 65/90/140 (+20)/125 (+40)/110 (+40)/60
New Moves: Earth Power, Recover, and Power Gem

Weezing has always stood out to me as one of the pokemon that should have a different type. Weezing is, after all, a floating rock with poisonous gasses keeping him up (wait, is he? This is a legitimate question). Anyways, I was going to give him poison/dark because he kind of has the Edward Mordake syndrome going on, and anything that evil has to be a dark type. However, yet again, flavor before competitiveness. I kept levitate because it fits perfectly in both the competitive aspect and flavor wise. The stats are simple. Give it some defense boosts and some extra special attack (his main thing is shooting out gas and he has a higher attack? Really, Gamefreak?) I also gave it recover for obvious reasons. Earth power is for coverage alongside rock and power gem is for a good special rock stab (Gamefreak, y u no make better special rock moves?) and voila! You now have what Weezing should have been in the first place!

seaking.gif

Seaking (Seakingite)
Type: Water -> Water/Steel
Abilities: Swift Swim, Water Veil (Lightning Rod) -> Motor Drive
New Moves: Iron Head, Drill Peck, Work Up

HP: 80 -> 80
Atk: 92 -> 132 (+40)
Def: 65 -> 85 (+20)
SpA: 65 -> 65
SpD: 80 -> 80
Spe: 68 -> 108 (+40)
BST: 450 -> 550

Fuck Yeah, Seaking! AKA Heat Seaking Missle, the entire idea behind the new typing was a lame pun and an attempt to make Seaking a better offensive and defensive 'mon.
It still has the same amount of weaknesses, but with an added immunity to Poison (especially Toxic) and its ability now causes it to gain useful Speed instead of Special Attack. Drill Peck was what I felt was a logical upgrade to Peck, which it naturally learns, and is explained by its drill-like horn (Drill Run, Horn Drill, etc.)
Seaking
Typing: Water -----> Water
Abilities: Swift Swim / Water Veil / Lightningrod ------> Multiscale
80/92/65/65/80/68 -----> 80/132/105/65/110/58
New Moves: Recover, Aqua Jet, Icicle Crash

Seaking's stats kind of suck. It's in the same boat as Dewgong, with none of its stats breaking the 100 mark. Unsuprisingly, then, I felt the need to give it one of the "be-careful-with-these" abilities in order to make it edge on usable. The ability of choice was Multiscale; Seaking is a koi/goldfish hybrid that is known for the spectacularly vivid colors of its scales, so the ability made great sense flavorwise. Additionally, besides Attack, Seaking's next best statistics are his Special Defense and HP. Multiscale would help him capitalize on a role as a slow, bulky, physical attacker.

I kept its typing the same because pure Water because it is not at all a poor defensive typing--look at Vaporeon, for instance. However, it is also often overshadowed by other tantalizing combinations, such as Water/Psychic and Water/Ground. Pure Water is a perfectly fine typing that fits Seaking, so I stuck with it. Recover enables it to reactivate Multiscale between turns, but its slow speed often prevents it from activating before a predicted attack from the same turn. Aqua Jet circumvents Mega Seaking's low speed, helping it pick off already weakened foes. Finally, Avalanche works oppositely of Aqua Jet, taking advantage of Seaking's speed to hit with a 120 BP Ice-type move (but no STAB). Seaking needed a physical Ice-type move (checking the Smogon Dex right now will reveal that Seaking currently runs Ice Beam off of that paltry Special Attack. Between Icicle Crash and Avalanche, I felt that Avalanche would give it a larger swathe of options due to its synergy with Seaking's low speed. However, Icicle Crash fits marginally better flavorwise (imagine Seaking freezing water on its horn and charging, for instance), so I would appreciate some feedback on which move would be superior.

EDIT: Feedback recieved, it's Icicle Crash now.

Seaking's Speed takes a 10-point drop because I needed just a bit more points to work with, and it wasn't as if Seaking was particularly fast to begin with. It also helps it take more advantage of Avalanche. Meanwhile, Mega Seaking has its Defense and Special Defense buffed to a nice 105 and 110, respectively. With Multiscale and Recover, this newfound bulk helps it survive abnormally strong attacks. Some calcs:

252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Multiscale Seaking: 139-165 (46.1 - 54.8%)

252+ SpA Mega Venusaur Giga Drain vs. 0 HP / 0 SpD Multiscale Seaking: 118-141 (39.2 - 46.8%)

And these are both without any defensive investments whatsoever! To fulfill the "attacker" part of bulky attacker, Mega Seaking's Attack was also boosted to a respectable 132. Aqua Jet and Waterfall, Megahorn, Drill Run, and Avalanche Icicle Crash all provide it with a variety of physical options to hammer foes with. With Multiscale and these stat changes, Seaking becomes a decent option both defensively and offensively.

Now for what hinders Mega Seaking. First off, Seaking's Speed means that it will likely be taking hits before dealing them. Multiscale helps with this, so it's not too much of a problem initially. However, a few issues arise after Multiscale is broken. Because of its speed, Mega Seaking will have to utilize some heavy prediction in order to reactivate Multiscale with Recover before taking another hit, this time not cushioned by its ability. Hazards like Stealth Rock and Spikes also break Multiscale, requiring some careful planning before even sending Mega Seaking into battle. However, if one is able to sufficiently handle these shortcomings, then Mega Seaking can certainly be a viable option for your team.

Mega Seaking becomes a bulky physical attacker with the gift of Multiscale and boosted offensive and defensive stats, at the cost of a lowered Speed. It gains recovery, priority, and a physical Ice-type attack in order to capitalize on both its offensive and defensive capabilities. Though it may require some planning ahead of time in order to fit it on your team, Mega Seaking without a doubt should be considered when looking for a Mega that can both take a hit and deal one back.
Mega-Seaking
Type - Water/Normal
Ability - Water Veil
Stats - 80/152/65/65/80/108 - BST: 550
New moves - Aqua Jet, Drill Peck, Fell Stinger

Play style
Mega-Seaking was designed as a straight up, in your face, physical attacker. All of the hundred addition EVs have been split between physical attack and speed in a desperate attempt to make this goldfish live longer than a real goldfish. The new normal type represents the mundanity of Seakings design, and also offers it a second STAB, which offers reasonably unresisted coverage.

As an out and out attacker, Water Veil seemed an excellent choice for an ability, not only being flavourful, but also preventing those burns that would more or less neuter Seaking, while also providing potential switch-ins on predicted Will-o-wisps. Its new moves are a mixed bag; Aqua Jet provides some much needed priority, as with 108 speed, Seaking out-speeds a lot of the competition, but is in turn out-sped mostly by fragile attackers. Drill Peck offers a lovely coverage moves handling its grass weakness and the newly acquired fighting weakness. The final move added to this set is Fell Stinger. While perhaps being a slightly odd addition, it goes along with Seaking's primary weapon being its horn, while also give Seaking the opportunity to raise its above average attack stat to gargantuan proportions.

Belly up
Despite the new additions to Seaking, it still carries many easily exploited flaws. Lackluster defences leave Seaking very vulnerable to faster attackers, bulky attackers and priority users. While the immunity to burn ensures that Seaking can do what it has been designed to do, paralysis drops its speed down to that of a tortoise. Once again it won't last long with its mediocre defences.

Pokemon such as Empoleon and Jellicent are more or less stops to Seaking's offensive presence. Seaking has a decent move pool to choose from, but assuming it takes Waterfall and Return for STAB, it may only choose two additional moves, meaning it can't get around everything without sacrificing something.

I would have liked to put Horn Leech on this set, as I think it'd fit fine given how easy it is to remove Seaking. It was simply a case of wanting priority (Aqua Jet), coverage (Drill Peck) and something a little different to make the set special (Fell Stinger).
Seaking
Water --> Water
Swift Swim/Water Veil/Lightningrod --> Diamond Point (Tough Claws clone, works with drill and horn moves)
80/92/65/65/80/68 --> 80/137/90/65/90/88 (-/45/25/-/10/20)
New Moves: Horn Leech, Drill Peck, Aqua Jet

Seaking is not terribly impressive. Not a single base stat over 95, wonky stat distribution... it definitely has its share of flaws. This is what I came up with to remedy them to a point. It retains its typing because I could not think of a suitable secondary type for it. Diamond Point works with a fair number of its moves already, so it also helps mitigate Seaking's damage output. As for the new moves, Horn Leech gives it reliable recovery, Drill Peck to nail Grass and Fighting types, and Aqua Jet gives it much-needed priority.
Mega Seaking

Water ----> Water / Electric
Swift Swim / Water Veil / Lightningrod ----> Water Veil
80 / 92 / 65 / 65 / 80 / 68 (450) ----> 80 / 132 / 75 / 65 / 80 / 118 (550)
New Moves: Wild Charge and Swords Dance

Mega Seaking is a cool dude with a cool niche in being a sweeper that's immune to both paralysis and burns, ensuring that his sweeping prowess remains completely intact. I decided to focus more on his Attack and Speed than I usually for a Mega Evolution, but when neither of those stats are even 95, can you really blame me? His newly added Electric-typing removes his Electric weakness, and while it adds a Ground weakness, it also provides additional Flying and 4x Steel resistances. Wild Charge is there for a new STAB attack, while Swords Dance is there to present sweeping opportunities. He already has good coverage options in Megahorn, Drill Run, and Knock Off, so giving him any more coverage would be a bit overkill.
Mega-Seaking
Type: Water
Ability: Multiscale
Stats: 80 / 120 / 78 / 65 / 132 / 85 (550)
New Moves: Amnesia, Bulk Up

Multiscale is the defining quality of my submission, and makes perfect sense from both a flavour and competitive standpoint. Although I opted not to give it a 50% recovery move, it can still abuse Multiscale with Rest, or just use it in lieu of a Focus Sash to stop a threatening sweeper. I liked the idea of a defensive boosting sweeper, and so tailored the stats and movepool additions to fit. The stat spread aims to provide the option of a straight defensive RestTalk set, with superb special bulk and enough attack to secure uninvested 2HKO's on most offensive mons, while in keeping with the goldfish flavour by not excessively amping Seaking's attack or speed. Bulk Up is perfect synergistically with Multiscale and Seaking's stat spread. Amnesia because it's a goldfish. I considered Icicle Crash to boost its physical coverage, but decided it was unnecessary alongside Megahorn (and again, wasn't in keeping with being a goldfish mon).

M-Seaking @ Seakinginite
252 HP / 4 Def / 252 SDef, Careful
- Bulk Up
- Rest
- Waterfall
- Sleep Talk / Megahorn

This would probably be the most optimal set. Full SDef investment alongside Multiscale makes Seaking almost impervious to attack after a few Bulk Up's, with Rest potentially reactivating Multiscale every few turns. Mono-Water coverage is reasonable for sweeping, and also lets Seaking check the majority of threats it needs to (Lando-I, Heatran, Char-Y). An alternate route would be to run Megahorn > Sleep Talk, making Seaking much more difficult to wall in exchange for being more exploitable on its sleep turns.
Mega Seaking:
Water -----> Water/Fairy
80/92/65/65/80/68 -----> 80/92/95/125/110/48
Swift Swim / Water Veil / Lightning Rod -----> Marvel Scale
Dazzling Gleam, Moonlight, Amnesia.

Yes, my Seaking is based off of a beautiful goldfish swimming around elegantly, showing off it's marvelous scales that gleam in the moonlight.
However being a gold fish it's memory is basically refreshed every 5 seconds due to a disgusting case of amnesia.
Basically with this I've decided to make Seaking cool and usable but not necessarily OU viable. The fact of the matter is, if we go threw and give a Mega to every single pokemon, some Megas will always be outclassed by others. So I've given Seaking a nice flavorful buff that will give it a couple little niches but nothing to substantial as I know that there are gonna be many far stronger bulky water types to come that would over shadow Seaking no matter how powerful we try to make it.
Seaking -> Mega Seaking

Typing: Water -> Water
Abilities: Swift Swim/Water Veil/Lightning Rod -> Great Horn [Iron First for Horn/Drill attacks; specifically Fury Attack, Horn Attack, Drill Run, Megahorn and Drill Peck. Although Seaking performs Poison Jab with it's horn, it sadly cannot be boosted. I feel like I can get away with Fury Attack since almost all Horn-useing pokemon learn it.]

80/92/65/65/80/68 -> 80/127/85/40/100/86 [+35 Atk; +20 Def, +20 Sp.Def, +25 Spd]
New Moves: + Baton Pass; + Drill Peck

Let's face it. Water is over-subscribed, and Seaking is one of the worst of a bad bunch. [At least it's not Luvdisc]. Almost whatever we do to poor Seaking, it's not gonna be used.

So I'm just gonna run with one of the oldest gags in Pokemon, and give Seaking an ability to up the destructive power of it's horn, give it more attack and speed, and pretty much call it a day there. Great-Horn Megahorn is not to be laughed at. Even from Seaking.

Oh, and Baton Pass lets Seaking Dry Pass when you predict a switch to keep momentum, or he can pass Agility I guess. It's not like Seaking has a wide movepool, it's like sometimes you see Jolteons Dry Passing. Added a little into Seaking's defenses as well so it might survive the occasional hit.

I might want to re-use this ability when we get to Rhyperior.

Also Seaking learns Peck and Horn Drill/Drill Run. So why not Drill Peck?
Seaking
Water
Swift Swim/Water Veil/Lightningrod --> Drizzle
80/92/65/65/80/68 -----> 80/142/85/65/90/88
New Moves: +Drill Peck +Wild Charge +Aqua Jet
Yeah, yeah another Drizzle mon. Well, it needs a good ability since we can't really work with its stats very much.
Besides, it's the king of the sea! (nominally) It is the mighty fish that pours nutritious rain for all the water types to
keep them at their best. Wild Charge is there as a reference to Lightningrod and also as a move to put down lesser water
types, but can be replaced with Horn Leech. Aqua Jet gives it priority and is powered up by rain and STAB, while Drill
Peck is a move that makes sense since it already learns moves like Peck and Drill Run and widens its physical movepool
even more. Mega Seaking's best set looks to be an Agility set, as it can't do much else besides provide rain and
wallbreak. I wished I could make it special, but Seaking's current Sp. Attack is too low to work with, so its power should
not be limited by that.

Seaking
Type: Water -> Water/Electric
Ability: Swift Swim/Water Veil/Lightning Rod -> Soaking Wet (Turns the opponent into a water type on switch in)
Stats: 80/92/65/65/80/68 -> 80/137 (+45)/80 (+15)/65/80/108 (+40)
New Moves: Wild Charge

Now this was a fun one to make! It's new type allows it to kill many things that it used to have problems with. The new type also complements it's ability very well. With it's new ability, it can now turn any pokemon into a pure water type. This allows it to mess with the opponent's stabs and more importantly, hit them in the face with a super effective stab wild charge. This makes even the most fearsome walls that used to laugh at seaking's puny attempts at victory fall on there face. Aaaand here come the calcs.
It makes this...
252+ Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Mega Venusaur: 47-55 (12.9 - 15.1%) -- possible 7HKO
Turn into this!
252+ Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Soaked Mega Venusaur: 188-222 (51.6 - 60.9%) -- guaranteed 2HKO
It can even wreck house with a jolly nature
252 Atk Mega Seaking Wild Charge vs. 252 HP / 4 Def Soaked Mega Venusaur: 170-202 (46.7 - 55.4%) -- 69.5% chance to 2HKO
Now that is what I call powerful. This is, however, offset by one thing. It only affects the first pokemon. If the first pokemon switches out, it's back to their normal type.
Mega Seaking
Water -> Water
Swift Swim/Water Veil/Lightning Rod -> Simple
HP: 80 -> 80
Atk: 92 -> 127 (+35)
Def: 65 -> 75 (+10)
SpA: 65 -> 65
SpD: 80 -> 110 (+30)
Spe: 68 -> 93 (+25)
BST: 450 -> 550
Moves: +Dragon Dance

Seaking has one of the most ironic names of all Pokemon, as it is nowhere close to being King of the Sea. Horrible doesn't even come close to describing Seaking's stats. None of its stats are above base 95 and to add insult to injury, it has an incredibly shallow movepool.

jynx.gif

Jynx (Jynxite)
Type: Ice/Psychic -> Ice/Fairy
Abilities: Oblivious, Forewarn (Dry Skin) -> Thick Fat
New Moves: Moonblast, Slack Off

HP: 65 -> 65
Atk: 50 -> 40
Def: 35 -> 95 (+60)
SpA: 115 -> 155 (+40)
SpD: 95 -> 125 (+30)
Spe: 95 -> 65 (-30)
BST: 455 -> 555

After being mistreated by Gamefreak, nearly being fired from the Pokémon company over racial controversy and being left in the dust while her cousins Electabuzz and Magmar went on to receive evolutions, Jynx is an emotional wreck.
She spends her time watching soap operas while sobbing and eating ice cream and she has gained Thick Fat.
In her mind, she's still a beautiful princess (hence the Fairy type). Yes that's my justification.
Competitively these changes serve to get rid of a few of Jynx's weaknesses and give her STAB on Draining Kiss.
Jynx

Typing: Ice / Psychic -----> Ice / Psychic
Abilities: Oblivious / Forewarn / Dry Skin ------> Dry Skin
65/50/35/115/95/95 -----> 65/50/75/125/115/125

Ah, Jynx. Accused as a racial stereotype, left behind when its counterparts Magmar and Electabuzz received evolutions, and just generally seen as all-around creepy. However, don't be fooled; it's powerful. A combination of good Speed and Special Attack, Dry Skin, Nasty Plot, and Lovely Kiss give it a unique strategy that's difficult to stop. The set-up goes a little like this:

1. Switch in on a Water-type move to heal up with Dry Skin, or a special move and tank the hit
2. Use its good speed to hit the opponent with Lovely Kiss (75% accuracy, almost as good as Dark Void)
3. Set up with Nasty Plot as the opponent either stays in or switches out
4. Wreck house

Now, the strategy isn't flawless. Jynx can't switch in on a non-Water type physical move. Physical priority will destroy it. Lovely Kiss still misses a quarter of the time. However, even with these shortcomings, Jynx can still be utilized even in the upper tiers, with the right support. All Mega Jynx needs to become a fearsome threat even in OU is a few stat buffs.

That's exactly what Jynx gets upon Mega Evolution. It keeps its typing, its ability, and its movepool, because all of them work well with Jynx already. The main focus with Mega Jynx is on its new statistics. First off is its new speed; while Jynx's speed is great in the lower tiers, it isn't that amazing for those higher up. Mega Jynx's speed jumps up to a great base 125, helping it pull off Lovely Kiss on many new OU Pokemon: Tornadus-T, the musketeers, Greninja, and Gengar are some notable threats it now outspeeds. It's Special Attack also gets a small boost, though I'm hesistant to increase it any more than that. Jynx is intended to be a set-up sweeper; it should be pressured to pull off at least one Nasty Plot before attacking in order to comfortably take out stronger foes. Its defenses also get a buff. The Special Defense boost keeps its special bulk relevant in OU, while the Defense boost, it's largest, is largely a "throwaway" boost. Yes, Jynx may survive an extra physical hit or two because of it, but for the most part 75 Defense for a Mega is more or less irrelevant; physical hits still remain Mega Jynx's biggest weakness.

Though Jynx's strengths have been buffed to transfer its strategy to OU, so have its weaknesses. It still remains physically weak, and Lovely Kiss still misses 25% of the time. Priority is still a problem for it. In reality, Jynx's main strategy is actually one that could work in any environment. The combination of fast sleep and set-up, however, is conspicuously one that is absent in OU. Breloom and Amoonguss, the two main sleep abusers in the metagame, are notoriously slow. Darkrai, while fast, is also confined to the realms of Ubers. Spore + Shell Smash Smeargle is the only example that springs to mind, but then again, it's Smeargle. Ultimately, Jynx's stat boosts bring her strategy up to OU as a Mega, a strategy that has largely not been seen in the metagame as of yet.

Mega Jynx largely completes the same role that standard Jynx does, but with stats that allow it to compete with the threats of OU. Increased Speed keeps its agility relevant against the faster Pokemon of the higher tiers, while an increased, but not spectacular-for-a-Mega Special Attack ensure that it retains its role of set-up sweeper rather than wallbreaker. Physical defense remains its main weakness, especially priority. All in all, Jynx still keeps its niche as a fast sleep set-up sweeper, but now is able to do so in a new environment.
Mega Jynx
Type: Ice-Psychic
Stats: 65/60/75/140/105/110
Ability: Inverted Warp; when this Pokémon is on the field, Inverse Battle type chart is in play. The effect goes down when the wielder faints, is switching out or lose the ability.

Let's face it, Ice-Psychic sucks, but it's not like changling to Ice-Dark, Ice-Ghost or Ice-Fairy would make the situation better. I decided to do a drastical thing, making Jynx play under the effect of Inverse Battles. This way, Jynx has a whopping 6 resists, including a resistance to Dark, Ghost, Bug and Rock, and only two weakness to Ice and Psychic. Her coverage choices would also be vastly different. Suddenly Psychic is SE against dat Excadrill, which also happened to take 50% rocks damage while switching on you. And what about Hyper Voice being good for everything? It would also have great implications if we ever made a doubles version of this. I recognize it may be quite hard to program, but otherwise it seems tons of fun. Stats are basically a straight upgrade from Jynx.
Jynx-Mega
Type:Ice/Psychic>>>Ice/Fairy
Stats: 65/50/35/115/95/95>>>65/60/45/145/115/125
Abilities: Oblivious/Forewarn/Dry Skin>>>Technician
Movepool: +Vacuum Wave

Jynx's psychic type really doesn't make sense flavorwise.
Jynx has always been a tad sexual for a children's game so I decided to make it a "fairy".
The stats keep it on the same path it was already on
Technician makes about as much sense on Jynx as any other technician user as well as any other existing competitively viable ability would on Jynx.
Vacuum Wave isn't too Farfetch'd when you consider that Scyther gets it by level up when it doesn't even have hands. Paraphrasing its flavor: the user hurls its fists at such a high speed to send a wave of pure vacuum at the foe.
Competitively it is a special juggernaut with great special attack and speed as well as good special bulk.
It has two great stabs in the form of Frost Breath and Draining Kiss as well as Hidden Power, Vacuum Wave, and Water Pulse as well as the non-technician boosted Psyshock and Shadow Ball.
Jynx
Type: Ice/Psychic -> Ice/Psychic
Ability: Forewarn/Oblivious/Dry Skin -> Rhythmic Dance (Dancing moves have priority + 1. The moves affected are: Dragon Dance, Feather Dance, Fiery Dance, Luner Dance, Petal Dance, Quiver Dance, Swords Dance, and Teeter Dance)
Stats: 65/50/35/115/95/95 -> 65/110 (+60)/65 (+30)/115/95/105 (+10)
New Moves: Quiver Dance, Lunar Dance, and Swords Dance

Pokedex, take it away.
Red and Blue: "It seductively wiggles its hips as it walks. It can cause people to dance in unison with it."
Yellow: "It appears to move to a rhythm of its own, as if it were dancing. It wiggles its hips as it walks."
Gold: "It rocks its body rhythmically. It appears to alter the rhythm depend ing on how it is feeling."
Ruby, Sapphire, and Emerald: "JYNX walks rhythmically, swaying and shaking its hips as if it were dancing. Its motions are so bouncingly alluring, people seeing it are compelled to shake their hips without giving any thought to what they are doing."
LeafGreen: "It seductively wiggles its hips as it walks. It can cause people to dance in unison with it."
HeartGold: "It rocks its body rhythmically. It appears to alter the rhythm depending on how it is feeling."
X: "It wiggles its hips as it walks. It can cause people to dance in unison with it."
Ten out of twenty-two of it's pokedex entries are about dancing or moving to a rhythm. My question is, why doesn't it get any moves about dancing? Sure, it gets rain dance, but it doesn't have dance in the name in Japan. I aimed to change this. With it's new ability, "rhythmic dance" you can use the three moves I gave it: quiver dance, swords dance, and lunar dance at priority +1. This allows it to set up a quiver dance against special attackers easily due to the +1 special defense you get and then set up a sweep of your own. I gave it a huge attack buff, so that it can use swords dance and go physical and so that I don't make her overpowered as a quiver dance sweeper. You can also save one of your teammates in a last ditch effort with lunar dance if you want to forgo some coverage. With this, you can go in a variety of different ways and become quite unpredictable.
Jynx
Type: Ice/Psychic ---> Ice/Psychic
Ability: Forewarn/Oblivious/Dry Skin ---> Refrigerate
Base Stats: 65/50/35/115/95/95 ---> 65/55/40/160/135/100

Design: Same as normal Jynx but the skin is changed back to black then after parents complain back to purple again.

Concept: I decided that I wanted Mega Jynx to be comparable to another similar mega: Gardevior. While Jynx may seem worse than Gardevior in most scenarios its access to move Lovely Kiss allows it to cripple counter easier on switch ins. It has much lower physical defense though and most priority hits can OHKO it. With Refrigerate Jynx becomes a powerful wallbreaker comparable to Mega-Gard but I think they are different enough to distinguish the two.

I updated my Seaking on page 59
 
This time, will you please show how many votes each one got? I would really appreciate it, along with most of the rest of us.
Yeah, for the ones that don't win you can just put the name and vote count.

This isn't competitive so I'm not going to keep score. You shouldn't be looking at your votes to see how well your mega appealed to people, make the mega you want not the mega you think will win.

I'm going to submit some more

Mega Seaking
Water ---> Water / Bug
80/92/65/65/80/68 ----> 80/132(+40)/75(+10)/65/90(+10)/108(+40)
Ability: Swift Swim / Water Veil / Lightingrod ---> Adaptability
New Moves: Flame Charge

Concept: I tried as hard as I could to make Seaking usable and while Water / Bug may seem a bit off for a fish... STAB Megahorn says otherwise XD. Water / Bug is a very unique offensive and defensive typing. Flame Charge allows Seaking to take out steel types that wall its STAB combo while also boosting its speed. This spread does not mess around 108 speed puts it in a nice offensive speed tier while 132 Attack with Adaptability (it is a salmon a pretty adaptable animal) makes it new STAB Megahorn and Waterfall hit pretty hard. Its not going to be taking the tier by storm, but I think that this Mega Seaking would be a surprisingly usable addition to the tier.
 
Status
Not open for further replies.
Back
Top