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

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More winners! Posting early because there's no point in not

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Flareon: Tie between clapyourhands and Rosenfeldius
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:

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Typing: Fire -----> Fire
Abilities: Flash Fire / Guts -----> Guts
65/130/60/95/110/65 -----> 65/160/75/115/130/80

Flareon functions much like a poor man's Mega Blaziken--luckily, though, Mega Blaziken is locked away in Ubers, allowing a weaker version like Mega Flareon its time to shine. Both Mega Flareon and Mega Blaziken have the same initial Attack, though Blaziken is speedier. While Blaziken begins racking up Speed boosts, though, Flareon has no such luxury. The fact that it is holding Flareonite means it can't hold a Toxic Orb, so it has to rely on a well-predicted switch-in to activate Guts. Even without activating it, however, Mega Flareon can still hit like a tank. Game Freak was kind enough to give it Flare Blitz this generation, and a 120-BP STAB move coming off of an Attack of 160 will hurt anything that doesn't resist badly. Guts only intensifies the damage Flareon can cause. However, the difficulty of activation without a held item balances out its sheer power, while the nasty recoil from Flare Blitz and lack of recovery (Flareon can't run Rest well, as it would rid itself of its status and no smart opponent would status it again) means that it will also go down quickly. Great special bulk is offset by mediocre physical defense and a middling Speed; Flareon hits like a truck, but it is also very difficult to keep active; those who are able to handle it well, however, will be rewarded with its great strength and power.
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Mega Flareon
Typing: Fire >>> Fire
Abilities: Flash Fire / Guts >>> Speed Boost
65/130/60/95/110/65 -----> 65/160(+30)/75(+15)/115(+20)/130(+20)/80(+15)

Everyone has a tendency to see "SPEED BOOST" and flip their shit, but honestly, on Flareon, it doesn't amount to much. He has bad coverage, horrible physical defenses, and a massive attack stat, but a massive attack isn't going to get you places fast on its own. He doesn't have a non-recoil option for powerful physical Fire moves, and Sacred Fire really should be reserved for legendaries.

Anyway, while he has some definite flaws, if you like Flareon, you're in luck, because he's now somewhat usable. After a Speed Boost, he becomes lightning fast. He also has good mixed offensive stats, which is good to use Work Up (his one boosting move) to some success. He's walled to hell by Dragonite, so you'll need HP Ice on your side.

Anyway, it's an option. One of the Reckless ones will probably be fine, but there's a lot of those, so here's just something a little different.

(I mean, c'mon, his Japanese name translated literally means "Booster")

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Omastar: clapyourhands
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Typing: Rock / Water -----> Rock / Water
Abilities: Swift Swim / Shell Armor / Weak Armor -----> Swift Swim
70/60/125/115/70/55 -----> 70/90/125/135/70/105
Moves: Pluck

Aerodactyl is a Pokémon that is revived from a Fossil, and some researchers insist that its Mega-Evolved appearance is the true appearance that Aerodactyl had before being fossilized.
-Pokemon website on Mega Aerodactyl
This little quote, found on the official Pokemon XY website, indicates that Mega Evolved fossil Pokemon will resemble what the Pokemon originally looked like before it was revived (which, I assume, would change some things about it). This opens up a variety of doors for us: Bug/Water Armaldo, Grass/Water Cradily, Steel/Normal Bastiodon, pure-Normal Rampardos, pure-Ice Aurorus, pure-Dragon Tyrantrum, Normal (or Dragon!)/Flying Archeops, pure-Water Carracosta.. The opinion on the typing of fossil Pokemon is split into two main camps: some believe that Rock-types fossilize best and thus researchers would tend to find fossilized Rock-types, while others believe that the Rock-typing is a side-effect of being fossilized. Mega Aerodactyl appears to suggest that both of these may be true. For one, it's "original" form is still part-Rock type, suggesting that Rock-types may indeed fossilize more easily. On the other, it also looks different, indicating that the revival process does indeed change some aspects of the Pokemon (indeed, it appears to make Aerodactyl lose its spikes and exactly 100 stat points). How does this relate to Mega Omastar? Well, thanks to this fact, there are quite a few typing options that open up for it: Water/Rock and pure-Water are likely going to be the most common, but the "original" Omastar likely could have had characteristics of any type that were compromised when fossilized. What I'm saying is that while the Water/Rock or pure-Water typings seem like the only ones that would comfortably fit, I wouldn't consider submissions that strayed from them as "untrue to flavor", since the description of Mega Aerodactyl indicates that Mega Evolutions of fossils may have characteristics not found in their base forms.

Having said that, my submission for Mega Omastar keeps its Rock/Water typing because in my imagination, even prehistoric Omastar had shells made of rock. However, there was one main idea with the "original" Omastar that stuck out to me as a way to keep it different from current Omastar. The Pokedex informs us that Omastar went extinct because they evolved increasingly large shells, which eventually became too heavy for them to efficiently catch prey with. This implies that during the heyday of Omastar evolution, the species had smaller shells, and thus were lighter, more agile, and better able to chase after food.

This is reflected both in the new stat spread and the choice of ability. The main change to Mega Omastar is its substantial boost to Speed; it's previously low base 55 Speed jumps up to a respectable 105. Swift Swim is just icing on the cake, helping it outspeed nearly anything under rain. Unlike in Gen V, the lack of permanent rain makes even base 105 Swift Swim Omastar manageable, though it still shouldn't be taken lightly. Staying true to flavor, neither of Mega Omastar's defenses were touched in the stat boosts. Its Special Attack got a 20 point boost to make it stronger than its base form, but the remaining 30 points were put into Attack so as to not make Mega Omastar too strong. As for Pluck, Omastar gets a suboptimal, but useable, attack to use against Fighting-types; for justication, it has a beak, which apparently was enough for Gamefreak to give the move to Malamar (yes, it seriously does get Pluck, so Omastar really should too).

Omastar's boosted Speed helps it fulfill one of Omastar's two main roles: hazard setter. With Shell Smash, people often overlook Omastar's decent Defense that enables it to set up hazards; in fact, it learns all of the hazard moves except Sticky Web. It can actually tank hits rather well and set up entry hazards, especially with its newfound Speed. However, Omastar can still pull off Shell Smash sets just as well. A boosted Special Attack helps it hit a bit harder, but the lack of a White Herb does hurt its defensive capablities permanently after pulling off a boost. Omastar's main appeal is that it can pull both of these positions off in the same set, and its Mega helps improve its ability to do just that.

Mega Omastar becomes what prehistoric Omastar was before going extinct; it becomes more more agile, but not much stronger defensively. Its new stats allow it to pull off both the roles of hazard setter and Shell Smash sweeper, possibly at the same time, as Omaster currently does, but better. While it may not be the god it is often made out to be, it certainly is a threat to be reckoned with. Hail Helix!

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Snorlax: Rosenfeldius
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Typing: Normal >>> Normal
Abilities: Immunity/Thick Fat/Gluttony >>> Roadblock
Stats: 160/110/65/65/110/30 ----> 160/140(+30)/85(+20)/85(+20)/140(+30)/30
New Moves: None

Roadblock (Ability) - The user blocks the foe's way with its sheer size, preventing grounded Pokémon from escaping

Ladies and gentlemen, I present to you a monster.


Snorlax is known as the "Sleeping Pokemon." Even to those not familiar with the low-energy antics of Snorlax, this title seems fitting. His eyes are permanently closed, he is rarely seen standing up, and he is usually seen wearing the contented smile of someone who just ate an entire orchard and got away with it. To those who ARE familiar with Snorlax and what he does, one of the first things that comes to mind would be this:

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or this:

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or this:

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or, most recently, this:

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For 18 years now, Snorlax has been blocking roads, pathways, routes, you name it, if it's an inconvenient location to take a nap, you can be guaranteed to find a Snorlax. Unless you can fly, there's no way around this bad boy.

Which brings me to explain his Mega.

Trapping is one of the most feared skills a pokemon can possess in this community, and it isn't difficult to see why. If locked into an unwinnable situation, there's nothing to be done except prepare to lose that pokemon. In fact, this sole skill is why Gothitelle is currently BL, and the sole reason Mega Gengar was banished to Ubers.

That being said, why would I give such a skill to an already adequate Pokemon receiving more adequate buffs? Allow me to explain:

Roadblock is, essentially, Arena Trap. The only difference is the name, which is there solely for flavor's sake (which, I must say, it's dripping with). For those of you who are still not sold on trapping, be it known that Arena Trap =/= Shadow Tag. Shadow Tag traps any and all things non-Ghost type, which is at least 95% of the meta. Arena Trap, on the other hand, also does not trap Ghosts, but it also allows Flying types, Pokemon holding an Air Balloon, and those with Levitate to freely come and go as they please. Which, in this Talonflame/Mega Pinsir/Skarmory/Rotom-W drenched meta, is nowhere near as daunting as you'd expect, and doesn't even begin to compare with Shadow Tag.

For those who STILL aren't sold, I have scattered a few replays of the now-dubbed "TrapLax" facing various team archetypes over the past page or two of this thread. After watching him in action, one can see that he's undeniably good, but against certain teams, he's more than maneagable.

Now, the reason he's manageable would be these:

1. Roadblock doesn't affect non-grounded foes. Flying types such as Talonflame, Skarmory, Mega Pinsir, etc. are in abundance right now, and they can maneuver their way with ease around the Lax.

2. His mono-Normal typing leaves him susceptable to physical Fighting-type moves, which would be most of them, and his much lower physical defense stat means that he's easy prey for bruisers such as Conkeldurr, Terrakion, Keldeo, and even Breloom.

3. He's slower than just about everything in the tier not named Ferrothorn. With a whopping base speed stat of 30, he's outspeed by just about everything out there. This also means that VoltTurners weave in and out of his big fat paws without breaking a sweat.

4. Quagsire. Snorlax requires a Belly Drum or multiple Curse boosts to do any real damage, but the Quag brings all this to a screeching halt. 1v1, they essentially stall each other out, with one being trapped, and the other not capable of doing anything.

So, clearly, he'd have an impact on the Meta in some shape or form, but it wouldn't be earth-shattering the way Mega Gengar's was, and with the plethora of powerful new megas being presented in this project, I think TrapLax would make an excellent new addition.

The reasons I've been pushing this ability on Snorlax are these:

1. There is nothing more flavorful on Snorlax. There just isn't. While he is the Sleeping Pokemon, he's most famous for demonstrating this skill by blocking the fuck outta your way for 18 years. This has been his signature thing for 6 generations, and nothing could signify this better.

2. It needs to differentiate itself from normal Snorlax. Regular Lax has a suberb role in VGC as being a hard-hitting special wall, tailored exceptionally well to handle Mega Charizard Y with his Thick Fat. Mega Snorlax must perform a completely different role in order not to outclass his regular self, and this accomplishes that beautifully.


Now that we've got that out of the way, time to talk numbers. It is incredibly important that Snorlax's stats remain balanced and true to the original. Too much attack or defense and he becomes unstoppable. Too little would render him outclassed or undesirable. The key here is to balance out the offenses and defenses while retaining an abysmally low speed. This way, Snorlax becomes a powerful special tank that can hit back hard, but he can be outspeed so easily that prediction is greatly eased. Base Attack is the same as SDef, as it was in the original (as it should be), and Defense and SAtk are kept fairly low to prevent any sort of overpowering from occuring. However, thanks to his great Special Movepool, he can use moves such as Fire Blast to actually dent things like Skarmory, which is always a nice option to have.

I chose against giving Snorlax any new moves. His movepool is already incredibly diverse, and giving him instant recovery outside of Rest would break him, I'm afraid. Also, Slack Off is more fitting of the likes of SLAKing and Slowbro, wouldn't you say? Rest is befitting of the King of Sleeping, and anything else would make him much too overpowered. The Lax don't need that shit, and in my opinion, no other moves are necessary.


Anyway, I must say, of all the mega submissions I've brought to the table, THIS is the one I'm most proud of. It's unique, immensely flavorful, and is a truly solidly built mon in every aspect. Last two rounds, I gave the meta two new gifts to stall. Now, I bring one of stall's greatest threats. While keeping the meta balanced is important, it is equally important to keep it fun, challenging, and interesting. And Mega Snorlax, I firmly believe, brings out the best of all three.

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Articuno: Tie between Jaguar360 and Arikado
Articuno
Ice/Flying --> Ice/Flying
Pressure/Snow Cloak --> Snow Warning
90/85/100/95/125/85 --> 90/105/120/135/145/95
New Moves: Water Pulse is a level-up move, +Aeroblast, +Shadow Ball
Articuno really deserves Snow Warning. It has been NU since Gen 4 with a horrible defensive typing including a 4x weakness to Stealth Rock, so it really needs a huge buff with its Mega Evolution. With Snow Warning and better stats all around, it has a 100% accurate Blizzards and cripples most other Pokemon around it with hail damage. Shadow Ball and Water Pulse are there for coverage (Water Pulse great coverage with Freeze-Dry and other Ice moves and is as strong as Hidden Power just in case anyone is baffled about that) while Aeroblast is given to Articuno from its guardian Lugia and gives it a strong Flying move to use under Hail since Hurricane would only be 50% accurate I think.
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Typing: Ice/Flying ----> Ice/Flying
Abilities: Pressure / Snow Cloak ----> Gale Wings
BST: 90/85/100/95/125/85 (580) ----> 90/85/110/140/145/110 (680)
.....................................................--/--/+10/+35/+20/+30
New Moves: Aeroblast, Frost Breath

Articuno is now a revenge killer, stallbreaker and sweeper all in one: priority Aeroblast means it will hit hard, and fast. Priority Roost also means it could live for a lot longer, and a set with Roost/Sub/Toxic/Aeroblast can be used to break stall and be a good revenge-killer against offensive teams.

If this doesn't win then I don't know what will.
 
Congrats to our winners and thanks to everyone who submitted
We are now beginning the Submission Period for...
Moltres, Dragonite, Xatu and Bellossom

Please follow all the rules listed in the OP when making your submission. You can submit on Mega for every one of the pokemon listed above (No X and Y megas). Good luck and may the best mega win! Oh and look out for the releasing of the final draft of megas sometime later tonight!
 
yeah first entry! will update with info soon!
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Mega Moltres (Moltresinite)
Typing: Fire / Flying ------> Fire / Flying
Abilities: Pressure / Flame Body ------> Flash Fire
Stats: 90 / 100 / 90 / 125 / 85 / 90 ------> 90 / 110 / 110 / 155 / 105 / 105
New Moves: None



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Mega Dragonite (Dragoninite)
Typing: Dragon / Flying ------> Dragon / Flying
Abilities: Inner Focus / Multiscale ------> Drizzle
Stats: 91 / 134 / 95 / 100 / 100 / 80 ------> 91 / 164 / 115 / 120 / 120 / 90
New Moves: Hydro Pump

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Mega Xatu (Xatunite)
Typing: Psychic / Flying ------> Psychic / Fire
Abilities: Synchronize / Early Bird / Magic Bounce ------> Magic Bounce
Stats: 65 / 75 / 70 / 95 / 70 / 95 ------> 65 / 85 / 80 / 135 / 100 / 105
New Moves: Flamethrower, Fire Blast, Fiery Dance

Xatu is notorious for staring at the sun for days on end, so Fire makes natural sense. Psychic-typing is a given, as it looks like a Psychic-type and its origin makes sense very much. Magic Bounce is to give it a niche, along with keeping up its consistency. The stat spread focuses on Xatu focusing its energy being focused from the sun, meaning it is offensive-r. It has some Defense investment, if you're into that. Finally, Flamethrower and Fire Blast are to give it the necessary STAB moves, Fiery Dance is because it has summoned the sun and can thus use and harness its energy to dance it out.

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Mega Bellossom (Bellossonite)

Typing: Grass ------> Grass / Fire
Abilities: Chlorophyll / Healer ------> Drought
Stats: 75 / 80 / 95 / 90 / 100 / 50 ------> 75 / 90 / 115 / 110 / 120 / 60
New Moves:
 
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Mega Dragonite

Dragon / Flying ----> Dragon / Water
Inner Focus / Multiscale ---- Drizzle (Dragonair has the power to control weather at will, so I thought it'd be a cool idea to build off of that)
91 / 134 / 95 / 100 / 100 / 80 (600) ----> 91 / 124 (-10) / 115 (+20) / 160 (+60) / 120 (+20) / 90 (+10) (700)
New Moves: none

Dragonite sheds its Multiscales and slims down to a more Dragonair-esque design. Mega Dragonite has many moves to use that take advantage of the rain, such as Hurricane, Thunder, Surf, Aqua Tail, Waterfall, and Aqua Jet, making for a powerful mixed attacker, even with a slight Attack nerf. Mega Dragonite is deadly even before Mega Evolving, with Multiscale allowing you to set up a Dragon Dance or Agility without taking too much damage, and then you can commence sweeping from there as Mega Dragonite.
 
reserved for oblivion wing moltres b/c Arikado is a thiefing faget
you just ensured that other people will use your ideas anyway LOL

Anyway, it's a good thing and not a bad thing for your ideas to be "stolen". It means more chances of the mega you want to win the vote.
 
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Mega-Moltres
Type - Fire/Flying
Ability - Blaze
Stats - 90/120/110/150/100/110 - BST: 680
New moves - Aeroblast, Sacred Fire, Fiery Dance


Play style
Mega-Moltres has been designed to retain its predecessor's offensive style with its above average offensive stats rising even higher. With a crippling weakness to Stealth Rocks Moltres needed a way to either counteract or take advantage this. Blaze seemed an excellent choice to this end. With damage taken after Stealth Rocks, Moltres can take a hit with its all around solid defences and find itself within Blaze range. Once Blaze is activated there are few Pokemon that want to be on the receiving end of its fire attacks. Once the danger is past Moltres can Roost back to a safer health level, where it can once again weather the Stealth Rocks and fall straight back into Blaze range.

Moltres' new moves are there to give it solid offensive options. Aeroblast offers a powerful and relatively accurate STAB move. Fiery Dance is a very useful move; with the ability to raise Moltres' already impressive special attack, it can quickly move to sweep the opposing team after a boost or two. Scared Fire simply offers a physically offensive route, while still being able to take advantage of Blaze potential. A chance to burn doesn't hurt either.

Roast Chicken
Special attack aside, Mega-Moltres does not offer any particularly amazing stats. While 110 speed is quick, it can be easily outdone by many Pokemon and scarfers. Stealth Rocks, while helping it move into Blaze range, does take a large chunk of health, and a powerful attack can knock Moltres out before it has a chance to strike.

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Mega-Dragonite
Type - Dragon/Water
Ability - Levitate
Stats - 91/147/112/130/125/95 - BST: 700
New moves - Hydro Pump, Aqua Ring, Calm Mind


Play style
Mega-Dragonite maintains its all round solid stats, with general increases across the board. This set seeks to offer a choice between physically and specially offensive sets (or even mixed). Switching the Flying type out for the Water typing alleviates many of Dragonite's weaknesses, with only Fairy and Dragon types hassling it. Levitate is its chosen ability, representing Dragonite's former Flying typing, and the fact that it still flies. An added immunity to the Ground type is always welcome on any team. Dragonite can still make use of its regular forms Multiscale by using it to take a hit upon entering the field, and then Mega-Evolving the next turn.

Hydro Pump and Aqua Ring are useful additions for Dragonite's new Water typing. Hydro Pump offers a poweful STAB move, albeit with the risk of missing; Aqua Ring allows for a defensive set and works well in combination with Dragonite's final new move, Calm Mind. Calm Mind is meant as an alternative to Dragon Dance, offering a more defensive set, and keeping its specially offensive side viable.

Dragon Slayer
Mega-Dragonite doesn't have any notable weaknesses; the Fairy type still plagues its, but it can force its way through them with powerful attacks. The best way to bring it down is solid neutral damage over time. Its bulk, while solid, is far from impenetrable. Dragonite loses its resistances to the Grass and Electric types, give many Pokemon the potential to deal more damage.

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Mega-Xatu
Type - Psychic/Flying
Ability - Magic Bounce
Stats - 65/85/95/120/95/110 - BST: 570
New moves - Air Slash, Whirlwind


Play style
Mega-Xatu functions more or less as regular Xatu does. For all intents and purposes it's just a statistically improved Xatu. Air Slash just gives Xatu a move it would have liked a long time ago. Whirlwind is a nice new addition for Xatu to keep from it being set-up fodder. All in all, Mega Xatu > Xatu.
 
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So here goes:

Moltres (Moltresite)
Type: Fire/Flying -> Fire/Flying
Abilities: Pressure (Flame Body) -> Drought
New Moves: Brave Bird, Calm Mind, Earth Power

HP: 90 -> 90
Atk: 100 -> 130 (+30)
Def: 90 -> 90
SpA: 125 -> 155 (+30)
SpD: 85 -> 115 (+30)
Spe: 90 -> 100 (+10)
BST: 580 -> 680

Drought is good for Moltres, it fits its offensive (but relatively slow) nature and that it is known for bringing spring to wherever it flies. An upgraded speed of 105 is faster than Zard but still has it beat by Keldeo, Lati@s, Thundurus, Greninja, Mega Manectric and priority in general. However what distinguishes it is the ability to set up with CM and break through teams. Even CM + WoW or Roost leaves it with OK coverage, between STAB Drought Flamethrower and Ancient Power or Earth Power, there isn't much that can take it on unless they can phaze (Heatran, especially with balloon). I'm more in favour of Ancient Power so it doesn't have trouble with Zard Y and Talonflame.

Dragonite (uh...)
Type: Dragon/Flying -> Dragon/Flying
Abilities: Inner Focus (Multiscale) -> Multiscale
New Moves: Hydro Pump

HP: 91 -> 91
Atk: 134 -> 154 (+20)
Def: 95 -> 120 (+25)
SpA: 100 -> 135 (+35)
SpD: 100 -> 120 (+20)
Spe: 80 -> 80
BST: 600 -> 700

Dragonite is perfect already, but now it's even more perfect. It gets a boost in all its stats so as to not make it overpowering in any one aspect. Mega Dragonite has one major thing over Dragonite: the ability to use Defog and Heal Bell with Multiscale. This along with access to Dragon Tail, Roost, T-wave, and wide coverage allows it to play in a more defensive role than regular Dragonite.

Xatu (Xatite)
Type: Psychic/Flying -> Fairy/Flying
Abilities: Synchronize, Early Bird (Magic Bounce) -> Magic Bounce
New Moves: Earth Power, Air Slash, Hurricane

HP: 65 -> 65
Atk: 75 -> 75
Def: 70 -> 110 (+40)
SpA: 95 -> 115 (+20)
SpD: 70 -> 90 (+20)
Spe: 95 -> 115 (+20)
BST: 470 -> 570

Xatu has natural access to a lot of Special moves from Heat Wave to Dazzling Gleam to Shadow Ball. But I stull feel it needs wider coverage so I gave it Earth Power as well as Air Slash and Hurricane for STAB.
It also has Calm Mind at its disposal. Mega Xatu aims to sweep with Calm Mind while retaining its niche as a supporter with Magic Bounce.
Fairy typing makes sense on Xatu, it's the Mystic Pokemon, fairies are pretty mystic/magic and at least Natu is adorable like 90% of Fairy types.
It also trades nasty weaknesses to Dark and Ghost for more manageable Poison and Steel weaknesses as well as more resistances. So there you have it.

Bellossom (Bellossomite)
Type: Grass -> Grass/Fairy
Abilities: Chlorophyll (Healer) -> Flower Veil
New Moves: Quiver Dance, Moonblast, Draining Kiss

HP: 75 -> 75
Atk: 80 -> 80
Def: 95 -> 125 (+30)
SpA: 90 -> 110 (+20)
SpD: 100 -> 120 (+20)
Spe: 50 -> 80 (+30)
BST: 490 -> 590

A bulky QD sweeper. Flower Veil seems uselsess because only Florges gets it, but it's amazing for Bellossom.
Flower Veil prevents status problems (paralysis and toxic especially) and the lowering of the stats of all Grass-type Pokémon on the user's side of the field (including the Pokémon with the Ability itself), unless the stat reduction is self-inflicted.
Even at +1 it's relatively fast, and it has the bulk to set up without using Sleep Powder although that can help it too.

Thoughts?
 
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So here goes:

Moltres (Moltresite)
Type: Fire/Flying -> Fire/Flying
Abilities: Pressure (Flame Body) -> Drought
New Moves: Brave Bird, Calm Mind, Earth Power

HP: 90 -> 90
Atk: 100 -> 130 (+30)
Def: 90 -> 90
SpA: 125 -> 155 (+30)
SpD: 85 -> 115 (+30)
Spe: 90 -> 100 (+10)
BST: 580 -> 680

Drought is good for Moltres, it fits its offensive (but relatively slow) nature and that it is known for bringing spring to wherever it flies. An upgraded speed of 105 is faster than Zard but still has it beat by Keldeo, Lati@s, Thundurus, Greninja, Mega Manectric and priority in general. However what distinguishes it is the ability to set up with CM and break through teams. Even CM + WoW or Roost leaves it with OK coverage, between STAB Drought Flamethrower and Ancient Power or Earth Power, there isn't much that can take it on unless they can phaze (Heatran, especially with balloon). I'm more in favour of Ancient Power so it doesn't have trouble with Zard Y and Talonflame.

Dragonite (uh...)
Type: Dragon/Flying -> Dragon/Flying
Abilities: Inner Focus (Multiscale) -> Multiscale
New Moves: Hydro Pump

HP: 91 -> 91
Atk: 134 -> 154 (+20)
Def: 95 -> 120 (+25)
SpA: 100 -> 135 (+35)
SpD: 100 -> 120 (+20)
Spe: 80 -> 89
BST: 600 -> 700

Dragonite is perfect already, but now it's even more perfect. It gets a boost in all its stats so as to not make it overpowering in any one aspect. Mega Dragonite has one major thing over Dragonite: the ability to use Defog with Multiscale. This along with access to Dragon Tail, Roost, T-wave, and a wide offensive movepool allows it to play in a more defensive role than regular Dragonite.

Xatu (Xatite)
Type: Psychic/Flying -> Fairy/Flying
Abilities: Synchronize, Early Bird (Magic Bounce) -> Magic Bounce
New Moves: Earth Power, Air Slash, Hurricane

HP: 65 -> 65
Atk: 75 -> 75
Def: 70 -> 110 (+40)
SpA: 95 -> 115 (+20)
SpD: 70 -> 90 (+20)
Spe: 95 -> 115 (+20)
BST: 470 -> 570

Xatu has natural access to a lot of Special moves from Heat Wave to Dazzling Gleam to Shadow Ball. But I stull feel it needs wider coverage so I gave it Earth Power as well as Air Slash and Hurricane for STAB.
It also has Calm Mind at its disposal. Mega Xatu aims to sweep with Calm Mind while retaining its niche as a supporter with Magic Bounce.
Fairy typing makes sense on Xatu, it's the Mystic Pokemon, fairies are pretty mystic/magic and at least Natu is adorable like 90% of Fairy types.
It also trades nasty weaknesses to Dark and Ghost for more manageable Poison and Steel weaknesses as well as more resistances. So there you have it.

Bellossom (Bellossomite)
Type: Grass -> Grass/Fairy
Abilities: Chlorophyll (Healer) -> Flower Veil
New Moves: Quiver Dance, Moonblast

HP: 75 -> 75
Atk: 80 -> 80
Def: 95 -> 135 (+40)
SpA: 90 -> 115 (+25)
SpD: 100 -> 100
Spe: 50 -> 85 (+35)
BST: 490 -> 590

A bulky QD sweeper. Flower Veil seems uselsess because only Florges gets it, but it's amazing for Bellossom.
Flower Veil prevents status problems (paralysis and toxic especially) and the lowering of the stats of all Grass-type Pokémon on the user's side of the field (including the Pokémon with the Ability itself), unless the stat reduction is self-inflicted.
Even at +1 it's relatively fast, and it has the bulk to set up without using Sleep Powder although that can help it too.

Thoughts?
At a glance, your sets look fairly nice. I have noticed a small typo for your Dragonite set. You've accidentally typed 89 for its speed.

I'm curious about your choice to add Earth Power to Moltres and Xatu. It does offer nice coverage, and it's nice to see it being used, give its sub-par distribution, but flavour wise I don't see why either one gets it.

Bellossom's regular forms best stat is special defence. It's a pity it hasn't been boosted. I think Bellossom would still function well as a somewhat bulkier Quiver Dancer. Not to mention Quiver Dance boost its special defences sky high.
 
At a glance, your sets look fairly nice. I have noticed a small typo for your Dragonite set. You've accidentally typed 89 for its speed.

I'm curious about your choice to add Earth Power to Moltres and Xatu. It does offer nice coverage, and it's nice to see it being used, give its sub-par distribution, but flavour wise I don't see why either one gets it.

Bellossom's regular forms best stat is special defence. It's a pity it hasn't been boosted. I think Bellossom would still function well as a somewhat bulkier Quiver Dancer. Not to mention Quiver Dance boost its special defences sky high.
Moltres has a lot to do with nature and seasons according to the Dex so it makes sense. For Xatu I don't really know, but weirder things get it.

I didn't think Belossom needed more SpD becayse when won't it be using Quiver Dance to patch it up? But I can adjust that a bit.
 
Moltres has a lot to do with nature and seasons according to the Dex so it makes sense. For Xatu I don't really know, but weirder things get it.

I didn't think Belossom needed more SpD becayse when won't it be using Quiver Dance to patch it up? But I can adjust that a bit.
Bellossom really doesn't need the extra special defence if you are Quiver Dancing, but I usually buff a Pokemon's best stat a little, as it makes sense that when a Pokemon's power improves its best stats are exemplified. Either way your set still works. In the end it's your set, so do what you think is right.

I'm not a huge fan of giving out a move because other Pokemon unexpectedly get it. That's not to say you can't, as obviously it has been done before. I've always thought of Earth Power as a manipulation of the ground, rather than a sort of 'Mother Earth' thing. But once again, whatever works.
 
Dragonite

Dragon/Flying ----> Dragon/Fire
Abilities: Inner Focus/Multiscale ----> Serene Grace
Stats: 91/134/95/100/100/80 ---> 91/170/145/100/164/30
New Moves: Heal Bell, Sacred Fire,

Explanation:

When I first saw that there was going to be Dragonite, I didnt want it to overshadow its base form, so I decided to make it a mixed slow powerful tank. While some people might call this overpowered, its just about overpowered as the rain sweeper, except with this, the moves power rely more on stats then the rain. I chose Serene Grace because I gave it Scared Fire, and now can literally burn everything! The Special Defense increase is to become a mixed tank that can hit hard. This Mega Dragonite is by no means weak, as it boasts Attack as high as Kyu-B. But the reason it does not outclass regular Nite, is that 30 base speed, making him extremely slow and unable to sweep. Heal bell was chosen as this was meant to be a supporter, so it could heal statuses. I chose Serene Grace because in the previous evolutions, they look more feminine. I chose Dragon/Fire because Dragonair can control weather, so i thought that Fire would make sense(along with other types)

 
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Mega Moltres (Moltresinite)
Typing: Fire / Flying ------> Fire / Flying
Abilities: Pressure / Flame Body (unreleased) ------> Flash Fire
Stats: 90 / 100 / 90 / 125 / 85 / 90 (BST 580) ------> 90 / 100 / 110 / 170 / 100 / 110 (BST 680)
New Moves: +Oblivion Wing, +Firey Dance
With Oblivion Wing, Moltres can do a ton of cool shit. First of all, it can run a Bulky Attacker set far more effectively than before, using Oblivion Wing's recovery to keep it healthy throughout the fight. Secondly, a Sub + 3 Attacks set looks awesome. It can setup a Sub on switches, then boost its SpA with Firey Dance and regain HP with Oblivion Wing to make more Subs. In conclusion, this set has many cool possibilities; pls vote

#voteexpulsomoltres
#getoutthevote2k12+2
 
!Important Annoucement!
So, all submissions have not been balanced yet we still have a couple to go that I will hopefully be balanced slowly over this 9 weeks, but I promised this so... here is the final draft. We tried as hard as we could to stay faithful to good submissions while still having the mega play a unique and competitive role in the meta. If your mega has been omitted do not panic it is most likely that we did discuss and felt that either it felt either too strong or too weak for an OU metagame, did not fulfill a unique role in the meta, or we just have not gotten around to it yet. Don't worry you will have another chance to submit a mega for this Pokemon when we get around to it in the main. Oh, also we've begun programming Megas for All if you have experience coding and feel you could make a positive contribution to coding MFA please PM FireArrow . Oh, another announcement we recently decided to reopen Furret and Noctowl this has completely changed our slate schedule please check the new slate schedule in the OP.
 
I feel like nobody notices my stuff and that it's an empty ballot not worth any effort...


I still will try.

Moltres
Typing: Fire / Flying
Abilities: Pressure / Flame Body ------> Magic Guard
Stats: 90 / 100 / 90 / 125 / 85 / 90 ------> 90 / 150 / 95 / 125 / 95 / 130
New Moves: Brave Bird, Flare Blitz, Sword's Dance

It's pretty damn simple! It's like Rock Head Moltres but better. Physical Pheonix with double dance and passive damage immunity!

Check it!

+2 252 Atk Moltres Brave Bird vs. 4 HP / 252 Def Multiscale Dragonite: 178-210 (54.9 - 64.8%) -- guaranteed 2HKO


And I deliberately fudged calcs to give Dragonite SOME sense of dignity. Estimates can close in on 70% for normal Dnites.


Speaking of...

Dragonite
Typing: Dragon / Flying ------> Dragon / Flying
Abilities: Inner Focus / Multiscale ------> Serene Grace
Stats: 91 / 134 / 95 / 100 / 100 / 80 >>>> 91 / 160 / 110 / 100 / 115 / 124
New Moves: Sacred Fire

Concept: Do I even need to explain?! Hit Sacred Fire, BURN EVERYTHING! A pity about the Multiscale though, this means that regular Dnite still has a niche.



Xatu
Typing: Psychic / Flying ------> Psychic / Flying
Abilities: Synchronize / Early Bird / Magic Bounce ------> Gale Wings
Stats: 65 / 75 / 70 / 95 / 70 / 95 ------> 65/75/100/145/100/85
New Moves: Air Slash, Oblivion Wing, Quiver Dance

Concept: Mega Xatu is a priority support tank. Abusing Gale Wings to use Feather Dance followed by Tail Winds, you can finish up with Air Slash if you want to pray for Flinchhax, or Oblivion Wing if you're less of an asshole and don't want to use Roost. Quiver Dance gives the bird an actual purpose in actually attacking. Beware your loss of Magic Bounce.



Typing: Grass ------> Grass
Abilities: Chlorophyll / Healer ------>Aromatic (clears the Pokemon just switched out of Status when switched in in place of it.)
Stats: 75 / 80 / 95 / 90 / 100 / 50 ------> 75 / 90 / 125 / 130 / 125 / 55
New Moves: Wish, Seed Flare, Leech Seeds

Concept: Bellossom becomes a REALLY good Cleric. The Fairy type is... not needed. When you have 'Give Friend Natural Cure' as your ability. This gives every other mon HUGE niches as you could do natural rest on almost anything... except Mega Bell because you want to status her, the one mon you can't remove this stuff from.

Team play... isn't that what you want in your mon? Isn't it?
 
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Mega Bellossom
Typing
: Grass --> Grass/Fighting
Abilities: Chlorophyll/Healer --> Drought
New Moves: Close Combat, Growth
Stats: 75/80/95/90/100/50 BST: 490 --> 75/95(+15)/95/110(+20)/105(+5)/110(+60) BST: 590

Mega Bellossom makes for a great Sun setter. Resistance to Stealth Rock is a plus, moreover is that its new typing in Grass/Fighting synergizes well with several Pokemon that would appreciate Sun support such as Heatran and Mega Houndoom (assuming two Mega Evolutions in one team gets accepted) Offensively speaking, it can take out Pokemon that plagues Sun-based teams, main suspects being Tyranitar, the pink Blobs, and bulky waters and grounds in general. Along with being a reliable Sun setter, Mega Bellossom carves its niche as a ready-to-go Mixed Growth Sun sweeper. What it lacks in immediate power it compensates for its accessability with a great boosting move. Looking at its stats though, one can opt to utilize a more specialized sweeping set or even lean to a more defensive variant.
 
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