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

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Smeargle (Smearglite)
Normal--->Normal/Fairy
Ability: Wonder Skin
New Moves: What moves does smeargle not get
55/20/35/20/45/75----> 55/30/60/30/70/105
Concept: It's smeargle.
 
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Mega Blissey
Typing:
Normal >>> Normal
Abilities:
Natural Cure/Serene Grace/Healer >>> Natural Cure
Stats:
255/10/10/75/135/55 >>> 255/15(+5)/15(+5)/115(+40)/165(+30)/75 (+20)


The Blob is BACK.

Only this time, in a slightly different role.


Poor Blissey is, as of now, outclassed on a monumental scale by her younger sister Chansey, who takes hits on both sides much better than Blissey ever could and basically does everything Blissey can do but better.

In OU, that is.

On the XY Ubers Viability Ranking, there is a special zone called the "Chansey" tier. This is the tier reserved for, as you'd guess, Chansey, and is basically a joke tier. Why?

This

Mother

FUCKER

94-m.png


Shadow Tag renders Chansey useless, as she cannot hold a Shed Shell, nor does she have a usable Special Attack. This means Blissey can shine again, as she has the liberty of a one-time escape, or even has the option of utilizing her acceptable SAtk stat to kill off Gengar before he can do so to her.

However, this is only used because it has to be. If Chansey could be used, she would be, but she can't.

So instead of trying to make Blissey more like Chansey, I've chosen to go a different route and make Blissey simply better than her base form it all departments.

Mega Blissey now has a gargantuan SDef stat, and takes hits about as well as Chansey on the Special side. Her Defense is kept low, as it should be, but her SAtk has been augmented quite nicely. This means she can hurt not only the Gar, but other various things scattered here and there as well.

Natural Cure is the best non-broken choice in my opinion, so it is here to stay.

Now, people may have trouble determining why to use Blissey now when Chansey doesn't take up a Mega slot. And sometimes, she might not be worth it. But if you are a stall player to the core, these little things might catch your eye:


1. She is a Gothitelle Killer. Gothitelle can no longer trick the blob a Scarf, and Blissey's bulk means she can kill off the Goth before any real damage takes place

2. She doesn't give a shit about Gothitelle

3. Fuck you Gothitelle


So, if you're a stall player that is tired of watching Chansey die before your very eyes with you capable of doing ABSOLUTELY NOTHING, then Mega Blissey is your girl.



Reserved for damage calcs
 
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Mega Stantler

Normal ----> Normal
Intimidate / Frisk / Sap Sipper ----> No Guard
73 / 95 / 62 / 85 / 65 / 85 (465) ----> 73 / 115 (+20) / 72 (+10) / 115 (+30) / 75 (+10) / 115 (+30) (565)
New Moves: Swords Dance, Nasty Plot, and Hyper Voice

To make up for lack of high offenses, Mega Stantler will have No Guard to make powerful moves like Megahorn, Jump Kick, and Thunder much more reliable, though the best move to get perfect accuracy is Hypnosis, which can easily create setup opportunities with Swords Dance and Nasty Plot. Mega Stantler has a wide movepool to abuse, with great options such as the newly added Hyper Voice, as well as Psyshock, Zen Headbutt, Energy Ball, Shadow Ball, Iron Tail, Wild Charge, and Sucker Punch, his predictability is at a low, creating mind games that can present an opportunity to punish a wrong switch, such as bringing in Skarmory expecting a physical set only to get Thunder'd, or bringing in Chansey expecting a special set and getting Jump Kicked. And once they switch out in an attempt to preserve their wall, that's a free Swords Dance, Nasty Plot, or Hypnosis right there.

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Mega Entei

Fire ----> Fire
Pressure / Flash Fire ----> Fire Absorb, Fire immunity, and Fire-type moves heal 25% of the users health
115 / 115 / 85 / 90 / 75 / 100 (580) ----> 115 / 145 (+30) / 105 (+20) / 130 (+40) / 105 (+30) / 80 (-20) (680)
New Moves: Earth Power

Here's quite possibly the best bulky Fire-type tank in the game. Mega Entei has insane 115 / 105 / 105 bulk to take hits with ease, 145 / 130 offenses to easily threaten walls with, and a new ability in Fire Absorb to come in on opposing Fire-types and recover health, potentially negating Stealth Rock damage in the mix. Earth Power was added since Entei can spawn volcanoes with a roar, so Earth Power makes sense flavorwise. Its Speed was reduced to balance it somewhat, and it will force it to run Extremespeed often if it wishes to outrun foes, and doing so will also force it to run an Adamant nature, hampering its mixed attacking prowess. However, running max HP and Attack isn't that bad of an idea, as Mega Entei will certainly be living hits, and Extremespeed would be an excellent tool to use for such a set.
 
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smeargle.gif

Smeargul
Type: Normal -> Normal
Ability: Own Tempo/Technician/Moody -> Huge Power
Stats: 55/20/35/20/45/75 -> 55/50 (+30)/55 (+20)/30 (+10)/55 (+10)/105 (+30)
New Moves: haha no.

This set aims to do something that changes smeargul entirely. Smeargul used to just spore things and then pass an enormous boost to an ally or something along those lines. He has absolutely no offensive presense in the meta as it stands now even with the ability to use extreme speed, v-crate, belly drum, hi jump kick, and many more things. That was all due to his stats. But with huge power, his attack goes thru the roof. With a jolly nature, smeargul now has 4 more attack than an adament garchomp. This combined with his spectacular movepool makes him a force to be reckoned with.
 
Mega Smeargle
Normal -> Normal
Own Tempo/Technician/Moody -> Omniscience (Pokemon can use any move, cannot be skill swapped)
HP: 55 -> 55
Atk: 20 -> 20
Def: 35 -> 70 (+35)
SpA: 20 -> 20
SpD: 45 -> 80 (+35)
Spe: 75 -> 105 (+30)
BST: 250 -> 350

Omniscience makes Mega Smeargle the best support Pokemon in the game as it can no longer has 4MSS and always has the best move for a given situation
 
Mega Smeargle
Normal -> Normal
Own Tempo/Technician/Moody -> Omniscience (Pokemon can use any move, cannot be skill swapped)
HP: 55 -> 55
Atk: 20 -> 20
Def: 35 -> 70 (+35)
SpA: 20 -> 20
SpD: 45 -> 80 (+35)
Spe: 75 -> 105 (+30)
BST: 250 -> 350

Omniscience makes Mega Smeargle the best support Pokemon in the game as it can no longer has 4MSS and always has the best move for a given situation
How do you propose one programs such an ability?
 
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Stantler-Mega
Type: Normal
Stats: 73/95/62/85/65/85>>>73/145/102/95/105/45
Ability: Distorted Space(Sets trick room on switch in)
Movepool: +Stone Edge +Trick Room +Play Rough
 
Smeargle
Normal
Ability: Protean
Moves: +EVERYTHING
55/20/35/20/45/75----> 55/20/70/20/80/105
Concept: Don't make the painting, be the painting --Drunk Hobo, XXXX CE


Faster, and slightly more durable, Smearlge is a Protean troll. With every move it can become any type you need for your team. Fear dragons, pass Geomancy. If Normals bother you, set a Curse. You could always Rock Polish to get around Talonflame.

252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 132 Def Mega Smeargle: 132-156 (42 - 49.6%) -- guaranteed 3HKO

It's not perfect, but it doesnt hurt.


You can even try Nightshade to become a ghost or Coil to become a poison type in case someone actually TRIES that.

Then pass whatever stats you gained away.
 
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Here's a fancy different idea for Smeargle that I just thought of a few minutes ago...



Mega Smeargle
Normal -> Normal
Own Tempo/Technician/(Moody) -> Stat Painter (Uses the Opponent's (special) attack stats to launch attacks)
55/20/35/20/45/75 -> 55/20/65/20/75/115
Moves: +Chatter (It's the only move Smeargle cannot sketch!)

Oh, you like Foul Play? How about a 140 BP special attacking Normal type varient with no downside? Or an 80 BP physical attacking Normal Type varient with +2 priority? With Stat Painter (I know it's a bad name but if you can suggest a better one go for it), Smeargle can now use Boomburst and Extreme Speed using the opponent's attacking stats now!

Pretty much, I'm trying to think of a way to not make Smeargle play the way it normally does since regular Smeargle really needs an item - whether Focus Sash, Power Herb, or White Herb. Just like Smeargle can magically learn an attack by painting, it can magically use the opponent's attacking stats as it uses its painted attacks. Now its vast array of attacking moves can be used, and you don't even NEED to invest in attacking stats to use it

I would probably test out a set like this just to see how good of a revenge killer it can be:

Smeargle @ Smearglite
Timid Nature
252 HP/252 Spd/6 Def
Boomburst
Extreme Speed
Shadow Ball
Earthquake

Boomburst and Extreme Speed are your STAB on the special/physical side. Shadow Ball hits ghosts that normals can't (most Ghosts in OU are special attackers) and Earthquake hits grounded Steel and Rock types (which are mostly physical). You can now hit whatever you want for neutral damage (though some won't be hit as well as you want...)

I feel Extreme Speed Mega Smeargle will be THE premier mon for discouraging Dragon/Sword Dancers in this OM as a revenge killer. Essentially, the only thing that doesn't fear this really is Dragon Dance regular Dragonite since it can boost its attack and speed and Extreme Speed and kill.

The stat increases for this Mega are obvious. Smeargle won't be needing its attacking stats so I put everything into its defenses and speed. It's still super weak though. And while it's not weak to priority (except by faster Extreme Speeds), it's still got only 55/65/75 defenses, and it is EXTREMELY dependant on the opponent's attacking stats. Any Pokemon that can be walled with no effort by any walls isn't really broken.

Of course you can still use Mega Smeargle the way you use regular Smeargle but it is terribly outclassed because it can't hold items
 
Smeargle
Normal
Ability: Protean
Moves: +EVERYTHING
55/20/35/20/45/75----> 55/20/70/20/80/105
Concept: Don't make the painting, be the painting --Drunk Hobo, XXXX CE


Faster, and slightly more durable, Smearlge is a Protean troll. With every move it can become any type you need for your team. Fear dragons, pass Geomancy. If Normals bother you, set a Curse. You could always Rock Polish to get around Talonflame.
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 132 Def Smeargle: 132-156 (42 - 49.6%) -- guaranteed 3HKO

You can even try Curse to become a ghost or Coil to become a poison type in case someone actually TRIES that.

Then pass it away.

Yeah, about Curse... Protean turns you to Ghost before using it so it's always going be the one where it halves your HP instead of the one that boosts stats. i.e. the crap one.
 
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Curse is typeless, I'm not sure how that would work with protean.

Mega Smeargle
Ability: Own Tempo/Technician/(Moody) -> Copyright*
Stats: 55/20/35/20/45/75 -> 55/20/65/20/75/115
*Moves the opponent shares with smeargle will fail (Auto-Imprison.)

Smeargle, being an artist, has a copyright on whatever its passionate and expressive moveset is. Any enemies trying to copy this art is now shut down by youtube authorities. The actual competitive reason behind this custom ability is straight out of imprison-mons. Smeargle, being able to run any moves, can shutdown a lot of leads or even sweepers depending your creativity. Running taunt makes you untauntable, SR now blacks the opponents SR setter as well.
 
Oh look it's about the time I normally set up the slates. Oh joy! I didn't include the one impossible Smeargle submission but everything else should be there...


Current Slate
stantler.gif

Stantler

Typing: Normal -----> Normal/Psychic
Abilities: Intimidate / Frisk -----> Mirage (creates a Substitute upon switch-in or Mega Evolution)
BST: 73/95/62/85/65/85 -----> 73/110/72/110/80/115
New Moves: Mean Look

The ability looks scary, I know. But the stats aren't exactly the best, especially for a Mega. It fits together, don't worry. Let me explain.

Firstly, Stantler gains the Psychic-typing to play up the mystical aspects of its horns; Stantler already can create mirages to defend itself by subtly altering currents in the air; those who watch the anime may remember an episode in which a young Stantler created a mirage of a herd of stampeding Stantler as a decoy while it hid. When Stantler Mega-Evolves, these illusion powers naturally become stronger, gaining it the Psychic-typing as well; it gains 2 common weaknesses for 1 common immunity. Not exactly a fair trade, but the new ability helps balance it out.

To fit with the mirage theme, Stantler defends itself with a "decoy"--a substitute--upon switch-in and Mega Evolution, just as it would in the wild. This serves quite a few purposes. Firstly, it guarantees that it will be able to switch in without being harmed on nearly any non-sound based move; not even Dark- and Bug-type moves can't hurt it on the turn it switches in, save for Bug Buzz. The second purpose is the one it appreciates the most. Looking at its stats, Mega Stantler is rather subpar for a Mega; decently fast, but with poor bulk and average mixed offenses for a Mega. This is where the Substitute comes in. If Stantler can get in without breaking its substitute, it can then set up and attempt for a sweep. Work Up is the move of choice for a mixed attacking set, while Calm Mind may further increase bulk should Stantler choose to focus on its special side. Thanks to its free substitute, Stantler may find more opportunities to do this than one would initially think; naturally, Ghost-type moves are a free switch-in for Stantler, as are turns when the opponent switches. Stantler, however, has an additional opportunity that comes up often in competitive matches, one that many Pokemon cannot easily switch into: status moves. A free Substitute gives Stantler ample opportunity to set up, as any of these three conditions will allow it to switch in, get in at least 1 turn of boosting, and then proceed to attack. Even if the opponent knows what the user is planning to do (let's face it, Stantler on an OU team isn't exactly a confusing signal), it can still do its job. While the opponent may shy away from status- or Ghost-type moves while Stantler is still around, switching is still an integral, near-unavoidable part of the game, and sooner of later Stantler will find its opening. It's not impossible to take down; average bulk and weak initial power ensure that. However, when played right, Mega-Stantler can indeed be a rather powerful threat.
Mega Stantler
Normal ------> Normal / Psychic.
Intimidate / Frisk / Sap Sipper -----> Distortion
(Auto Magic Room upon switch in or Mega evolution)
73/95/62/85/65/85 -----> 73/120/72/120/75/105
New Moves -----> Magic Room.

Mega Stantler becomes a powerful but mixed sweeper with weak defenses. It’s ability distortion allows it to screw with the opponents items while not affecting Mega Stantler’s mega stone, giving Stantler a nice niche. Normal/Psychic typing is fairly solid and gives Stantler a nice secondary STAB, now being able to abuse Zen Headbutt or Psychic.
Mega Stantler
Type: Normal -----> Normal
Abilities: Intimidate/Frisk/Sap Sipper -----> Defiant
New Moves: U-Turn, Extreme Speed, Horn Leech

HP: 73 -> 73
Atk: 95 -> 125 (+30)
Def: 62 -> 82 (+20)
SpA: 85 -> 95 (+10)
SpD: 65 -> 75 (+10)
Spe: 85 -> 115 (+30)
BST: 465 -> 565

Concept: Just an improved Stantler, essentially. It has relatively similar stats to a physical Mega-Manectric, so it can perform a solid sweeping role. U-Turn gives it consistent momentum, Horn Leech fits because horns, and Extreme Speed fits because deer are fast (also powerful STAB priority). Stantler can switch in on a Defog and proceed to sweep at +2 with Extreme Speed, but is still very frail and doesn’t really have many consistent switch-in opportunities.
Stantler (Stantlerite)
Type: Normal -> Normal/Psychic
Abilities: Intimidate, Frisk (Sap Sipper) -> Rattled
New Moves: Horn Leech, Will-o-Wisp, Swords Dance

HP: 73 -> 73
Atk: 95 -> 105 (+10)
Def: 62 -> 72 (+10)
SpA: 85 -> 115 (+30)
SpD: 65 -> 95 (+30)
Spe: 85 -> 105 (+20)
BST: 465 -> 565

Stantler is based on shishiodoshi, a term describing a wide range of objects intended to scare animals (including wild deer, funnily enough) away, hence its horns and Intimidate. Its new ability, Rattled, is the same idea in reverse; it's scared by Dark- and Bug types, and it turns its only weaknesses into a boost.
Mega Stantler is a versatile sweeper with Calm Mind, its new Psychic typing grants it STAB Psyshock and losing its Fighting weakness while Normal keeps it immune to Ghost.
It has all sorts of support options like Disable, Spite, Thunder Wave, and now Will-o-Wisp.
On the special side it has your standard Psyshock, Thunderbolt and Shadow Ball while on the physical side it has some stong moves like Jump Kick, Earthquake, and Megahorn
Mega Stantler
Normal -> Normal
Intimidate / Frisk / Sap Sipper -> Rattled

HP: 73 -> 73
Atk: 95 -> 145 (+50)
Def: 62 -> 72 (+10)
SpA: 85 ->
SpD: 65 -> 75 (+10)
Spe: 85 -> 115 (+30)
BST: 465 -> 565
Mega Stantler
Normal ------> Normal / Ghost
Intimidate / Frisk / Sap Sipper -----> Spook (Lowers SpAtk 1 stage when switched in)
73/95/62/85/65/85 -----> 73/105/85/105/90/107
New Moves -----> Shadow Sneak, Sword Dance, Horn Leech

Concept: Making Stantler OU viable isn't easy, but a ghost/normal type will always be better than NU, and Stantler's a good fit, being based on, as Bulbapedia calls it, shishiodoshi or "deer scare", a Japanese device traditionally used to scare deer and birds away from gardens.

Yes, scare, and that is what grows, the scary part, the orbs in its horns become soul sucking orbs of shadow. Even in French, it's name roughly translates to Fright deer. It's spooky, and we could use a counterpart to intimidate right about now.

Stantler's mixed movepool is very strong, and backing its Spook with Calm Mind gives him more special defense than one might be inclined to believe there really is.
Mega Stantler

Normal ----> Normal
Intimidate / Frisk / Sap Sipper ----> No Guard
73 / 95 / 62 / 85 / 65 / 85 (465) ----> 73 / 115 (+20) / 72 (+10) / 115 (+30) / 75 (+10) / 115 (+30) (565)
New Moves: Swords Dance, Nasty Plot, and Hyper Voice

To make up for lack of high offenses, Mega Stantler will have No Guard to make powerful moves like Megahorn, Jump Kick, and Thunder much more reliable, though the best move to get perfect accuracy is Hypnosis, which can easily create setup opportunities with Swords Dance and Nasty Plot. Mega Stantler has a wide movepool to abuse, with great options such as the newly added Hyper Voice, as well as Psyshock, Zen Headbutt, Energy Ball, Shadow Ball, Iron Tail, Wild Charge, and Sucker Punch, his predictability is at a low, creating mind games that can present an opportunity to punish a wrong switch, such as bringing in Skarmory expecting a physical set only to get Thunder'd, or bringing in Chansey expecting a special set and getting Jump Kicked. And once they switch out in an attempt to preserve their wall, that's a free Swords Dance, Nasty Plot, or Hypnosis right there.
Stantler-Mega
Type: Normal
Stats: 73/95/62/85/65/85>>>73/145/102/95/105/45
Ability: Distorted Space(Sets trick room on switch in)
Movepool: +Stone Edge +Swords Dance +Play Rough


entei.gif

Mega Entei
Fire -----> Fire
Pressure / Flash Fire -----> Intimidate
115/115/85/90/75/100 -----> 115/130/105/120/115/85
Noble Roar, Morning Sun.

I decided to make my Mega Entei more defensive than regular Entei. Now with 115/105/115 defenses, and Intimidate and Sacred Fire’s burn backing up the defense further, Entei is extremely bulky. He also has Noble Roar and Morning Sun to help him wall things even further. With buffs to both of his offenses Entei is no slouch as a mixed attacker either. However the speed drop leaves Entei in very poor speed tier if you choose to go a more offensive set, preventing mega Entei from overshadowing it’s regular form. Entei also has access to Roar to further boost his defensive capabilities.
Mega Entei (Enteite)
Typing: Fire ------> Fire
Abilities: Flash Fire(?)/Pressure ------> Flash Fire
Stats: 115/115/85/90/75/100 ------> 115/140/95/130/80/110
New Moves: Earth Power, Energy Ball, Head Smash

Description

Mega-Entei goes mixed, and it does it with 3 new moves on its arsenal: Earth Power (he's the Volcano pokemon, and since Volcanos have to do with both Fire and Earth - magma is a combination of those two elements - I think Earth Power is a move which has tons of falvor); Energy Ball (mainly for coverage, but also 'cause this move is already known by lots of Fire types); Head Smash (some of you suggested it, and I like the idea: besides, Entei already have "Head" moves - like Iron Head - so once again it seems to have some flavor to me). With a buff in speed and both of the attack stats, a new useful ability to absorb Fire moves (he's literally made of Magma, how can it be uncapable of absorbing Fire?) and an amazing coverage, Mega-Entei would be a pain in the ass, expecially for walls.

THREATS
Not too manym, to be fair: probably some bulky water types, or some faster supereffective attackers (like Greninja). But this pokemon is just very good and hard to face.
Mega Entei
Type: Fire -----> Fire
Abilities: Pressure/Flash Fire -----> Flash Fire
New Moves: Extreme Speed (now allowed without Adamant nature)

HP: 115 -> 115
Atk: 115 -> 135 (+20)
Def: 85 -> 95 (+10)
SpA: 90 -> 130 (+40)
SpD: 75 -> 95 (+20)
Spe: 100 -> 110 (+10)
BST: 580 -> 680

Concept: Fast mixed sweeper with solid bulk. Sacred Fire and Extreme Speed should form the core of most sets, though plenty of coverage options are viable. Stopped by most Rock Pokemon with solid physical bulk such as Tyranitar, but they still fear the burn from Sacred Fire. Entei’s major dilemma of being forced to run an adamant nature with Extreme Speed is now fixed, as well.
Entei (Enteite)
Type: Fire -> Fire
Abilities: Pressure (Flash Fire) -> Magic Guard
New Moves: Head Smash, Earth Power, Energy Ball

HP: 115 -> 115
Atk: 115 -> 135 (+20)
Def: 85 -> 95 (+10)
SpA: 90 -> 125 (+35)
SpD: 75 -> 100 (+25)
Spe: 100 -> 110 (+10)
BST: 580 -> 680

So now Entei has more powerful attacking options. Magic Guard prevents recoil from Flare Blitz and Head Smash. You can still roll with Sacred Fire and obliterate any opposing Fire types with Head Smash, which is basically a stronger Stone Edge. Unfortunately ExtremeSpeed is locked to Adamant so you have to make the choice when running physical sets.
It also makes CM a viable move on Entei, with that great speed tier and Eruption. Earth Power and Energy Ball are pretty natural choices and give it good coverage.
Mega Entei
Typing: Fire ------> Fire
Abilities: Flash Fire/Pressure ------> Magic Guard
Stats: 115/115/85/90/75/100 ------> 115/150/100/105/90/120

New Moves: Head Smash, Sword's Dance, Wild Charge

Concept: Entei gives up the luxury of Sacred Fire's burn for the power to enjoy no form of side damage! Abuse all the Recoil moves without recoil and laugh at sand setters! Mega Entei is a brute meant to bash his volcanic head at everything. This, of course, means you won't burn every target that switches in. What a shame!
Mega Entei

Fire ----> Fire
Pressure / Flash Fire ----> Fire Absorb, Fire immunity, and Fire-type moves heal 25% of the users health
115 / 115 / 85 / 90 / 75 / 100 (580) ----> 115 / 145 (+30) / 105 (+20) / 130 (+40) / 105 (+30) / 80 (-20) (680)
New Moves: Earth Power

Here's quite possibly the best bulky Fire-type tank in the game. Mega Entei has insane 115 / 105 / 105 bulk to take hits with ease, 145 / 130 offenses to easily threaten walls with, and a new ability in Fire Absorb to come in on opposing Fire-types and recover health, potentially negating Stealth Rock damage in the mix. Earth Power was added since Entei can spawn volcanoes with a roar, so Earth Power makes sense flavorwise. Its Speed was reduced to balance it somewhat, and it will force it to run Extremespeed often if it wishes to outrun foes, and doing so will also force it to run an Adamant nature, hampering its mixed attacking prowess. However, running max HP and Attack isn't that bad of an idea, as Mega Entei will certainly be living hits, and Extremespeed would be an excellent tool to use for such a set.


blissey.gif

Mega Blissey
Normal -> Normal/Fairy
Natural Cure/Serene Grace/(Healer) -> Thick Fat
255/10/10/75/135/55 -> 255/10/60/115/145/55
Moves: +Moonblast

So, this Blissey is meant to finally make it better than it's preevolution at something. The physical bulk is higher than Chansey, but it's special defense is still lower. On the other hand, look at that pleasant Special Attack. It's not REALLY large, but it's enough to actually USE its decent special attacks.

Fairy typing is kind of obvious when you think of it. Everyone was asking if Blissey was going to be fairy typing so now the Mega is doing the obvious. As for the ability, Blissey is pretty damn fat so now it's got even more bulk when facing fire and ice types.

I was thinking whether to give it Moonblast or not. I decided to do it so that way it has the secondary side effect that it can try to get with its larger special attack.

Thanks to its large stat boosts, there are many ways to play it. You can play it like you would Chansey/Blissey normally. But, I prefer making it more of a Cleric Tank because of the larger special attack and large bulk. It's the unique role that Mega Blissey has over the other Pokemon. I would probably run Moonblast/Fire Blast/Aromatherapy/(Wish/Softboiled). That'll essentially hit everything that's not fire types (and Tentacruel) for at least neutral damage and they won't hit you for much because of Thick Fat.
Mega Blissey
Normal -----> Normal
Natural Cure / Serene Grace / Healer -----> Parental Bond
(Egg hatches into a Happiny that live in Blissey’s pouch).
255/10/10/75/135/55 -----> 255/10/40/105/150/80

You may be thinking this thing seems a little OP at first glance. Well don’t worry, I can assure that it bloody well is! With Seismic Toss, Blissey can now 2HKO a large portion of the meta and any ghost have to worry about Blissey’s Shadow Ball going extremely deep up their ass. It is also worth noting that Blissey has access to Charge Beam and is extremely close to being invincible on the special side. So why not just attack her on the physical side you may ask? Well, if you do wish to attack this thing on the physical side then you may also want to keep in mind that Counter now does it’s full damage twice, so rather than 2x the damage you dealt to Blissey you will take 4x the damage. So if you attack Blissey on the physical side on fail to OHKO her, you will likely die.
Mega Blissey (Blisseyite)
Typing: Normal ------> Normal
Abilities: Healer/Natural Cure/Serene Grace ------> Interiorisilate (It causes all Physical-type moves used by the Pokemon to become Special-type and receive a 30% boost)
Stats: 255/10/10/75/135/55 ------> 255/10/70/130/135/40
New Moves: Explosion, Play Rough

Description

Mega-Blissey suddenly gain some fire power. It's now slower, but its defense has rose to a decent 70 base stat, and most of all its SpAtk is now 130: this, combined with its brand new ability and a wide physical movepool (Avalanche, Body Slam, Drain Punch, Earthquake, Facade, Fire Punch, Ice Punch, Rock Slide, Thunder Punch, Wild Charge, Zen Headbutt - just to name a few), gives Mega-Bliss the chance to shine as a special bulky attacker. And its new 2 weapons are quite cool (STABbed Explosion and Play Rough for coverage against Fighting types).

THREATS
Blissey becomes very very hard to face. The buff in defense makes it harder to beat, and its spDef+HP combo is godly even without investment (and no one would like to face a 250 base power move + STAB + x1.3 boost). Still, Mega-Blissey is very slow, and to be an offensive threat it lacks recover: Drain Punch is a thing, but with all the HP Bliss got it won't let it regain much health.
Mega Blissey
Type: Normal -----> Normal/Fairy
Abilities: Natural Cure/Serene Grace/Healer -----> Infiltrator
New Moves: Moonblast

HP: 255 -> 255
Atk: 10 -> 20
Def: 10 -> 40 (+30)
SpA: 75 -> 105 (+30)
SpD: 135 -> 165 (+30)
Spe: 55 -> 65 (+10)
BST: 540 -> 640

Concept: Mega Blissey gets the fairy typing that sets her apart from her unevolved counterpart, Chansey. As a result, she absorbs Knock Off much better (but she still doesn’t like Bisharp). Other major changes (aside from buffed defenses) include a different but still useful ability: Blissey’s momentum is no longer killed by opposing substitutes. Flavorwise, Mega Blissey is just so sweet that the opponent lets her past the enemy lines. She still loses to powerful supereffective physical attacks, but her bulk is good enough to justify using the mega slot on her.
Blissey (Blissenite)
Type: Normal -> Normal
Abilities: Natural Cure, Serene Grace (Healer) -> Regenerator
New Moves: Moonblast

HP: 255 -> 255
Atk: 10 -> 10
Def: 10 -> 40 (+30)
SpA: 75 -> 115 (+40)
SpD: 135 -> 155 (+20)
Spe: 55 -> 65 (+10)
BST: 540 -> 640

At first I didn't think Blissey could reasonably be made much better. But Regenerator means that anything that can't solidly 2HKO Blissey stands about no chance of taking it out unless it's the last Pokemon.
However, upon losing Natural Cure, Blissey becomes much more vulnerable to sleep and Toxic. So I feel it's s fair tradeoff. Blissey is still way weak to physical attacks, but not as weak as the other special walls that have taken over.
I feel that the main reason for Blissey's decline is an overwhelmingly physical metagame and Assault vest users who boast actual offensive options alongside being able to wall.
Blissey actually has a great special movepool covering the main options like Shadow Ball and boltbeam. Maybe CM Blissey can become a thing again? Yeah right but who knows?
Mega Blissey
Normal -----> Normal/Poison
Natural Cure / Serene Grace / Healer -----> Biproduct (This pokemon REAKS! It causes 1/8 of the target's life as damage per turn to non bug, poison or ghost types, who otherwise cannot smell the rotten eggs)
255/10/10/75/135/55 -----> 255/10/45/110/150/70
New Moves: Parting Shot, Toxic Spikes, Sludge Wave

Concept: Alas, poor Blissey...

You have gone rotten, and are now nothing but a stinky egg that should have been cracked long ago. Gone is your fight weakness, but now every Psyshocker will make you regret living in your rotten existence. Stalling like this is a rotten style, but... what else can ya do now.
Mega Blissey
Typing: Normal >>> Normal
Abilities: Natural Cure/Serene Grace/Healer >>> Natural Cure
Stats: 255/10/10/75/135/55 >>> 255/15(+5)/15(+5)/115(+40)/165(+30)/75 (+20)


The Blob is BACK.

Only this time, in a slightly different role.


Poor Blissey is, as of now, outclassed on a monumental scale by her younger sister Chansey, who takes hits on both sides much better than Blissey ever could and basically does everything Blissey can do but better.

In OU, that is.

On the XY Ubers Viability Ranking, there is a special zone called the "Chansey" tier. This is the tier reserved for, as you'd guess, Chansey, and is basically a joke tier. Why?

This

Mother

FUCKER

(Mega Gengar - I'm not adding the picture because I'm remarkably lazy ~Mew King)

Shadow Tag renders Chansey useless, as she cannot hold a Shed Shell, nor does she have a usable Special Attack. This means Blissey can shine again, as she has the liberty of a one-time escape, or even has the option of utilizing her acceptable SAtk stat to kill off Gengar before he can do so to her.

However, this is only used because it has to be. If Chansey could be used, she would be, but she can't.

So instead of trying to make Blissey more like Chansey, I've chosen to go a different route and make Blissey simply better than her base form it all departments.

Mega Blissey now has a gargantuan SDef stat, and takes hits about as well as Chansey on the Special side. Her Defense is kept low, as it should be, but her SAtk has been augmented quite nicely. This means she can hurt not only the Gar, but other various things scattered here and there as well.

Natural Cure is the best non-broken choice in my opinion, so it is here to stay.

Now, people may have trouble determining why to use Blissey now when Chansey doesn't take up a Mega slot. And sometimes, she might not be worth it. But if you are a stall player to the core, these little things might catch your eye:


1. She is a Gothitelle Killer. Gothitelle can no longer trick the blob a Scarf, and Blissey's bulk means she can kill off the Goth before any real damage takes place

2. She doesn't give a shit about Gothitelle

3. Fuck you Gothitelle


So, if you're a stall player that is tired of watching Chansey die before your very eyes with you capable of doing ABSOLUTELY NOTHING, then Mega Blissey is your girl.


smeargle.gif

Mega Smeargle
Normal -> Normal
Own Tempo/Technician/(Moody) -> Stat Painter (Uses the Opponent's (special) attack stats to launch attacks)
55/20/35/20/45/75 -> 55/20/65/20/75/115
Moves: +Chatter (It's the only move Smeargle cannot sketch!)

Oh, you like Foul Play? How about a 140 BP special attacking Normal type varient with no downside? Or an 80 BP physical attacking Normal Type varient with +2 priority? With Stat Painter (I know it's a bad name but if you can suggest a better one go for it), Smeargle can now use Boomburst and Extreme Speed using the opponent's attacking stats now!

Pretty much, I'm trying to think of a way to not make Smeargle play the way it normally does since regular Smeargle really needs an item - whether Focus Sash, Power Herb, or White Herb. Just like Smeargle can magically learn an attack by painting, it can magically use the opponent's attacking stats as it uses its painted attacks. Now its vast array of attacking moves can be used, and you don't even NEED to invest in attacking stats to use it

I would probably test out a set like this just to see how good of a revenge killer it can be:

Smeargle @ Smearglite
Timid Nature
252 HP/252 Spd/6 Def
Boomburst
Extreme Speed
Shadow Ball
Earthquake

Boomburst and Extreme Speed are your STAB on the special/physical side. Shadow Ball hits ghosts that normals can't (most Ghosts in OU are special attackers) and Earthquake hits grounded Steel and Rock types (which are mostly physical). You can now hit whatever you want for neutral damage (though some won't be hit as well as you want...)

I feel Extreme Speed Mega Smeargle will be THE premier mon for discouraging Dragon/Sword Dancers in this OM as a revenge killer. Essentially, the only thing that doesn't fear this really is Dragon Dance regular Dragonite since it can boost its attack and speed and Extreme Speed and kill.

The stat increases for this Mega are obvious. Smeargle won't be needing its attacking stats so I put everything into its defenses and speed. It's still super weak though. And while it's not weak to priority (except by faster Extreme Speeds), it's still got only 55/65/75 defenses, and it is EXTREMELY dependant on the opponent's attacking stats. Any Pokemon that can be walled with no effort by any walls isn't really broken.

Of course you can still use Mega Smeargle the way you use regular Smeargle but it is terribly outclassed because it can't hold items
Smeargle

Typing: Normal -----> Normal
Abilities: Own Tempo / Technician -----> Fur Coat
BST: 55/20/35/20/45/75 -----> 55/20/70/40/80/105
New Moves: Aeroblast, Diamond Storm, V-Create

Yes, the move additions are jokes, don't worry about it.

The biggest problem a Mega Smeargle is going to face is the lack of a Focus Sash; it doesn't matter how you spin it, no one uses Smeargle for either its offensive or defensive capabilities; the only reason people use Smeargle is for support. The problem is, however, is the fact that support is a role that a non-Mega can easily play. Need Spikes? Toxic? Heal Bell? There are few things that can justify using a Mega for pure support unless it also has some sort of offensive or defensive power to back it up; otherwise, why not just use a regular Pokemon that can learn the same moves? Fur Coat gives Smeargle something definite to set it apart from its standard form--the ability to survive a hit and actually do something after taking damage. Unlike standard Smeargle, who generally has 2 turns to do its job, Mega Smeargle can potentially have a few more, thanks to its 140 Defense after Fur Coat. It can actually afford to switch into a predicted attack, unlike regular Smeargle, who is almost exclusively a lead. This in turn means more opportunities to do its job. Additionally, boosted Speed helps it escape some Taunts and stop or hinder foes before they attack. The Speed isn't amazing, and the Special Defense is rather poor, though, so Smeargle's primary job is still support; it just does it in a way that definitely sets it apart from regular Smeargle.
Mega Smeargle
Type: Normal -----> Normal
Abilities: Own Tempo/Technician/Moody -----> Oblivious
New Moves: lol

HP: 55 -> 55
Atk: 20 -> 30 (+10)
Def: 35 -> 55 (+20)
SpA: 20 -> 30 (+10)
SpD: 45 -> 55 (+10)
Spe: 75 -> 125 (+50)
BST: 250 -> 350

Concept: Smeargle is Oblivious to all criticism; he’s a goddamn independent artist. Upon mega evolution, he joins an incredible speed tier, outpacing even Greninja (he can’t even be Taunted by Pranksters). However, Mega Smeargle sorely misses his access to his coveted Focus Sash. As such, the best use for it is as a momentum-keeping status inducer: a set of Spore/Parting Shot/Rapid Spin/Heal Bell with one or two moves replaced by hazards is practically his only viable one. Protect is also an option if using MegaSmear as a lead so it can best abuse its newfound speed. However, almost any priority user outside of Aegislash easily beats it. Not sure if it’s worth wasting a mega slot on, but it sure as hell is annoying.
Smeargle (Smearglite)
Type: Normal -> Normal/Ghost
Abilities: Own Tempo, Technician (Moody) -> Trace
New Moves: Chatter (which somehow can't be sketched?)

HP: 55 -> 55
Atk: 20 -> 20
Def: 35 -> 75 (+40)
SpA: 20 -> 20
SpD: 45 -> 75 (+30)
Spe: 75 -> 105 (+30)
BST: 250 -> 350

How about slightly less awful defenses? Trace us pretty fitting and can be any ability just like it can have any move.

Smeargle is Ghost type because most artist become well-known after they're dead. Being immune to Fighting and Ghost at the same time is sweet.
Smeargle (Smearglite)
Normal--->Normal/Fairy
Ability: Wonder Skin
New Moves: What moves does smeargle not get
55/20/35/20/45/75----> 55/30/60/30/70/105
Concept: It's smeargle.
Smeargul
Type: Normal -> Normal
Ability: Own Tempo/Technician/Moody -> Huge Power
Stats: 55/20/35/20/45/75 -> 55/50 (+30)/55 (+20)/30 (+10)/55 (+10)/105 (+30)
New Moves: haha no.

This set aims to do something that changes smeargul entirely. Smeargul used to just spore things and then pass an enormous boost to an ally or something along those lines. He has absolutely no offensive presense in the meta as it stands now even with the ability to use extreme speed, v-crate, belly drum, hi jump kick, and many more things. That was all due to his stats. But with huge power, his attack goes thru the roof. With a jolly nature, smeargul now has 4 more attack than an adament garchomp. This combined with his spectacular movepool makes him a force to be reckoned with.
Smeargle
Normal
Ability: Protean
Moves: +EVERYTHING
55/20/35/20/45/75----> 55/20/70/20/80/105
Concept: Don't make the painting, be the painting --Drunk Hobo, XXXX CE


Faster, and slightly more durable, Smearlge is a Protean troll. With every move it can become any type you need for your team. Fear dragons, pass Geomancy. If Normals bother you, set a Curse. You could always Rock Polish to get around Talonflame.

252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 132 Def Mega Smeargle: 132-156 (42 - 49.6%) -- guaranteed 3HKO

It's not perfect, but it doesnt hurt.


You can even try Nightshade to become a ghost or Coil to become a poison type in case someone actually TRIES that.

Then pass whatever stats you gained away.
Mega Smeargle
Ability: Own Tempo/Technician/(Moody) -> Copyright*
Stats: 55/20/35/20/45/75 -> 55/20/65/20/75/115
*Moves the opponent shares with smeargle will fail (Auto-Imprison.)

Smeargle, being an artist, has a copyright on whatever its passionate and expressive moveset is. Any enemies trying to copy this art is now shut down by youtube authorities. The actual competitive reason behind this custom ability is straight out of imprison-mons. Smeargle, being able to run any moves, can shutdown a lot of leads or even sweepers depending your creativity. Running taunt makes you untauntable, SR now blacks the opponents SR setter as well.
 
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Curse is typeless, I'm not sure how that would work with protean.

Mega Smeargle
Ability: Own Tempo/Technician/(Moody) -> Copyright*
Stats: 55/20/35/20/45/75 -> 55/20/65/20/75/115
*Moves the opponent shares with smeargle will fail (Auto-Imprison.)

Smeargle, being an artist, has a copyright on whatever its passionate and expressive moveset is. Any enemies trying to copy this art is now shut down by youtube authorities. The actual competitive reason behind this custom ability is straight out of imprison-mons. Smeargle, being able to run any moves, can shutdown a lot of leads or even sweepers depending your creativity. Running taunt makes you untauntable, SR now blacks the opponents SR setter as well.
No, it's been Ghost since Gen 5.
 
Mega Blissey
Typing: Fairy
Stats: 255/10/10/75/135/55 -> 255/20(+10)/20(+10)/125(+50)/155(+30)/55
Moves: Cosmic Power, Moonblast,
Seems peculiar, right? until you see the ability:
Ability: Speciality: Enemy's moves on the are all special moves, and get a 50% bonus.
Tha last part is for balancing so you aren't shit over by this thing. But still, 50% bonus hardly helps when you're being walled to hell and back, WHILE eing swept.
Curse is typeless, I'm not sure how that would work with protean.

Mega Smeargle
Ability: Own Tempo/Technician/(Moody) -> Copyright*
Stats: 55/20/35/20/45/75 -> 55/20/65/20/75/115
*Moves the opponent shares with smeargle will fail (Auto-Imprison.)

Smeargle, being an artist, has a copyright on whatever its passionate and expressive moveset is. Any enemies trying to copy this art is now shut down by youtube authorities. The actual competitive reason behind this custom ability is straight out of imprison-mons. Smeargle, being able to run any moves, can shutdown a lot of leads or even sweepers depending your creativity. Running taunt makes you untauntable, SR now blacks the opponents SR setter as well.
Transform. GG meta. And curse is ghost type now since gen 4 or 5, so no glitches.
 
Stantler
Type: Normal -> Normal/Psychic
Ability: Intimidate/Frisk/Sap Sipper -> Field Distortion (Sets up wonder room upon switch in or mega evolving)
Stats: 73/95/62/85/65/85 -> 73/125 (+30)/62/125 (+40)/65/115 (+30)

With stantler's new ability and typing it can really mess up some walls and tanks. A good example of this is conkeldurr. Conkeldurr usually holds an assault vest to patch up it's measly 65 special defense. However, under wonder room the assault vest will be patching up his base 95 special defense while stantler can just tear up it's unprotected base 65 defense. The psychic typing goes well with it's large psychic movepool. The stats also let stantler abuse field distortion. While they may not be very high, it allows for a great mixed set.

Mega Blissey
Typing: Fairy
Stats: 255/10/10/75/135/55 -> 255/20(+10)/20(+10)/125(+50)/155(+30)/55
Moves: Cosmic Power, Moonblast,
Seems peculiar, right? until you see the ability:
Ability: Speciality: Enemy's moves on the are all special moves, and get a 50% bonus.
Tha last part is for balancing so you aren't shit over by this thing. But still, 50% bonus hardly helps when you're being walled to hell and back, WHILE eing swept.
You aren't able to completely change the type. You have to ether add a type, remove the type, or change one type if the pokemon has two.
 
Mega Stantler
Typing: Normal ----> Normal/Ghost
Abilities: Intimidate/Frisk/Sap Sipper ----> Intimidate
BST: 73/95/62/85/65/85 ----> 73/101/97/115/70/104
New Moves: Aura Sphere, Signal Beam

Generally decent mixed attacker, basically. Intimidate helps tanking a few moves, and two new moves for coverage. I'll be honest, this one is rather lazy.

Mega Smeargle
Typing: Normal ----> Normal
Abilities: Own Tempo/Technician/Moody ----> Artist’s Eye (the type of any move used always becomes one that is Super-Effective to the opponent)
BST: 55/20/35/20/45/75 ----> 55/25/50/30/65/125
New Moves: None

Not even Lightning Rod can save you from T-Wave now, Mega Sceptile : D
Seriously though, Smeargle's stats sucks. Like, a lot. I tried to let it use its damaging moves in a better way, and I failed completely. So, while the ability would'v been OP, Mega Smeargle's stats sucks too much for it to be of much use offensively. This is mostly used to overcome type immunity given by either type or ability.

Mega Blissey
Typing: Normal ----> Normal
Abilities: Natural Cure/Serene Grace/Healer ----> Serene Grace
BST: 255/10/10/75/135/55 ----> 255/10/40/125/160/60
New Moves: Focus Blast

Since Chansey is supposed to be the superior wall, I made MegaBliss into a special attacking tank. She has a wide movepool just like many normal types, and I decided to throw in Focus Blast to make it a bit wider.
 
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