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

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Most priority users are hella fast, such as Whimsicott, Talonflame, etc.

Matter of fact Tflame's only 4 Base speed behind jolteon
Sableye, Azumarill, Crawdaunt, Bisharp, Conkeldurr, Breloom, Scizor...

But if you read my post, you'll see that I'm not against it.
 
I worded that poorly my bad. I meant the priority abilities, like prankster, gale wings, etc.
Yes, but there are far more Pokémon with priority *moves* like Aqua Jet, Mach Punch, than there are with those abilities.

Also Jolteon has more base speed than Talonflame, and it could even be increased when it goes Mega.
 
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I look forward to submitting stuff for this bunch! I think I might keep Sheer Force on Tauros, but I have other stuff to look into for it. I need to take a look at its movepool. The Eeveelutions definitely have a lot of stuff that can be done for them...for typing they should either all stay the same (best and easiest plan) or all be their typing/Normal to be consistent. Marvel Scale sounds good for Vaporeon and Jolteon has a lot of possibities. Hmm...
 
Just a heads up: Tauros is a fire-breathing, ice-breathing bull that can summon blizzards, thunderstorms and thunderbolts on will, and on top of all that, he can SURF. He's a SURFING BULL.
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Just a heads up: Tauros is a fire-breathing, ice-breathing bull that can summon blizzards, thunderstorms and thunderbolts on will, and on top of all that, he can SURF. He's a SURFING BULL.

You know what, I just got my idea for Mega-Bull just by reading this post. I will keep it a secret until submissions for the new batch begin though.
 
This might sound really out there, but how about an ability for Tauros that swaps his Attack with his Special attack if people want to go a more special route? Muscle Mind sounds okay for an ability like that.
 
This might sound really out there, but how about an ability for Tauros that swaps his Attack with his Special attack if people want to go a more special route? Muscle Mind sounds okay for an ability like that.
There's a new custom ability that we made called Brute which makes all special attacks physical. So you can use that
 
This might sound really out there, but how about an ability for Tauros that swaps his Attack with his Special attack if people want to go a more special route? Muscle Mind sounds okay for an ability like that.

Eh... but then you can't use its much better physical movepool.

All it needs it enough SpA to use Fire Blast to get around steels.
 
Eh... but then you can't use its much better physical movepool.

All it needs it enough SpA to use Fire Blast to get around steels.
We can throw in more moves for power, such as Hyper Voice and Psyshock, and maybe retype him to Normal / Psychic. Just a few ideas right there.

There's a new custom ability that we made called Brute which makes all special attacks physical. So you can use that

I don't mean changing his physical attacks to special attacks. I mean change it so his special attacks deal damage based on his Attack stat.
 
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To Mega Mantine's Question: No not fully special. Can't exactly describe it.

Also, I agree with Brute Force > Brute. With the Force part added it sounds a bit more menacing.

Still, I won't reveal it till submissions begin. Won't be the most special though. (It's just that I hate spoiling certain things)
 
I think storm drain would be nice on Vaporeon, it could net a SpA boost, wish and do a slow baton pass out to a suitable pokemon who gets the stat boost, the wish bomb, and some momentum.
 
Here's the winners for this round!
hitmonchan.gif

Winner: Raikaria

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.

weezing.gif

Winner: Rosenfeldius
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.

seaking.gif

Winners: clapyourhands and Clair
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
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.
Unfortunately, we cannot make mega X and Y for this one, as the two megas are remarkably similar. I'm going to leave this up to clapyourhands and clair to decide on a fair middle ground to use.

jynx.gif

Winner: clapyourhands
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 Ditto (Dittonite)
(I was a tad out of it during composition, but I feel this is understandable and conveys the concept very well. If not, I'll further explain my idea and address any concerns or questions when I'm not so off.)

Everything about normal Ditto is unchanged. However, a mechanic change is in order for this Ditto to function.

While Ditto is holding Dittonite, upon transformation, Ditto will transform into the opposing Pokémon's Mega Form, instead of its normal form.

Mega Ditto will appreciate transforming into powerful threats that do not rely on items or specifically tailored movesets; after all, the opposing Pokémon has a good chance of not being intended to Mega Evolve, so the Mega Form you transform into may not have the right moves to thrive. Also, if the opposing Pokémon's Mega Evolution did not gain an increase in speed, you will be forced into a speed tie situation, which can be problematic.

Ideally, you want to transform into a Mega Pokémon that can cause problems for both the current Pokémon your opponent is using and Pokémon your opponent has in reserve.

I feel as if this is a good idea for not overshadowing regular Ditto while also not skipping over it; regular Ditto has a very different and effective niche in revenge killing or late-game sweeping with a Choice Scarf. Mega Ditto prefers to threaten and disrupt the opponent.

While having this Mega Ditto lets you technically have more than one Mega Evolution available to you, the lack of consistency can be much more detrimental than one would initally think.

--- --- --- --- --- --- --- --- --- -- --- --- --- --- --- --- --- --- ---

I don't think I'll be suggesting anything for the Eeveelutions, but I think that having some consistency between them would be a cool idea. For exanple, maybe they could all have Storm Drain-esque or Pixilate-esque abilities for their respective type?
 
For those complaining about Ditto, this is not Megas For All (With one Exception), this is Megas For All, so Ditto is getting a mega although the mega is probably going to be garbage and have no reason to be used its getting a mega.

Congrats to our winners and thanks to everyone that voted and submitted.
This is also the beginning of the submissions period for
tauros.gif
Tauros
ditto.gif
Ditto
vaporeon.gif
Vaporeon
jolteon.gif
Jolteon

Please make sure to follow the rules in the OP when making your submissions. You may submit one mega for everyone of the pokemon listed above. You have 24 hours to submit, may the force be with you.​
 
ditto.gif


Mega Ditto

New Ability: Doppleganger, Copies the opponent upon switching in, but the highest stat gets increased by 1 stage.

Let's be honest, if we can't raise Ditto's HP, then giving him an ability is the absolutely only way to change him. Doppleganger works pretty much like Imposter, but with a twist: the highest stat will be increased by 1 stage, which is somewhat like Download, but can be any stat aside from HP. Let's say the enemy sends out Latios, then you Mega Evolve. Now you become Latios, but now have +1 Special Attack, essentially becoming a Choice Specs set without being locked into a move. This will prove to be a devastating anti-sweeper, taking out the opponent with powered up versions of their own teammates. But defensive Pokemon are also on Ditto's hit-list, as Ferrothorn at +1 Defense is really hard to crack, and don't even get me STARTED with +1 Special Defense Chansey.
 
My Submissions (This is my first time submitting actual Megas, so it's best not to be too harsh):
Jolteon:
Type: Same
Ability: Volt Absorb/Quick Feet > Infiltrator
Stats: 65/65/60/110/95/130 > 65/65/90 (+30)/135(+25)/125 (+30)/145(+15)
New Moves: Grass Knot, Encore, Overheat

With Mega-Jolt I decided to make him a fast, decently strong but not exactly frail either Special Attacker. Jolteon in the current OU metagame is outclassed by Thundurus (And Thundy-T to a lesser extent). Infiltrator I decided to give to Jolteon as a way for him to bypass Subs and Screens, which can worry teams which rely on both to work (Also Thunder Wave behind a Sub can be brutal). The boosts to defenses may seem unneeded, but it can allow Jolteon to survive random hits it previously could not. Encore is annoying, especially behind subs. Grass Knot is to fuck over Ground-types (Which are the majority of the time heavy enough to atleast be 2HKO'ed), and Overheat gives him a way to combat most Steels.

Vaporeon:
Type: Same
Ability: Water Absorb/Hydration > Storm Drain
Stats: 130/65/60/110/95/65 > 130/65/100 (+40)/150 (+40)/115 (+20)/65
New Moves: Recover, Freeze-Dry

Mega-Vapy I decided to give Storm Drain (Which I know will be popular), but I wanted Vap to at least do something with the boost. The answer? Freeze-Dry. While this may not make sense, it can make Vaporeon a decent check/counter to several Water-types in the potential metagame. I also gave it recovery in the form of Recover, which solves the biggest problem with Vap as a wall, no reliable recovery. I decided to give it boosts in defenses, to make it a bit more bulkier, and Special Attack boost to make it hit decently as a wall. (This one honestly may be a bit unfavorful, not exactly sure tho)

(Can't come up with a Ditto mega, sorry)

Tauros:
Type: Normal/Water
Ability: Intimidate/Anger Point/Sheer Force > Sheer Force
New Moves: Play Rough, Waterfall, Jump Kick
Stats: 75/100/95/40/70/110 > 75/120 (+20)/95/100 (+60)/70/130 (+20)

Mega-Bull is meant to be a mixed wallbreaker. I gave him a massive increase in his Special Attack stat to at least make his Special moves usable as coverage. I gave minor increases to his attack and speed too. The Water typing was given due to the design of my Mega-Tauros (Which at the moment I can't describe). Play Rough gives him a bit more useful coverage against Fighting-types, Waterfall gives him new STAB, and Jump Kick gives him a wall to break through Steels if you decide to opt for Ice Beam.

These aren't the greatest, and I understand that, and if they are OP, I will nerf accordingly. (Maybe get rid of Freeze-Dry on Vaporeon?)
 
I see the first two submissions... I see that they are both ditto... And I also see that they both were stolen ideas from the discussion period... One of which was my idea and the other of which was the best idea for ditto yet... Yay...

I doubt acestriker is gonna credit the individual creators of the megas considering that information is not on the spread sheet. It's more of a "look what we made as a community!" rather than "look at all these individual megas made by individual people!" If your idea gets 'stolen' and wins, be happy, it means it was good enough to change the outcome of the project.
 
ditto.gif
Ditto-Mega
Type: Normal
Stats: 48/48/48/48/48/48>>>48/68/68/68/68/68
Ability: Limber/Imposter>>>Outdo(copies the opponent with 1.5x defenses and 1/16 passive HP recovery per turn
Movepool: same
It has a use and isn't a stolen idea
 
Tauros
tauros.gif

Tauros

Typing: Normal -----> Normal
Abilities: Intimidate / Anger Point / Sheer Force ------> Sheer Force
75/100/95/40/70/110 -----> 75/150/105/60/85/115
New Moves: Head Charge

Tauros was king back in RBY. Back when there was no Steel-type, the only Ghost-type was Gengar, and all Normal-type moves were physical. However, with each passing generation, it appears to only be falling deeper and deeper into obscurity. Though it now resides in NU, however, it by no means is a poor Pokemon. Passable Attack, good Speed, and a strong ability all make Tauros a force to be reckoned with in the lower tiers; however, it simply doesn't have the strength to make its mark in OU, especially as the threats around it keep getting stronger while it remains mostly the same as it did over a decade ago. Mega Tauros brings Tauros back into the limelight as a powerful Normal-type physical sweeper.

Tauros keeps Sheer Force because it's a great ability that Tauros can abuse well. Rock Climb is its primary STAB move of choice; with Sheer Force, it has a BP of 117 that makes it stronger than Return. Head Charge is basically the same in power, but has recoil, and thus is more of a flavor addition than anything. It also remains Normal-type because I felt like a type change was unecessary, both competitively and flavorwise, for Tauros.

Tauros's Speed only increases 5 points, but that small increase puts it above the likes of the Latis, Tornadus and Thundurus-I, Gengar, and Mega Lucario. The main boost it gets goes to Attack. While 50 points may sounds like a lot, Sheer Force gave standard Tauros the ability to hold a Life Orb with no recoil damage; this meant that a Tauros with a Life Orb effectively had 130 Attack. Mega Tauros has more than this to definitively justify its use over standard Tauros, as the bulk increase isn't large enough to justify using one's Mega slot on Tauros alone. Speaking of bulk increases, Tauros's average Defense gets pushed just over the 100-mark, while its middling Special Defense is boosted up to a slightly better 85.

Make no mistake, Tauros is meant to be a physical attacker, and a strong one at that. Some damage calcs:

252+ Atk Life Orb Sheer Force Tauros Rock Climb vs. 252 HP / 184+ Def Gliscor: 196-231 (55.3 - 65.2%) -- 98% chance to 2HKO after Poison Heal

252+ Atk Life Orb Sheer Force Tauros Rock Climb vs. 252 HP / 252 Def Rotom-W: 230-270 (75.6 - 88.8%) -- guaranteed 2HKO after Leftovers recovery

Sheer Force Rock Climb off of a base 150 Attack stat hurts, to say the least. But really, Mega Tauros is only a bit stronger than standard Tauros with a Life Orb. If it can hit so hard, what's holding standard Tauros back from the higher tiers? Ghosts. Defensive Rocks and Steels. Anything that can outspeed or has moderately strong priority. In fact, it's these same things that keep Mega Tauros in check as well. Both Skarmory and Mega Tyranitar, for example, put a stop to Tauros, while Gengar can murder it with a Focus Blast since its immune to its strongest attack (it has to watch out for Zen Headbutt, but it can manage, particuarly if it has a Speed-boosting nature). Azumarill can take a healthy Mega Tauros out with Superpower, or a weakened one with Aqua Jet. While Mega Tauros may be fast and strong, it certainly isn't unstoppable when compared to other threats in OU.

Mega Tauros is a fast physical attacker, the same role that he's fulfilled for over 15 years. However, thanks to his new stat increases, he can now fulfill this role even in the higher tiers, just as he had back in RBY. In 1998, Tauros was a powerful threat in the metagame, and now Mega Tauros can be the same.
Ditto
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Ditto

Typing: Normal -----> Normal
Abilities: Limber / Imposter -----> Imposter
48/48/48/48/48/48 -----> 48/68/68/68/68/68

Don't vote for this one. FYI, I'm 100% in support of Arikado's proposal where Ditto transforms into the foe's Mega Evolution, so go vote for that one instead.

Eeveelutions
I'll keep this simple. Every Eeveelution I'll be submitting will have similar stat values, but in different stats, just as their standard forms do. However, because HP can't be changed, there will be a few minor differences. Basically...

- Highest stat gets a boost of 30; the "130" stat (Since Vaporeon's highest stat is HP, this goes into its "110" stat instead)
- Second-highest stat gets a boost of 20; the "110" stat (Vaporeon gets this on its "95" stat instead)
- If HP is 65, "95" stat gets a boost of 20; otherwise, "60" stat gets boost of 20
- Remaining 2 stats get boost of 15

Typing also stays the same because I saw no reason for it not to. I contemplated giving each of them a Normal-typing, but it wouldn't help much; a Fighting weakness for a Normal STAB isn't much of a trade-off, and on top of that I felt that the addition would be more of a change for the sake of change rather than an actually beneficial change. Finally, every Eeveelution keeps its Hidden Ability upon Mega Evolving. For most of them, it's the better option; even for the ones that it isn't (notably Umbreon and Jolteon, my favorite two Eeveelutions), I had them keep their hidden abilities for the sake of consistency. Finally, none of them get new moves because, despite their limited movepools, they all have just what they need to function (at least since Flareon got Flare Blitz this generation). So without further ado, here are my Eeveelution submissions:

Vaporeon
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Vaporeon

Typing: Water -----> Water
Abilities: Water Absorb / Hydration -----> Hydration
130/65/60/110/95/65 -----> 130/80/80/140/115/80

Vaporeon's stat changes vary the most from its brethren, due to the fact that its highest stat is (or was) its HP. The fact that is gargantuan HP stays, however, means that it is just as good of a Wish passer as its standard form. A buff to its defenses help it tank hits better, in particular on the special side. In combination with its HP, typing, and Wish, Mega Vaporeon can act as a nice tank. Finally, its Special Attack gets the largest buff from the parameters since its HP can't be changed, making Vaporeon a strong Special Attacker as well. Under rain with Hydration and its Special Attack, Mega Vaporeon will be a strong threat indeed.

Jolteon
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Jolteon

Typing: Electric -----> Electric
Abilities: Volt Absorb / Quick Feet -----> Quick Feet
65/65/60/110/95/130 -----> 65/80/75/130/115/160

Jolteon loses Volt Absorb upon evolution in exchange for Quick Feet; while the latter is arguably a worse ability for it (it doesn't need a Speed boost, anyways), both are rather situational in the first place, and Volt Absorb wasn't worth upsetting a pattern to keep. Jolteon's speed ties it with Ninjask for the fastest non-legendary Pokemon; considering it was already among the 5 fastest non-legendary, non-Megas in the game, its Mega would only fittingly put it over the top. It's Special Attack also receives a nice boost, helping it hit foes harder; it is a bit weaker than holding a Life Orb, but exchanges that for outspeeding even many Choice Scarf holders and improved bulk. Speaking of bulk, 115 Special Defense is suprisingly high for a Pokemon commonly thought of as squishy and frail. Though a bit weaker than standard Jolteon, Mega Jolteon with its higher Speed can take out some Scarf'd threats that regular Jolteon wouldn't be able to, and with its higher defenses survive stronger attacks than regular Jolteon as well.
 
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