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

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Some people put 60 in their stats, so you could too. Plus 142 speed isn't that bad, it's really overkill cause at 2132 you outspeed anything not insanely fast like ninjask and accelgoror, and thos ethings usually pay the price for lots of speed ith sheer uselessness(except Deo-S). At 142 you outspeed ELECTRODE. So not too big difference, at 132 you're outsped my 9 things, at 142 that goes down to 7.
There's this thing called throwing points away by putting them into bad stats. It is allowed, recommended, and done by some official Mega Evos. The two things 142 outspeeds over 132 are Electrode, which is not viable unless you're using Mega Electrode that outspeeds regardless, and Mega Manectric, which is actually bad for Mega Raichu because it means that Mega Manectric can safely Volt Switch to a counter. I don't see why you're making such a big deal out of it.
 
Current Slate
celebi.gif

Mega Celebi
Grass/Psychic -> Grass/Psychic
Ability: Natural Cure -> Time Echo (2 attacks at 50% power. One at +2 priority and the other at -4 priority. Status moves are randomly given a priority change of +1 (25%), 0 (50%), and -1 (25%))
100/100/100/100/100/100 -> 100/120/115/120/115/130

This is just a fun little idea. Celebi's ability is not quite Parental Bond mixed with not quite Gale Wings. In fact, this ability is just weird. Nearly every move you use will have an altered priority. However, the status moves are iffy. You have a 50% shot of having them unchanged, but also a 25% shot of them being at reduced priority. The speed stat is almost a dump stat thanks to this ability. It'll only be useful for you approximately 50% of the time IF you use a status move. Attacking moves are nearly completely unaffected by the speed except by fast Extreme Speed users.

This version is just trying to see if there's a way to implement a time based power for Mega Celebi.
Mega Celebi (Celebite)
Typing: Grass/Psychic --> Grass/Fairy
Ability: Natural Cure --> Magic Guard
Movepool Additions: +Moonblast, ??
Stat Increases: +30 SpA, +40 SpD, +30 Spe

I was thinking something along the lines of a Calm Mind sweeper or a Specially Defensive tank, two niches that Celebi has previously loved to enjoy. Magic Guard helps with the longevity, allowing hazard and status damage to become a thing of the past. The new typing leaves Celebi with an unfortunate quadruple weakness to Poison-type attacks in exchange for newfound neutrality to Fire and Bug.
Celebi

Typing: Grass/Psychic -----> Grass/Psychic
Abilities: Natural Cure -----> Gardener (Summons Grassy Terrain upon switch-in)
BST: 100/100/100/100/100/100 -----> 100/130/130/130/130/80
New Moves: Grassy Terrain

Anyone who's watched the Celebi movies knows about its forest powers. This Mega focuses on that ability, its role as a protector of nature, the voice of the forests. First off is its improved defenses, sporting a nice 100/130/130 bulk. This comes at the cost of some Speed, in exchange for Celebi being better able to take hits. It also gets a small boost to its offenses, raising each to a decent 130. Now, for a legendary, especially a Mega, this may all seem a bit underwhelming. That is, however, until one takes a look at its ability. Gardener summons Grassy Terrain upon switch-in for 5 turns, helping Celebi in a few ways. Firstly, it provides some nice passive healing while it is in effect, helpful for a Pokemon with Celebi's bulk. Secondly, it boosts the power of Grass-type moves by 1.5x. This means both its physical and special Grass-type attacks will be coming off of a whopping 195 Attack/Special Attack stat while Grassy Terrain is in effect--stronger than Mega Mewtwo Y. With this, Celebi will really be able to live up to its role as protector of the forest, ripping through anything that doesn't resist Grass-type attacks--that's just what keeps it in check, though. Yes, with Grassy Terrain, Celebi does indeed have amazingly powerful Grass-type attacks, but only Grass-type attacks get the boost, and as we all know, Grass isn't exactly the best offensive typing. There are plenty of things in OU that can resist these moves with ease. Additionally, while 100/130/130 bulk is nice, Grass/Psychic typing isn't nearly as good defensively. Sporting weaknesses to common types like Fire and Dark, Celebi will face some trouble against more common threats it would like. However, when played correctly and with some team support, Celebi can be a great force to be reckoned with.
Mega Celebi (Celebite)

Typing: Grass/Psychic --> Grass/Fairy
Ability: Natural Cure --> Magic Guard
New Stat Spread: 100/100/100/130/140/130
Movepool Additions: +Moonblast

Explanation
Looking at the stat spread may make one hesitant of this concept, but there are several key ideas at play.

Celebi's new typing of Grass/Fairy gives it an unfortunate quadruple Poison weakness, but this comes with the great newfound neutrality to Fire, Bug, Ghost, and Dark attacks; all in all, the new typing allows Celebi to use its roles more effectively.

The stat spread amplifies those purposes I just mentioned; Celebi has always been seen either using Calm Mind to pose a strong offensive threat or using its solid stats and access to Leech Seed to be a Specially Defensive behemoth. By simultaneously increasing both Special Attack and Special Defense through the new stat spread, Celebi can now fulfill both of those roles at an even higher potential. Equally important, we cannot ignore the extreme threat that is Nasty Plot; Nasty Plot allows Celebi to skyrocket its Special Attack and make it a gigantic threat very quickly, especially combined with the new Mega traits.

The new speed tier is also important, having the ability of outspeeding all non-Choiced Dragon-types (not including Mega forms created as a part of this project) and make even more use of the new Fairy typing.

Magic Guard helps Mega Celebi even more, increasing longevity by preventing status and hazard damage. Magic Guard also allows Mega Celebi to support the team by switching into an expected Will-O-Wisp or Toxic, preventing the crippling of another.

Example Set

Celebi @ Celebite
Ability: Natural Cure (Magic Guard)
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Giga Drain
- Moonblast
- Psychic / Earth Power / Recover

Nasty Plot is self-explanatory. Giga Drain compliments Celebi's longevity through its ability and stats, recovering its lost HP while doing very respectable damage. Moonblast is a high-powered STAB move that will not fail to dent your opponent. Finally, the last slot is open to a few options; Psychic hits those Poison-types that threaten you hard, while Earth Power destroys the Fire and/or Steel Pokémon that resist your STAB move(s). Recover can also be used to further increase Celebi's staying time.
Celebi
Type: Grass/Fairy
Ability: Pacifistic Aura (reduces power of moves by 20%)
100 / 100 / 100 / 100 / 100 / 100 (600) ----> 100 / 110 / 130 / 110 / 130 / 120 (700)
+Grassy Terrain +Grass Whistle +Flower Shield

Almost all of Celebi's entries focus on three things: it can grow plants, it travels through time and it appears in only times of peace. I felt that the former two were easily expressed in its typing, so I added this ability to represent the latter. It's stat distribution also expresses this bulkiness (in fact, thanks to the lack of item and Pacifism, regular Celebi will always out damage Mega-Celebi). Now it's a much better supporter (without the sad typing of Grass/Psychic) that doesn't fear U-Turn and Knock Off. It also has a pretty nice speed tier that helps it support. The added move pool is mostly flavor (55% accuracy isn't getting you anywhere).

It does have flaws, of course. It now has weakness to Poison and Steel. It's defensive stats without Pacifism aren't amazing for a Mega, so Mold Breaker is dangerous. And finally, it has no way to removes status without Heal Bell. Since it's an Aura you really don't want to face Zygarde.
Celebi (Celebinite)
Type: Grass/Psychic -> Grass/Psychic
Abilities: Natural Cure -> Prankster
New Moves: Leaf Blade, Hypnosis

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 125 (+25)
SpA: 100 -> 130 (+30)
SpD: 100 -> 125 (+25)
Spe: 100 -> 100
BST: 600 -> 700

As a Prankster with great stats, Celebi is held back by its less-than-optimal typing and lack of Taunt. Compare Sableye, with only one weakness, Taunt and WoW. Or Whimsicott, with the far better Fairy typing , Encore, and Sleep Powder. Celebi can however boost and pass like never before. It's really versatile but not overpowered.
Celebi (Celebinite)
Type: Grass/Psychic -> Grass/Dark
Abilities: Natural Cure -> Natural Cure
New Moves: +Leaf Blade, +Crunch
HP: 100 -> 100
Atk: 100 -> 164 (+64)
Def: 100 -> 150 (+50)
SpA: 100 -> 95 (-5)
SpD: 100 -> 120 (+20)
Spe: 100 -> 71 (-29)
BST: 600 -> 700


quagsire.gif

Mega Quagsire (Quagsite)
Type: Water/Ground =====> Water/Ground
Ability: Water Absorb/Damp/Unaware (HA) =====> Water Veil
BST: 95/85/85/65/65/35 (430 BST) =====> 95/135/110/65/85/40 (530 BST)
New Moves: Aqua Jet, Stealth Rock

Quagsire is usually seen as a wall of some sort whether its using Amnesia, Stockpile, or Curse. This set is good and being a Bulky Wallbreaker and/or Potential Sweeper. For the typing i kept it the same because its a mud fish, not much more to it. The ability is what helps it a lot because it cant get burned by a pokemon like Heatran or something with Scald to keep its strategy going. It can also be used as a Burn Absorber on the switch-in. It complements it for flavor because Quagsire is part Water Type and the name physically has Water in it so it works (Cough Wanted to use Sap Sipper Cough). For the new moves I added Aqua Jet just in case you needed priority or a Surf Sweeper, again with the Water Type thing. I also added Stealth Rock just because Mega Quagsire is a bulky enough Pokemon to take the hit and since most Ground Types tend to have Stealth Rock in their movepools. Lets take a look at some sets.

Physical Wallbreaker

Quagsire @ Quagsite
Ability: Water Veil
EVs: 4 Def / 252 HP / 252 Atk
Adamant Nature
- Waterfall / Aqua Tail
- Earthquake
- Recover
- Stealth Rock / Curse

So yeah just Wallbreaking, standard stuff that works.

Priority Sweeper

Quagsire @ Quagsite
Ability: Water Veil
EVs: 4 Def / 252 HP / 252 Atk
Adamant Nature
- Curse
- Aqua Jet
- Recover / Rock Slide / Waterfall
- Earthquake

This set is more interesting for me. You have Curse to mainly boost your Attack up while also adding Defense, but lowering Speed which won't matter due to Aqua Jet. Earthquake is a strong, accurate STAB Ground move for STAB and coverage. The 3rd move is up to you whether you want Recovery, another STAB move, or a coverage move in Rock Slide.
Quagsire:
Type: Same
Ability: Water Absorb/Damp/Unaware -------> Adaptability
Stats: 95/85/85/65/65/35 -------> 95/135 (+50)/95 (+10)/65/105 (+50)/25 (-10)
New Moves: Head Smash

Now a lot of people will say that this will likely never work. Now, it was a bit troublesome to do, but I did find a way. To avoid Mega Quag becoming the next Mega-Luke, I avoided giving it priority and lowering it's speed. A new feature about Mega Quag is that he can tank on both sides, making both offensive and defensive sets pretty decent possibilities. Adaptability is because Quag's origin has adapted over time (Though I can't remember it's name). Head Smash is because flavor. (Though Rock Head would be sort of a better ability, but ehhh)
Mega Quagsire
Type: Water/Ground -----> Water/Ground
Abilities: Damp/Water Absorb/Unaware -----> Carefree (This Pokemon is not affected by anything upon switch in. That includes attack moves, status moves, hazards, and weather)
New Moves: None

HP: 95 -> 95
Atk: 85 -> 105 (+20)
Def: 85 -> 125 (+40)
SpA: 65 -> 65
SpD: 65 -> 105 (+40)
Spe: 35 -> 35
BST: 475 -> 575

Flavor Concept: Quagsire is known to “not care if it bumps its head into boats or rocks while swimming.” As a result, it doesn’t care about anything on the turn it switches in.

Competitive Concept: Mega Quagsire takes a very different role from its normal counterpart, no longer being a full-stop to set-up sweepers. On the contrary, its new mega evolution is much bulkier and completely immune to hazards. Additionally, the ability further eases switching and prediction by rendering it immune to annoying moves like Toxic and Whirlwind, as well as attacks like Energy Ball and Earthquake on the turn it switches in. I’d be interested to see how this fits into the OU metagame.
Quagsire (Quagsirite)
Type: Water/Ground -> Water/Ground
Abilities: Damp, Water Absorb (Unaware) -> Rock Head
New Moves: Head Smash, Wild Charge

HP: 95 -> 95
Atk: 85 -> 135 (+50)
Def: 85 -> 105 (+20)
SpA: 65 -> 65
SpD: 65 -> 95 (+30)
Spe: 35 -> 35
BST: 430 -> 530

Mega Quagsire serves a very different role from its base form, aiming to be a bulky attacker with powerful coverage moves. STAB EQ and recoil-free Head Smash are great on their own.
Mega Quagsire
Water/Ground -> Water/Ground
Damp/Water Absorb/Unaware -> Unaware
HP: 95 -> 95
Atk: 85 -> 115 (+30)
Def: 85 -> 125 (+40)
SpA: 65 -> 75 (+10)
SpD: 65 -> 85 (+20)
Spe: 35 -> 35
BST: 430 -> 530

I decided to keep Mega Quaqsire's ability as Unaware to enhance his niche of stopping stat boosting Pokemon in their tracks. Boosts to both of his defenses make him extremely physically bulky while still allowing him to retain some special bulk.


machamp.gif

Mega Machamp

Fighting ----> Fighting
Guts / No Guard / Steadfast ----> Iron Fist
90 / 130 / 80 / 65 / 85 / 55 (505) ----> 90 / 160 (+30) / 105 (+25) / 85 (+20) / 110 (+25) / 55 (605)
New Moves: Drain Punch and Mach Punch

Mega Machamp is built with power and bulk in mind, as he can tank a hit or two, power up with Bulk Up, and either sweep with Mach Punch or heal off damage with Drain Punch, both of which are powered up further by Iron Fist. His Special Attack is also now usable, so if one wishes to run Fire Blast for whatever reason, the option's viable now. His Attack is also high enough to fire off immediately threatening attacks, and Iron Fist further powers up the elemental punches as well, providing powerful coverage.
Mega Machamp (Machampite)
Typing: Fighting ------> Fighting
Abilities: Guts/No Guard/Steadfast ------> Defeatist
Stats: 90/130/80/65/85/55 ------> 90/170/80/65/85/115
New Moves: Drain Punch, Mach Punch

Description

Mega-Machamp has done a specific training for years: once that it figured out its main problem was the pitiful speed stats, it focused on it and it brought it to a brand new level. It also mastered the art of punching, learning two useful new moves for recover and priority. Drain Punch will be definitely usefuly to Mega-Machamp, 'cause all of that training has been too much even for his amazing body: if Mega-Machamp is not in a perfect shape, its body would suddenly lose power, and so gaining back HP is now as crucial as it never was.

THREATS
Everything faster than Mega-Machamp can easily attack it for first and, since it doesn't improve its defense at all, lower its HP up to the "danger zone" (example: Alakazam/Mega-Alakazam).
Mega Machamp
Type: Fighting -----> Fighting
Abilities: Guts/No Guard/Steadfast -----> Flurry (Parental Bond clone that only works on punch moves)
New Moves: None

HP: 90 -> 90
Atk: 130 -> 140 (+10)
Def: 80 -> 100 (+20)
SpA: 65 -> 100 (+35)
SpD: 85 -> 100 (+15)
Spe: 55 -> 75 (+20)
BST: 485 -> 585

Flavor Concept: Most of its Pokedex entries state that it can fire off multiple punches at once, so I designed an ability that reflects that and (hopefully) is pretty balanced.

Competitive Concept: DAMN this thing is powerful. I thoroughly considered giving it Mach Punch, but decided that a set of Power-Up Punch/Mach Punch/Bullet Punch/Fire Punch would be far too overpowered. However, it is still a major threat with Steel-Type priority and excellent all-around coverage. Mega Machamp could be a metagame defining threat, even without Mach Punch.
Machamp (Machampite)
Type: Fighting -> Fighting
Abilities: Guts, No Guard (Steadfast) -> Sheer Force
New Moves: Drain Punch

HP: 90 -> 90
Atk: 130 -> 165 (+35)
Def: 80 -> 110 (+30)
SpA: 65 -> 90 (+25)
SpD: 85 -> 105 (+20)
Spe: 55 -> 55
BST: 505 -> 605

What else is there to say? Machamp has a pretty good movepool, but doesn't outclass Conkeldurr because it lacks Iron Fist + Mach Punch.
Mega Machamp

Fighting ----> Fighting/Ground
Guts / No Guard / Steadfast ----> Power Thirst (Other than spawning 400 babies, this ability provides water immunity and increases Atk when struck by them.)
90 / 130 / 80 / 65 / 85 / 55 ----> 90 / 165 / 100 / 70 / 110 / 70
New Moves: Drain Punch, Mach Punch, Waterfall

In order to not be less than Conkledurr, you must be different in every way. Enter the ground typing, representative of the fact that Mega Machamp gets down and dirty, a real working... [ma]champ who needs to drink lots of liquid! That's why he can fall on you with water!

Water might not be the best coverage move for fight/ground, since any combo of Flying or bug with water, grass or dragon will resist all 3. Good thing there's Stone Edge! Mach Punch is because he can outrun Kenyans at times.
Mega MachampType: Fighting >>> Fighting
Abilities: Guts/No Guard/Steadfast >>> No Guard
90/130/80/65/85/55 >>> 90/160(+30)/100(+20)/80(+15)/110(+25)/65(+10)
New Moves: +Meteor Mash, +Hammer Arm


FUCK YOU CONKELDURR


Anyway, this is Mega Machamp. Bigger, stronger, and armier than ever before, the 'Champ is prepared to once more join the legion of Fighting-type powerhouses and take on the OU Tier by storm. The big ugly fuck known as Conkeldurr is the Gen V Machamp replacement, unfortunately, and we've had to stare at that hideous abomination in OU for two generations now, and I think that's enough, don't you?

Machamp here is a niche pokemon. Conkeldurr is not. Now, being a niche pokemon is not necessarily a bad thing, as plenty of niche pokemon are excellent in certain metas (like Gastrodon in the rain-war that was Gen V). However, Machamp is the only pokemon in possession of the niche he holds, and that is the only reliable user of the coveted Dynamic Punch.
Dynamic Punch is the best physical Fighting-type move in the game. Or it would be, rather, if it didn't miss half of the fucking time. However, Machamp's ability, No Guard, means that it is guaranteed to hit.

Now, what's great about Dynamic Punch is the 100% confusion chance. Confusion is annoying to deal with; so annoying, in fact, that it resulted in the move Swagger being banned from competitive play. Access to this is the sole reason Machamp hasn't plummeted to RU, as it is a very powerful tool to have access to.


Now, enough about normal Machamp, more about Mega Machamp.


Mega Conkeldurr, on the surface, outclasses Mega Machamp once more. And depending on what they're being used for, Conk still reigns supreme. Why? Mach Punch and Drain Punch, respectively. Now, I could go the obvious route and give Machamp both of those moves, at which point Conkeldurr is matched and we don't have to look at his ugly face anymore. And as much as I'd like that, that just won't do. Having two pokemon, exactly the same, doing the exact same thing? I don't think so.

So, what I've done instead of turning Machamp into Conkeldurr is made Machamp better. His attack his much higher, his bulk is much greater, and his speed got a small, but deadly, boost. It now matches that of Scizor, allowing Fire Punch to do some serious damage. It outspeeds Clefable and Sylveon, threatening a kill with his new move addition in Meteor Mash, and glides past Tyranitar, whom it OHKOs without a scratch. It outpeeds Aegislash, allowing a well-placed Knock Off to smash in its smug, swordy face. And last but not least, fuck you, Porygon2.

Now, let's not skim over the other boosts. It has a nice buff to both defenses, and can take many more hits before going down. What's more, it has a boost to its SAtk, which might seem useless, but I assure you, it is not. With access to strange coverage moves such as Fire Blast, and the excellent boosting move Work Up, the 'Champ can take advantage of this to burn down Skarmory and roast Ferrothorn to a crisp -- All without having to come in contact with those nasty Iron Barbs or the occasional Rocky Helmet.

So, all in all, Machamp is, at the core, Machamp. Not Conkeldurr. Machamp. It will punch you so hard you'll be punching yourself. And with his big, strong arms, you can do nothing but sit and admire how swiftly and gracefully he smashes in your face (ohhh Machamp-senpai~)

Anyway, all in all, if you want an outstanding Fighting-type that isn't a diseased clown but gets the job done just as well, Machamp's your man.


raichu.gif

Mega Raichu
Electric -> Electric
Static/(Lightning Rod) -> Determinator (Raises Attack and Special Attack by 50% when at third health)
60/90/55/90/80/110 -> 60/125/65/125/90/120
Moves: (NEW EVENTS: Fusion Bolt, Extreme Speed, Play Rough, Swords Dance on one event, AND Fusion Flare, Surf, Moonblast, Nasty Plot on another)

My thought of this is that the evolution of THE mascot of Pokemon should have a kickass Mega. That's why I made it what it is. It isn't TOO kickass, but if you can survive enough to get the ability to activate then that's just swell.

I figured Pikachu gets all the events so there are extreme events for the Mega Raichu we all want giving it just what it needs. Let's call it the Legendary Pikachu events. Now it has physical STAB that won't give it recoil, but it's less accurate and less powerful, but, hey, it's more useful when you want to be at a third health. The special set, I just wanted to match the physical set. So that's why it doesn't have electric STAB, but hey you can always teach it Thunderbolt.I wanted to make Mega Raichu a little bit OP. I'll admit it. Vote for it if you like Raichu/think the mascot's evolution should be fine. I don't know if the movepool additions will be allowed, but considering that the one moveset is COMPLETELY illegal with the other, it should be fine...maybe. Like, it has 5 new moves, but in reality, it's only like 2.5 moves...

I just wanted to make Raichu kind of op to give it a better reason to be used over Pikachu (right now it has less power, but more speed than it, now when it's at 1/3 health it's definitely more powerful)
Raichu

Typing: Electric -----> Electric
Abilities: Static / Lightning Rod -----> Electricate (creates a Substitute upon switch-in or Mega Evolution)
BST: 60/90/55/90/80/110 -----> 60/115/75/115/100/120
New Moves: Extreme Speed

Poor Raichu. The evolution of the most famous Pokemon, but without all the benefits; Light Ball Pikachu unfortunately outclasses it in nearly every way. GF seems bent on getting us to forget that Pikachu ever even had an evolution. Luckily for it, the induction of a Mega Evolution, currently only given to fully-evolved Pokemon, gives it some hope of peeking out of its pre-evolution's shadow. In this case, Raichu becomes stronger (and faster) than Light Ball Pikachu, with 115/115/120 offenses. Electricate gives it a 132-BP physical Electric STAB in Return factoring in the ability boost--stronger than Volt Tackle but without the recoil. Extreme Speed provides priority, both boosted by its ability and STAB. On the special side, Thunder/Thunderbolt are still perfectly good STAB options. On the flip side of the coin, however, 60/75/100 defenses means that Mega Raichu won't be surviving much. Relying on Electric STAB also is rather risky, given the prevalence of Ground-types in the metagame. Finally, while rather powerful with Electricate, Raichu still doesn't pack the punch of fellow Pixilate clone users, like Mega-Gardevoir and Mega-Pinsir. It makes up for this with its mixed capabilities and great speed. Raichu has long been left on the wayside in favor of its pre-evolution, but perhaps now is the time for it to step into the spotlight.
Raichu-Mega
Type: Electric
Stats: 60/90/55/90/80/110>>>60/140/55/140/80/110
Ability:Static/Lightningrod>>>Pixilate
Movepool: +Extremespeed(level up) +Surf(level up) +Shadow Ball

The stats focus on its capabilities to be a mixed attacker
Pixilate is justified by part of Pikachu's name being derived from the Japanese onomotapeoa for sparkling
He alrady got extremespeed and surf through event and shadow ball is a generic coverage move that a lot of pokemon get for no reason
Raichu:
Type: Same
Ability: Static/Lightningrod ------> Fast Generate (Eletric-type Gale Wings)
Stats: 60/90/55/90/80/110 ------> 60/95 (+5)/75 (+20)/115 (+25)/115 (+25)/135 (+25)
New Moves: Surf and Extremespeed are now available outside of events

While this may seem a bit odd (Essentially being a stronger and slightly bulkier special Talonflame), it does have niches over it's competition. Unlike Thundurus (Which IMO gives my Mega-Raichu the most competition), it's STABs have priority and not just Thunder Wave and the like. Surf really helps Raichu as it allows him to beat a lot of Ground-types (Though he does have to rely on Grass Knot for some of them (Which only really includes Gastrodon IIRC, so it's not really necessary), and ExtremeSpeed is Raichu's only really notable priority. Mega Raichu has a niche in priority Nuzzle, which while weak, is essentially a Thunder Wave that isn't blocked by Taunt (Though this may be pointless, who knows). It also can beat a lot of the Flying-types found in the regular metagame. I just gave random stat distributions aside from Speed, which makes it outspeed a couple more Pokemon it couldn't outspeed before.
Raichu (Raichite)
Type: Electric/Fairy
60/90/55/90/80/100
Ability: Plus
New Moves: Dazzling Gleam, Moonblast
Mega Raichu
Type: Electric -----> Electric/Normal
Abilities: Static/Lightning Rod -----> Lightning Rod
New Moves: Heat Wave, Extreme Speed (by level-up)

HP: 60 -> 60
Atk: 90 -> 120 (+30)
Def: 55 -> 70 (+15)
SpA: 90 -> 120 (+30)
SpD: 80 -> 85 (+5)
Spe: 110 -> 130 (+20)
BST: 485 -> 585

Flavor Concept: Normal type because it’s just a fucking rat. Heat Wave because its Ruby Dex entry states that “scorched patches of ground will be found near this Pokémon's nest.”

Competitive Concept: STAB Fake Out+Extreme Speed is an incredibly threatening combination. Mega Raichu can also maintain momentum with Volt Switch or use the coverage provided by Heat Wave and HP Ice to sweep with solid mixed attacking stats. It would be very underwhelming without FO+ES, so it should almost always be used as revenge killer. But Nuzzle is also a cool move.
Raichu (Raichunite)
Type: Electric -> Electric
Abilities: Static (Lightning Rod) -> Speed Boost
New Moves: Shadow Ball, Play Rough, Swords Dance

HP: 60 -> 60
Atk: 90 -> 120 (+25)
Def: 55 -> 75 (+20)
SpA: 90 -> 120 (+25)
SpD: 80 -> 90 (+10)
Spe: 110 -> 130 (+20)
BST: 485 -> 585

So now Raichu might be able to sweep. Play Rough is good for coverage. It can create setup opportunities with Encore, and is able to go physical or special. Fake Out, Encore, Thunder Wave and Volt Switch allow it to annoy opponents, chipping away and spreading paralysis.
Raichu
Type: Electric -> Electric
Abilities: Static (Lightning Rod) -> Lightning Rod

HP: 60 -> 60
Atk: 90 -> 90
Def: 55 -> 55
SpA: 90 -> 140 (+50)
SpD: 80 -> 100 (+20)
Spe: 110 -> 140 (+30)
BST: 485 -> 585
Mega Raichu
Type: Electric
Stats: 60/90/55/90/80/110>>>60/100/64/140/89/132
Abilities: Static/Lightning Rod -> Specialization (Special version of Brute Force. Causes all damage to be calculated with SpAtk)

Concept: I assume you guys aren't mouth breathing buffoons ramming your heads against the wall, but I'll explain anyway: you get a Lightningrod boost, Mega Up, use Nasty Plot, and watch your enemy lose his team if he didn't prevent this, which with a 60/64/89 Def spread shouldn't be too hard. Any Earthquake from any respectable Atk Stat WILL kill it. Grass types wall those without Signal Beam or HP Ice, especially if they resist its coverage. Almost all of them do, since its coverage is mostly Surf, Grass Knot and Fight Moves. Of course, the fact that you can now run physical moves to get around Special Walls is an immense boon.

Is it broken?


kingler.gif

Kingler(Kinglite)
Type: Water/Rock
55/130/115/50/50/75---->55/150/125/50/100/95
Ability:Immunity
New Moves: Stone Edge
Concept: Kingler is a crab, and crabs have shells. End of story.
Mega Kingler (Kinglerite)
Typing: Water ------> Water
Abilities: Hyper Cutter/Sheer Force/Shell Armor ------> Tough Claws
Stats: 55/130/115/50/50/75 ------> 55/160/125/50/80/105
New Moves: Cross Poison

Description

Mega-Kingler has born to have that ability. It can't simply be any different: who else has a Claw that is so amazingly tough?! As Mega-Machamp, Kingler has improved mainly its attack and its speed, so finally it doesn't need a scarf to outspeed everything that is not a wall! Crabhammer, Knock Off, Superpower, X-Scissor, all gain a crucial boost, that makes Mega-Kingler and its gigantic Claw scary as shit. Cross Poison is a move with so much flavor on it, alongside a useful coverage move against Grass and Fairy types.

THREATS
Kingler still isn't the fastest pokemon in the world. It has improved its SpDef, but its HP stats is so pitiful that still Mega-Kingler is quite weak from that defensive side. And having no priority move, everything faster is 100% sure to outspeed.
Mega Kingler
Type: Water -----> Water
Abilities: Hyper Cutter/Shell Armor/Sheer Force -----> Sheer Force
New Moves: Icicle Crash

HP: 55 -> 55
Atk: 130 -> 190 (+60)
Def: 115 -> 115
SpA: 50 -> 50
SpD: 50 -> 70 (+20)
Spe: 75 -> 95 (+20)
BST: 475 -> 575

Flavor Concept: Kingler learns Icicle Crash because it can already learn two Ice-type attacks, but they’re both special.

Competitive Concept: Mega Kingler just SCREAMS Agility sweeper. With Sheer Force and powerful coverage in Crabhammer, Icicle Crash, Knock Off, and X-Scissor, it can break the toughest of physical walls. However, its awkward stat distribution leaves it vulnerable to special attacks and in an “almost-there” speed tier.
Kingler (Kinglerite)
Type: Water -> Water/Ground
Abilities: Hyper Cutter, Shell Armor (Sheer Force) -> Heavy Pincer (Tough Claws clone, contact moves are strengthened by 33%)
New Moves: Spikes, Earthquake, X-Scissor

HP: 55 -> 55
Atk: 130 -> 170 (+40)
Def: 115 -> 135 (+20)
SpA: 50 -> 50
SpD: 50 -> 80 (+30)
Spe: 75 -> 85 (+10)
BST: 475 -> 575

Mega Kingler is able to sweep with Agility or Sticky Web support, or wallbreak with SD and powerful boosted STAB. It can also serve as an offensive Spikes setter.
Kingler ----> Mega Kingler

Water ----> Water/Steel
Hyper Cutter/Shell Armor/Sheer Force (hidden) ----> Moxie
55/130/115/50/50/75 (475) ---> 55/160(+30)/135(+20)/60/80(+30)/95(+20) (575)
New Moves: Bullet Punch, Dragon dance

Basically Kingler has always been similar to Crawdaunt due to the fact that they're both physically based water type crustaceans. However for all that time Kingler has mostly been overshadowed by its cousin. While Crawdaunt already was lucky enough to receive a useful secondary stab option, it's also been treated far nicer by Game Freak over the past few generations; first getting the awesome Dragon Dance to boost both its attack and speed in one turn while Kingler was forced to use Swords Dance and agility meaning either boosting only one or having to waste a precious moveslot to afford both. Then Generation V came along and gifted Crawdaunt with the amazing Adaptability as its hidden ability while Kingler got stuck with Sheer Force which, while a very useful ability in its own right, Kingler simply didn't have the movepool to take advantage of. Crawdaunt's rise continued in Generation VI, with Game Freak deciding to give an enourmous boost in power to Knock Off as well as giving Crawdaunt a much appreciated priority move in Aqua Jet via breeding, something else Kingler doesn't have.

Well now it's Kingler's time to at least try to strike back. While Steel may not give as useful a secondary STAB as Crawdaunt's Dark typing, it gives Kingler an excellent defensive typing giving it far more opportunities to switch it, something that is pretty crucial given Kingler's lack of recovery. Bullet Punch isn't as great of a priority move as Crawdaunt's Aqua Jet is, but it's still priority and allows Kingler to take out frail but faster threats. Dragon Dance is a fantastic addition to Mega Kingler's movepool, allowing it to quickly boost both it's now monsterous attack
and solid speed to skyhigh levels
Mega Kingler
Typing: Water ------> Water/Fight
Abilities: Hyper Cutter/Sheer Force/Shell Armor ------> Tough Claws
Stats: 55/130/115/50/50/75 ------> 55/150/125/50/85/110
New Moves: Shell Smash, Sacred Sword

Concept: Mega Kingler's claws become tough like a SWORD and his shell becomes breakable. This thing will destroy enemies, no exaggeration.

+2 252+ Atk Tough Claws Kingler Sacred Sword vs. 252 HP / 252+ Def Ferrothorn: 380-448 (107.9 - 127.2%) -- guaranteed OHKO

Even using only resisted moves against Azumaril is a 2HKO, though any residual damage will cause even an unboosted Play Rough to kill you.

+2 252+ Atk Tough Claws Kingler Crabhammer vs. 252 HP / 0 Def Giratina: 226-267 (44.8 - 52.9%) -- guaranteed 3HKO after Leftovers recovery

This is a resisted hit against Giratina! Knock Off will knock off all its health anyway along with an item. Thusly, Mega King would find a niche in 00bers as well and priority.

It still lacks any special defense. Most special attacks will kill it.

Is it broken?
Kingler
Type: Water -> Water/Dragon
Abilities: Hyper Cutter, Shell Armor (Sheer Force) -> Tough Claws
New Moves: Outrage, Dragon Claw
HP: 55 -> 55
Atk: 130 -> 150 (+20)
Def: 115 -> 120 (+5)
SpA: 50 -> 50
SpD: 50 -> 100 (+50)
Spe: 75 -> 100 (+25)
BST: 475 -> 575
Mega Kingler

Water ----> Water / Ground
Hyper Cutter / Shell Armor / Sheer Force ----> Water Veil
55 / 130 / 115 / 50 / 50 / 75 (475) ----> 55 / 170 (+40) / 145 (+30) / 50 / 90 (+40) / 65 (-10)
New Moves: Earthquake and Ice Punch

Mega Kingler has a lot going for him. He has a new Ground-typing to grant him resistance to Stealth Rock and rid him of his Electric weakness, leaving him with only a Grass weakness and a new STAB attack in Earthquake. There's also improved bulk to take hits fairly well, Water Veil to protect him from burns, and a killer Attack stat to smash some faces in with. Ice Punch is there to hit Grass- and Dragon-types, and rounds off coverage quite nicely.


nightsitter I'm not throwing your Celebi in, because your now telling people not to vote for it...so yeah.
 
Last edited:
In regards to the above post, only the second ReeferRoflcopter should be used for Celebi. The first, shorter one was just an in-progress that turned into the more in-depth, second one.
 
tumblr_mvll41Mhas1smgfq4o1_500.png

Mega Machamp
Type: Fighting >>> Fighting
Abilities: Guts/No Guard/Steadfast >>> No Guard
90/130/80/65/85/55 >>> 90/160(+30)/100(+20)/80(+15)/110(+25)/65(+10)
New Moves: +Meteor Mash, +Hammer Arm


FUCK YOU CONKELDURR


Anyway, this is Mega Machamp. Bigger, stronger, and armier than ever before, the 'Champ is prepared to once more join the legion of Fighting-type powerhouses and take on the OU Tier by storm. The big ugly fuck known as Conkeldurr is the Gen V Machamp replacement, unfortunately, and we've had to stare at that hideous abomination in OU for two generations now, and I think that's enough, don't you?

Machamp here is a niche pokemon. Conkeldurr is not. Now, being a niche pokemon is not necessarily a bad thing, as plenty of niche pokemon are excellent in certain metas (like Gastrodon in the rain-war that was Gen V). However, Machamp is the only pokemon in possession of the niche he holds, and that is the only reliable user of the coveted Dynamic Punch.

Dynamic Punch is the best physical Fighting-type move in the game. Or it would be, rather, if it didn't miss half of the fucking time. However, Machamp's ability, No Guard, means that it is guaranteed to hit.

Now, what's great about Dynamic Punch is the 100% confusion chance. Confusion is annoying to deal with; so annoying, in fact, that it resulted in the move Swagger being banned from competitive play. Access to this is the sole reason Machamp hasn't plummeted to RU, as it is a very powerful tool to have access to.


Now, enough about normal Machamp, more about Mega Machamp.


Mega Conkeldurr, on the surface, outclasses Mega Machamp once more. And depending on what they're being used for, Conk still reigns supreme. Why? Mach Punch and Drain Punch, respectively. Now, I could go the obvious route and give Machamp both of those moves, at which point Conkeldurr is matched and we don't have to look at his ugly face anymore. And as much as I'd like that, that just won't do. Having two pokemon, exactly the same, doing the exact same thing? I don't think so.

So, what I've done instead of turning Machamp into Conkeldurr is made Machamp better. His attack his much higher, his bulk is much greater, and his speed got a small, but deadly, boost. It now matches that of Scizor, allowing Fire Punch to do some serious damage. It outspeeds Clefable and Sylveon, threatening a kill with his new move addition in Meteor Mash, and glides past Tyranitar, whom it OHKOs without a scratch. It outpeeds Aegislash, allowing a well-placed Knock Off to smash in its smug, swordy face. And last but not least, fuck you, Porygon2.

Now, let's not skim over the other boosts. It has a nice buff to both defenses, and can take many more hits before going down. What's more, it has a boost to its SAtk, which might seem useless, but I assure you, it is not. With access to strange coverage moves such as Fire Blast, and the excellent boosting move Work Up, the 'Champ can take advantage of this to burn down Skarmory and roast Ferrothorn to a crisp -- All without having to come in contact with those nasty Iron Barbs or the occasional Rocky Helmet.

So, all in all, Machamp is, at the core, Machamp. Not Conkeldurr. Machamp. It will punch you so hard you'll be punching yourself. And with his big, strong arms, you can do nothing but sit and admire how swiftly and gracefully he smashes in your face (ohhh Machamp-senpai~)

Anyway, all in all, if you want an outstanding Fighting-type that isn't a diseased clown but gets the job done just as well, Machamp's your man.​
 
tumblr_mvll41Mhas1smgfq4o1_500.png

Mega Machamp
Type: Fighting >>> Fighting
Abilities: Guts/No Guard/Steadfast >>> No Guard
90/130/80/65/85/55 >>> 90/160(+30)/100(+20)/80(+15)/110(+25)/65(+10)
New Moves: +Meteor Mash, +Hammer Arm


FUCK YOU CONKELDURR


Anyway, this is Mega Machamp. Bigger, stronger, and armier than ever before, the 'Champ is prepared to once more join the legion of Fighting-type powerhouses and take on the OU Tier by storm. The big ugly fuck known as Conkeldurr is the Gen V Machamp replacement, unfortunately, and we've had to stare at that hideous abomination in OU for two generations now, and I think that's enough, don't you?

Machamp here is a niche pokemon. Conkeldurr is not. Now, being a niche pokemon is not necessarily a bad thing, as plenty of niche pokemon are excellent in certain metas (like Gastrodon in the rain-war that was Gen V). However, Machamp is the only pokemon in possession of the niche he holds, and that is the only reliable user of the coveted Dynamic Punch.

Dynamic Punch is the best physical Fighting-type move in the game. Or it would be, rather, if it didn't miss half of the fucking time. However, Machamp's ability, No Guard, means that it is guaranteed to hit.

Now, what's great about Dynamic Punch is the 100% confusion chance. Confusion is annoying to deal with; so annoying, in fact, that it resulted in the move Swagger being banned from competitive play. Access to this is the sole reason Machamp hasn't plummeted to RU, as it is a very powerful tool to have access to.


Now, enough about normal Machamp, more about Mega Machamp.


Mega Conkeldurr, on the surface, outclasses Mega Machamp once more. And depending on what they're being used for, Conk still reigns supreme. Why? Mach Punch and Drain Punch, respectively. Now, I could go the obvious route and give Machamp both of those moves, at which point Conkeldurr is matched and we don't have to look at his ugly face anymore. And as much as I'd like that, that just won't do. Having two pokemon, exactly the same, doing the exact same thing? I don't think so.

So, what I've done instead of turning Machamp into Conkeldurr is made Machamp better. His attack his much higher, his bulk is much greater, and his speed got a small, but deadly, boost. It now matches that of Scizor, allowing Fire Punch to do some serious damage. It outspeeds Clefable and Sylveon, threatening a kill with his new move addition in Meteor Mash, and glides past Tyranitar, whom it OHKOs without a scratch. It outpeeds Aegislash, allowing a well-placed Knock Off to smash in its smug, swordy face. And last but not least, fuck you, Porygon2.

Now, let's not skim over the other boosts. It has a nice buff to both defenses, and can take many more hits before going down. What's more, it has a boost to its SAtk, which might seem useless, but I assure you, it is not. With access to strange coverage moves such as Fire Blast, and the excellent boosting move Work Up, the 'Champ can take advantage of this to burn down Skarmory and roast Ferrothorn to a crisp -- All without having to come in contact with those nasty Iron Barbs or the occasional Rocky Helmet.

So, all in all, Machamp is, at the core, Machamp. Not Conkeldurr. Machamp. It will punch you so hard you'll be punching yourself. And with his big, strong arms, you can do nothing but sit and admire how swiftly and gracefully he smashes in your face (ohhh Machamp-senpai~)

Anyway, all in all, if you want an outstanding Fighting-type that isn't a diseased clown but gets the job done just as well, Machamp's your man.​
That picture is just immaculate.
 
Art thread news, coming through.

The submission period is now closed for: Vileplume, Pangoro, Rapidash, Cradily
The voting period for these Pokemon is now open and will remain open until June 19th 8:00 PST. Please PM votes to me using the format in the OP.
(Note: Since there was only one submission for Pangoro, then zerobreaker000 automatically will have his submission for it "win".)

The submission period is now open for: Primeape, Xatu, Durant, Mismagius
The submission period for these Pokemon will remain open until June 24th 8:00 PST.

Vote/submit here.
 
Empoleon needs a different ability and/or iron head also it already gets drill peck so maybe part flying?
beaver needs bulk up and calm mind
Roserade will be interesting to work with
kricketune is boring imo also two technicians this slate
 
Anyway, he's got Technician, which is great.

We could make him bug/flying for STAB Technician Aerial Ace and Bug Bite

He also needs some more boosting moves. Besides just quiver dance, since he's a physical attacker primarily.
 
Anyway, he's got Technician, which is great.

We could make him bug/flying for STAB Technician Aerial Ace and Bug Bite

He also needs some more boosting moves. Besides just quiver dance, since he's a physical attacker primarily.
he doesn't even get qdance in the first place but maybe shift gear? you would have to get at some obscure detail and/or make a big stretch to give it that tho
 
Hopefully I don't do everything wrong, here it goes.

Mega Celebi (Celebinite)
Natural Cure ---> Regenerator
Grass/Psychic ---> Grass/Bug
Atk:100
Def:110 (+10)
SpA:150 (+50)
SpDef:110(+10)
Spe:130(+130)
New Moves:Quiver Dance, Air Slash

Celebi was always a wall/cleric from what I've seen, there are a few offensive Celebis(correct me if I'm wrong) So making it offensive will change little Celebi.
I chose Regenerator because I think it will suit the design that would be made, I can't do one because I'm a really good artist, and Air Slash because Celebi will be hovering in the air. Quiver dance is a must, almost all bug type pokemon have it.


Mega Raichu (Raichinite)
Static/Lightningrod ---> Infiltrator
Electric ---> Electric
Atk:90
Def:55
SpA:140(+50)
Sp.Def:80
Spe:160(+50)
New Moves: Aura Sphere, Dazzling Gleam

I didn't really want Mega Raichu, because it's pre evolution is the mascot of the game, but here I am, sitting in my chair, looking at the Mega Raichu I have done. Infiltrator because I think it suits Raichu's speed, I also gave him Dazzling Gleam because the pokemon emits a Dazzling Gleam when it uses that move, and I'm pretty sure with 140SpA Raichu can emit a Dazzling Gleam. Aura Sphere because It'll give Raichu a better moveset (Sorry for bad reason)

Mega Machamp (Machampinite)
Guts/NoGuard/Steadfast ---> Speed Boost
Fighting ---> Electric/Fighting
Atk: 150(+20)
Def: 80
SpA:105(40+)
Sp.Def:85
Spe:95(40+)
New Moves: WildCharge, Calm mind, Aura Sphere

Now hold on, you might be here like (Why the hell would he give a SpA boost?), It's because Machamp gets a decent special move pool as well as a decent attacking move pool, so turning him into mini-Genesect will keep him high in tiers, but not in Ubers. I chose Speed Boost because Electric represents speed, (That's what I think) and these two things work together, Machamp also gets lighter and more agile in his Mega Evolution, not just get 100 more arms. And the new three moves are a must for a SpAttacker and Attacker.

Mega Quagsire (Quaginite)
Just Unaware. No questions asked.
Water/Ground ---> Water/Grass
Atk:85
Def:125 (+40)
SpA:85(+20)
SpDef:105(+40)
Spe:35
New Moves: Leech Seed, Giga Drain

Lets say Quaginite story is that it came from a seed, and Quagsire used that Quaginite to turn into a Grass/Water. I gave him the little SpA boost to help his Giga Draining. Leech seed because every wall needs Leech Seed. Unaware is the master ability, the stall-breaker (A.K.A Shell Smash Shuckle w/ Contrary) and I think Quagsire should stay with Unaware.

Mega Kingler (Kinglinite)
HyperCutter/ShellArmor/SheerForce ---> Truant
Water ---> Water
Atk:170 (+40)
Def:105 (-10)
SpA:50
Sp.Def:40(-10)
Spe:135(+60)
New Moves: Aqua Jet, Hammer Arm

Woah, hold on there, Stop looking at the Truant in a wierd way, Kingler is already powerful, so I gave him a disadvantage to make him just a little weaker, and that includes removing some def and sp.def stats. Aqua Jet because he gets much faster when he mega evolves, and Hammer Arm is because he gets Crabhammer, so I gave him another hammer move. Mega Kingler will mainly be a hit-and-run pokemon.
 
Hopefully I don't do everything wrong, here it goes.

Mega Celebi (Celebinite)
Natural Cure ---> Regenerator
Grass/Psychic ---> Grass/Bug
Atk:100
Def:110 (+10)
SpA:150 (+50)
SpDef:110(+10)
Spe:130(+130)
New Moves:Quiver Dance, Air Slash

Celebi was always a wall/cleric from what I've seen, there are a few offensive Celebis(correct me if I'm wrong) So making it offensive will change little Celebi.
I chose Regenerator because I think it will suit the design that would be made, I can't do one because I'm a really good artist, and Air Slash because Celebi will be hovering in the air. Quiver dance is a must, almost all bug type pokemon have it.


Mega Raichu (Raichinite)
Static/Lightningrod ---> Infiltrator
Electric ---> Electric
Atk:90
Def:55
SpA:140(+50)
Sp.Def:80
Spe:160(+50)
New Moves: Aura Sphere, Dazzling Gleam

I didn't really want Mega Raichu, because it's pre evolution is the mascot of the game, but here I am, sitting in my chair, looking at the Mega Raichu I have done. Infiltrator because I think it suits Raichu's speed, I also gave him Dazzling Gleam because the pokemon emits a Dazzling Gleam when it uses that move, and I'm pretty sure with 140SpA Raichu can emit a Dazzling Gleam. Aura Sphere because It'll give Raichu a better moveset (Sorry for bad reason)

Mega Machamp (Machampinite)
Guts/NoGuard/Steadfast ---> Speed Boost
Fighting ---> Electric/Fighting
Atk: 150(+20)
Def: 80
SpA:105(40+)
Sp.Def:85
Spe:95(40+)
New Moves: WildCharge, Calm mind, Aura Sphere

Now hold on, you might be here like (Why the hell would he give a SpA boost?), It's because Machamp gets a decent special move pool as well as a decent attacking move pool, so turning him into mini-Genesect will keep him high in tiers, but not in Ubers. I chose Speed Boost because Electric represents speed, (That's what I think) and these two things work together, Machamp also gets lighter and more agile in his Mega Evolution, not just get 100 more arms. And the new three moves are a must for a SpAttacker and Attacker.

Mega Quagsire (Quaginite)
Just Unaware. No questions asked.
Water/Ground ---> Water/Grass
Atk:85
Def:125 (+40)
SpA:85(+20)
SpDef:105(+40)
Spe:35
New Moves: Leech Seed, Giga Drain

Lets say Quaginite story is that it came from a seed, and Quagsire used that Quaginite to turn into a Grass/Water. I gave him the little SpA boost to help his Giga Draining. Leech seed because every wall needs Leech Seed. Unaware is the master ability, the stall-breaker (A.K.A Shell Smash Shuckle w/ Contrary) and I think Quagsire should stay with Unaware.

Mega Kingler (Kinglinite)
HyperCutter/ShellArmor/SheerForce ---> Truant
Water ---> Water
Atk:170 (+40)
Def:105 (-10)
SpA:50
Sp.Def:40(-10)
Spe:135(+60)
New Moves: Aqua Jet, Hammer Arm

Woah, hold on there, Stop looking at the Truant in a wierd way, Kingler is already powerful, so I gave him a disadvantage to make him just a little weaker, and that includes removing some def and sp.def stats. Aqua Jet because he gets much faster when he mega evolves, and Hammer Arm is because he gets Crabhammer, so I gave him another hammer move. Mega Kingler will mainly be a hit-and-run pokemon.

Well Crap, I was too late! ;-;
 
Anyway, he's got Technician, which is great.

We could make him bug/flying for STAB Technician Aerial Ace and Bug Bite

He also needs some more boosting moves. Besides just quiver dance, since he's a physical attacker primarily.

DRAGON DANCE KRICKETUNE BUG / DRAGON MAKE IT HAPPEN!!
 
Mega Dragonite
Base Stats: HP=91, ATK=154, DEF=125, SPATK=110, SPDEF=130, SPD=90 Total=700
Mega Stone: Dragite
Ability: Own Tempo
 
Mega Dragonite
Base Stats: HP=91, ATK=154, DEF=125, SPATK=110, SPDEF=130, SPD=90 Total=700
Mega Stone: Dragite
Ability: Own Tempo
Dragonite has already been done. You may need to read the entire original post or risk offending the natives.
 
Dragonite has already been done. You may need to read the entire original post or risk offending the natives.

Oh I am sorry, there are more than a hundred pages, I cannot read all of them.
 
Oh I am sorry, there are more than a hundred pages, I cannot read all of them.
You don't have to. At bottom of the OP you can see that the current slate is Empoleon, Bibarel, Kriketune and Roserade if you look at the schedule. You can only post submissions for the current slate.
 
You don't have to. At bottom of the OP you can see that the current slate is Empoleon, Bibarel, Kriketune and Roserade if you look at the schedule. You can only post submissions for the current slate.

Oh OK and what is op?
 
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