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

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He did, and they all lost. Possibly the reason he's unhappy with the ones that did win.

1) 2 of my megas did actually win, so I'm not this bad at creating them.

2) I've Said as well why I didn't like mega-entei (he's only a better version of Arcanine, which isn't quite a bit what I expect from a mega Entei - bulky wall instead of a wallbreaker?)

3) In my last post I did just say "no one of the megas I like won": is this so terrible? I've only stated my fav megas didn't win. It's not even a complain or a whine...

I didn't offende anyone, and if Someone feel so I'm sorry about it: it clearly wasn't my intentions, just a misunderstanding :/
 
Anyway, moving on:

407.png

Mega Roserade
Type: Grass/Poison >>> Grass/Poison
Stats: 60/70/65/125/105/90 >>> 60/80(+10)/75(+10)/165(+40)/125(+20)/110(+20)
Ability: Poison Point/Natural Cure/Technician >>> Serene Grace
Movepool: +Nasty Plot


Because it's not Mega Venusaur.


Roserade has always been one of my favorite grass types, and there's a few good reasons why:

1. She has hair like Kakashi Hataki.
2. She has a mask. AND a cape.
3. No other grass type plays the same way.

As far as number 3 goes, allow me to explain.

Venusaur, in the past, was a Chlorophyll sweeper. Amoonguss thrives on stall, and Tangrowth walls you to deal. Ferrothorn does whatever the fuck Ferrothorn does, and Breloom smashes faces (or stalls if you're into that). What ROSERADE does, though, is aggressively hazard stack, and destroy whatever tries to stop it with its nearly-unmatched SAtk (for a Grass-type, anyway).

Or, anyway, that's what it USED to do. The power creep of this generation has been a bit strenuous on our masquerading flower girl, and she has little use outside of UU. Hazard stacking is best left to the Deos, Mega Venusaur hits almost as hard and is vastly bulkier, and Amoonguss brutally outclasses her on stall with Regenerator. So what's Roserade to do?

In my opinion, exactly what she used to, only better. Well, to an extent. Hazard stacking, I'm afraid, will never be her selling point in OU, but a couple of other things might, beginning with:


She has the highest SAtk stat out of any Grass type.


Yes, it's true, her Leaf Storm is something to be feared, as it's going to take a huge chunk out of anything that doesn't resist it (bar the blobs):

252+ SpA Mega Roserade Leaf Storm vs. 4 HP / 0 SpD Garchomp: 319-376 (89.1 - 105%) -- 31.3% chance to OHKO
252+ Mega SpA Roserade Leaf Storm vs. 4 HP / 0 SpD Excadrill: 396-466 (109.3 - 128.7%) -- guaranteed OHKO
252+ SpA Mega Roserade Leaf Storm vs. 252 HP / 0 SpD Gliscor: 354-417 (100 - 117.7%) -- guaranteed OHKO

and just for fun:

252+ SpA Mega Roserade Leaf Storm vs. 252 HP / 0 SpD Quagsire: 1584-1864 (402 - 473%) -- guaranteed OHKO

Her Sludge Bomb is also quite powerful:

52+ SpA Roserade Sludge Bomb vs. 252 HP / 252 SpD Mega Venusaur: 135-160 (37 - 43.9%) -- guaranteed 3HKO

And that's to Mega Venusaur, mind you.

HP Fire, as coverage is always good:

252+ SpA Roserade Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 304-360 (86.3 - 102.2%) -- 18.8% chance to OHKO
252+ SpA Roserade Hidden Power Fire vs. 252 HP / 4 SpD Mega Scizor: 344-408 (100 - 118.6%) -- guaranteed OHKO


Now, her SAtk is clearly amazing, but it was already quite good, so what held her back in performing any sort of sweeper role? The answer there would be her mediocre speed. BUT, I have remedied that, and given her an outstanding base 110, outspeeding the vast majority of the tier (fuck you Keldeo).


So, her offenses are unquestionably quite good, but what about her defenses?


Well, I'm afraid to say, her Defense is garbage. Always has been, always will be. Her SPECIAL Defense, however, is quite nice, and should not be overlooked when finding an ideal set. Specially Defensive Roserade is always an option if you desire longevity over power, and she excels there as well:

252 SpA Choice Specs Keldeo Hidden Power Flying vs. 252 HP / 252+ SpD Roserade: 122-144 (37.6 - 44.4%) -- guaranteed 3HKO
252+ SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Roserade: 221-265 (68.2 - 81.7%) -- guaranteed 2HKO
252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Roserade: 81-96 (25 - 29.6%) -- guaranteed 4HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Roserade: 99-117 (30.5 - 36.1%) -- 43.3% chance to 3HKO

Clearly, she likes taking non-SE hits better than the alternative, but with a combo of Synthesis + raw power, she'll do just fine.


So, now we've got all the numbers n' shit out of the way, let's talk flava.


I thought Serene Grace would be an excellent ability on Roserade. Sludge Bomb now has a 60% chance to poison, you can now add Shadow Ball to her movepool to abuse a 40% chance for a SDef drop, and it fits well aesthetically. Roserade is based off of a patron attending a masquerade ball, so naturally there'd be an air of grace about her, and it certainly seems more fitting than Technician.


I'll be honest, I'm quite looking forward to using Mega Roserade. An OU Grass-type Mega NOT named Mega Venusaur? Sign me right the fuck up.​
 
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Anyway, moving on:

407.png

Mega Roserade
Type: Grass/Poison >>> Grass/Poison
Stats: 60/70/65/125/105/90 >>> 60/80(+10)/75(+10)/165(+40)/125(+20)/110(+20)
Ability: Poison Point/Natural Cure/Technician >>> Serene Grace
Movepool: +Nasty Plot

Because it's not Mega Venusaur.


Roserade has always been one of my favorite grass types, and there's a few good reasons why:

1. She has hair like Kakashi Hataki.
2. She has a mask. AND a cape.
3. No other grass type plays the same way.

As far as number 3 goes, allow me to explain.

Venusaur, in the past, was a Chlorophyll sweeper. Amoonguss thrives on stall, and Tangrowth walls you to deal. Ferrothorn does whatever the fuck Ferrothorn does, and Breloom smashes faces (or stalls if you're into that). What ROSERADE does, though, is aggressively hazard stack, and destroy whatever tries to stop it with its nearly-unmatched SAtk (for a Grass-type, anyway).

Or, anyway, that's what it USED to do. The power creep of this generation has been a bit strenuous on our masquerading flower girl, and she has little use outside of UU. Hazard stacking is best left to the Deos, Mega Venusaur hits almost as hard and is vastly bulkier, and Amoonguss brutally outclasses her on stall with Regenerator. So what's Roserade to do?

In my opinion, exactly what she used to, only better. Well, to an extent. Hazard stacking, I'm afraid, will never be her selling point in OU, but a couple of other things might, beginning with:


She has the highest SAtk stat out of any Grass type.


Yes, it's true, her Leaf Storm is something to be feared, as it's going to take a huge chunk out of anything that doesn't resist it (bar the blobs):

252+ SpA Mega Roserade Leaf Storm vs. 4 HP / 0 SpD Garchomp: 319-376 (89.1 - 105%) -- 31.3% chance to OHKO
252+ Mega SpA Roserade Leaf Storm vs. 4 HP / 0 SpD Excadrill: 396-466 (109.3 - 128.7%) -- guaranteed OHKO
252+ SpA Mega Roserade Leaf Storm vs. 252 HP / 0 SpD Gliscor: 354-417 (100 - 117.7%) -- guaranteed OHKO

and just for fun:

252+ SpA Mega Roserade Leaf Storm vs. 252 HP / 0 SpD Quagsire: 1584-1864 (402 - 473%) -- guaranteed OHKO

Her Sludge Bomb is also quite powerful:

52+ SpA Roserade Sludge Bomb vs. 252 HP / 252 SpD Mega Venusaur: 135-160 (37 - 43.9%) -- guaranteed 3HKO

And that's to Mega Venusaur, mind you.

HP Fire, as coverage is always good:

252+ SpA Roserade Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 304-360 (86.3 - 102.2%) -- 18.8% chance to OHKO
252+ SpA Roserade Hidden Power Fire vs. 252 HP / 4 SpD Mega Scizor: 344-408 (100 - 118.6%) -- guaranteed OHKO


Now, her SAtk is clearly amazing, but it was already quite good, so what held her back in performing any sort of sweeper role? The answer there would be her mediocre speed. BUT, I have remedied that, and given her an outstanding base 110, outspeeding the vast majority of the tier (fuck you Keldeo).


So, her offenses are unquestionably quite good, but what about her defenses?


Well, I'm afraid to say, her Defense is garbage. Always has been, always will be. Her SPECIAL Defense, however, is quite nice, and should not be overlooked when finding an ideal set. Specially Defensive Roserade is always an option if you desire longevity over power, and she excels there as well:

252 SpA Choice Specs Keldeo Hidden Power Flying vs. 252 HP / 252+ SpD Roserade: 122-144 (37.6 - 44.4%) -- guaranteed 3HKO
252+ SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Roserade: 221-265 (68.2 - 81.7%) -- guaranteed 2HKO
252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Roserade: 81-96 (25 - 29.6%) -- guaranteed 4HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Roserade: 99-117 (30.5 - 36.1%) -- 43.3% chance to 3HKO

Clearly, she likes taking non-SE hits better than the alternative, but with a combo of Synthesis + raw power, she'll do just fine.


So, now we've got all the numbers n' shit out of the way, let's talk flava.


I thought Serene Grace would be an excellent ability on Roserade. Sludge Bomb now has a 60% chance to poison, you can now add Shadow Ball to her movepool to abuse a 60% chance for a SDef drop, and it fits well aesthetically. Roserade is based off of a patron attending a masquerade ball, so naturally there'd be an air of grace about her, and it certainly seems more fitting than Technician.


I'll be honest, I'm quite looking forward to using Mega Roserade. An OU Grass-type Mega NOT named Mega Venusaur? Sign me right the fuck up.​
Tiny issue, Shadow Ball only has a 20% chance (40 with Serene Grace) of lowering SpD.
 
What idiot runs Aegislash with mono-Ghost and no Sacred Sword, Chansey without Toxic/Seismic Toss, or Deoxys-D without Taunt?

It was a joke :/

The only real thing Biberal can set-up on is slow moving attackers by boosting the corresponding defense, or threatening weakened pokemon out with aqua jet/quick attack.
 
I'd really like the winning biberal submission to be able to abuse simple while in base form (i.e. switch in on something you force out, use a set up move, mega evolve the next turn.)

I could think of basic albeit a little mindless ideas to go about the concept. You can either grant it SD, BU, Hone Claws or just stay with Curse. Moving on, I think abilities that can take advantage of Simple boosts are in general, those that give additional boost to the user's power. Duh.
  • Hone Claws+Hustle
  • Adaptability
  • Technician
Just pray that you can set-up and kill everything in sight as you won't want to take a hit with mediocre defenses and typing to work with. Luckily, Bibarel does have access to priority to compensate and with the aforementioned abilities and Simple boosts to play with, these can aid to your sweep.
 
Since Mew King pretty much had the exact same idea for Mega Empoleon as I did, my Mega Bibarel was shit, and I didn't do Kricketune anyway, I'll post my idea for Mega Roserade (from my phone, of course).

Type: Grass/Poison -----> Grass/Poison
Ability: Poison Point/Natural Cure/Technician -----> Greedy (this Pokemon recovers 50% more HP from any draining move)
New Moves: None

HP: 60 -> 60
Atk: 70 -> 70
Def: 65 -> 105 (+40)
SpA: 125 -> 145 (+20)
SpD: 105 -> 115 (+10)
Spe: 90 -> 120 (+30)

Abridged concept: Bitchly SubSeeder that wants all of your HP. Due to its naturally low HP stat, Giga Drain and Leech Seed will heal massive portions of Roserade's health, especially if fully invested in speed and special attack. It suffers a little from 4MSS, but a trapper like Magnezone can be used to handle the likes of Ferrothorn. It can act as a SubSeed Sweeper with Sludge Bomb and Giga Drain/HP Fire for coverage, or just as a general annoyance throughout the match with Sleep Powder thrown onto one of its sets.

Why did I make this? BECAUSE IT'S DIFFERENT FROM MEGA VENU. Mega Roserade will fuck your shit up.
 
Mega Jolteon and Mega Electrode X seem very similar to me. They both have the same typing and ability, the same special attack stat and similar bulk (Jolteon has 65/70/105 while Electrode has 60/80/100). They both have similar movepools with the main difference being that Electrode has Heat Wave and Jolteon has Shadow Ball. The only way in which they significantly differ is their speed stats, with Jolteon having 20 more points in speed than Electrode.
 
Mega Jolteon and Mega Electrode X seem very similar to me. They both have the same typing and ability, the same special attack stat and similar bulk (Jolteon has 65/70/105 while Electrode has 60/80/100). They both have similar movepools with the main difference being that Electrode has Heat Wave and Jolteon has Shadow Ball. The only way in which they significantly differ is their speed stats, with Jolteon having 20 more points in speed that Electrode.
Don't they have different Abilities?

Fixed, thanks for catching that
Also you could give it Leaf Tornado (30% chance of lowering Accuracy)
 
They both have Generator
Yeah, I didn't expect Mega-Jolteon to end up with generator as its ability, but it's what the majority wanted and it isn't particularly Farfetch'd or anything. I guess Electrode could play more of a supporting role with Rain Dance and Taunt. Jolteon seems to be more or less pure offence.
 
Yeah, I didn't expect Mega-Jolteon to end up with generator as its ability, but it's what the majority wanted and it isn't particularly Farfetch'd or anything. I guess Electrode could play more of a supporting role with Rain Dance and Taunt. Jolteon seems to be more or less pure offence.

Do we really Mega Electrode X though? We already have another Mega Electrode and it's so similar to Jolteon, there's really no reason to have it. Another problem is that some Megas like Farfectch'd and Stantler are so weak nobody will use them
 
Mega Jolteon and Mega Electrode X seem very similar to me. They both have the same typing and ability, the same special attack stat and similar bulk (Jolteon has 65/70/105 while Electrode has 60/80/100). They both have similar movepools with the main difference being that Electrode has Heat Wave and Jolteon has Shadow Ball. The only way in which they significantly differ is their speed stats, with Jolteon having 20 more points in speed than Electrode.
I propose scrapping Mega Electrode X entirely, for then we'd still have a Mega Electrode and a unique Mega Jolteon

Edit: Golurkinja'd
 
Bibarel
Normal/Water
Simple/Unaware/Moody --> Adaptability
79/85/60/55/60/71 --> 79/135/90/55/110/41
New Moves: Aqua Jet, Sucker Punch, Revenge
It's simple really (I won't make any more puns I promise!). Boost with your Curses, Work Ups and Amnesias and take off with Aqua Jet! Use Quick Attack, Revenge/Superpower and/or Return when you need to and viola! You have a Mega Evolution Bibarel!
 
I could think of basic albeit a little mindless ideas to go about the concept. You can either grant it SD, BU, Hone Claws or just stay with Curse. Moving on, I think abilities that can take advantage of Simple boosts are in general, those that give additional boost to the user's power. Duh.
  • Hone Claws+Hustle
  • Adaptability
  • Technician
Just pray that you can set-up and kill everything in sight as you won't want to take a hit with mediocre defenses and typing to work with. Luckily, Bibarel does have access to priority to compensate and with the aforementioned abilities and Simple boosts to play with, these can aid to your sweep.

I was thinking along the lines of the new typing being able to get a jump on things normally super effective on biberal. I really like the ground/water with sap sipper one. Damage boosting abilities, like you said, would be cool. I just don't think biberal really has the stats to have all its pressure pushed to offense.
 
DELELELE WHOOOOOOP!

The sound of Kricketune in the late evening signifies that it's THAT time again! (If I get it working)



Current Slate
empoleon.gif

Mega Empoleon
Water/Steel -> Water/Steel
Torrent/(Defiant) -> Bulletproof
84/86/88/111/101/60 -> 84/106/118/151/141/30
Moves: Defog and Roost as Egg Moves

So, Empoleon is pretty good in general but it just doesn't have the stats to survive in the power obsessed metagames of the future. I mean Water/Steel is a pretty good typing in general. Pretty much, this is meant to return Empoleon back to OU.

Empoleon is always slow so I destroyed its speed to add to its other stats (though dumped 20 points into attack). It now has nice bulk (a really nice special defense), a Strong Special Attack and Healing in Roost. It also has Bulletproof which is nifty. You'll notice that now it's nearly completely immune to Aura Sphere and Focus Blast which gives it an effective immunity to special fighting.

It's balls slow though so it has a problem with anything faster but it's still very bulky. With a Quiet Nature and 252 HP/252 SpA/4 Def, it's pretty bulky only really taken down by super effective physical attacks. For instance, Excadrill only has a 12.5% chance to OHKO, but Mega Empoleon will OHKO back. Conkledurr takes out over 2/3 of Mega Empoleon with Drain Punch AND it goes faster. Scald with only 3HKO Assault Vest Varieties. I originally had an extra 10 points in its Defense, but then even Excadrill couldn't take it down in one hit and I knew that would be bad.

I did some random calcs as well, Zekrom barely OHKOs it with Bolt Strike. Black Kyurem only 2HKOs it with Fusion Bolt, but Mega Empoleon has a 93.8% shot to OHKO it with Flash Cannon. Choice Band Victini only has a 6.3% chance to OHKO it with V-Create, but Mega Empoleon has a 68.8% shot to OHKO it. Garchomp won't OHKO it, but you should be damn sure that Mega Empoleon does OHKO it back. Also, just for fun, Mega Empoleon WALLS Gengar even those that decide to carry Thunderbolt (which does at most 47%)

The problem is do you want it to be a Utility Mega or do you want to massacre stuff with your attacks? Either way, you probably want Scald and Roost to take care of everything. Ice Beam, Flash Cannon, Stealth Rock, and Defog are all things that it would love to have. But it's a pick two of four. It can't do everything though...and it can't hold items. It also would be picked apart by other physical Megas. But, that's the Achillies Heel that Megas in general face.
Empoleon → Mega Empoleon
Water/Steel → Water/Steel
Torrent/Defiant(hidden) → Bulletproof
84/86/88/111/101/60 (530) → 84/95(+9)/115(+27)/121(+10)/150(+49)/65(+5) (630)
+Roost


Though its Special Attack is its highest stat in base form, Empoleon has been used more as a special wall/tank due to its average movepool and poor speed. That's what this Mega form is designed to do.

Even though it'll always be somewhat limited compared to some other walls because of its relatively average HP stat, Mega Empoleon is still extremely difficult to take down, thanks to its great typing and fantastic base 150 Special Defense and good 115 Defense.

Bulletproof at least partially makes up for Steel's loss of two resistances by making it immune to Shadow Ball, the only decent and common Ghost type move. Mega Empoleon's new ability also makes it immune to Aura Sphere and Focus Blast the only good special Fighting type move and a major weakness for regular Empoleon, allowing Mega Empoleon a slew of new switch-in opportunities.

Roost is the second lynchpin of Mega Empoleon, giving it a crucial form of instant recovery, something that regular Empoleon sorely lacks and is even more needed by its mega form due to the lack of leftovers.
Mega Empoleon
Type:Water/Steel>>>Water/Steel
Ability: Torrent/Defiant>>>Lightningrod
Stats: 84/86/88/111/101/60>>>84/86/120/135/125/80
New Moves: Roost, King Shield, Freeze Dry

Look at how regal this thing is. He needs a shield worthy of a king.
It's also defensive as hell. 84/120/125 is a good defensive spread and Boltbeam resistance and healing are both top notch. In fact, you might want to focus on Phys Defenses.

-2 252+ Atk Guts Conkeldurr Drain Punch vs. 252 HP / 0 Def Empoleon: 176-210 (47.3 - 56.4%) -- 23.4% chance to 2HKO after Leftovers recovery
252 Atk Technician Breloom Mach Punch vs. 252 HP / 0 Def Empoleon: 164-194 (44 - 52.1%) -- guaranteed 3HKO after Leftovers recovery

The Power of King's Shield forces switches. Freeze Dry simply frees up coverage space and fits because it's a goddamn emperor penguin.

Watch out for Quakes, but do enjoy forcing switches all over the place. Fuck the idea of signature moves: it supports special snowflake ideas, and denounces diversity!
Empoleon
Type: Water/Steel -> Water/Steel
Ability: Competitive
84 / 86 / 88 / 111 / 101 / 60 -> 84 / 106 / 108 / 141 / 121 / 70
+ Roost + Spikes

Competitive was always better suited to Empoleon when compared to Defiant, and Spikes was added to let it set hazards and discourage removing them at the same time. Nice bulk and typing let's it try to be a Special Bisharp, but it doesn't have priority and can't Spam Knock Off and Pursuit. If it gets the boost it becomes a major danger to all the pokemon that can use Defog (even Zapdos needs to predict well). Hydro Pump is very powerful and Ice Beam is nice coverage, and even if water types wall it they can't do anything back either. It does have 4MSS though, since it has to chose from SR/Spikes/Defog/Roost/Hydro Pump/Scald/Knock Off/Agility/Coverage. Abuses Sticky Web like crazy.
Mega-Empoleon
Type - Water/Steel
Ability - Reflection: When hit with a special attack, the attacker loses 1/8 of its own maximum Hit-points, after all turn-based damage is dealt (special Rough Skin).
Stats - 84/101/103/136/126/80 - BST: 630
New moves - Freeze Dry, Roost

Play style
Mega-Empoleon continues its regular forms defensive role. Boosts across the board give it a very similar feel to its weaker cousin. Reflection serves to define Empoleon as a potent special wall. A base special defence of 126 combined with Reflection damage will make many attackers question if its worth it. Damage can be constantly Roosted off so that Empoleon can keep racking up passive damage against the foe.

Despite generally playing a defensive role and having a defensive ability, Empoleons highest stats is its special attack. Empoleon has the potential to act as a potent bulky sweeper. The addition of Freeze Dry adds some much needed coverage against its watery brethren, and fits quite nicely thematically.

A king without a shield
As much as I would have liked to give Empoleon King's Shield, it seemed to make it too powerful. With excellent special defence, a way to punish special attackers and reliable recovery, physical attacks seem the way to go. Anything short of Earthquake, however, would be shut down by King's Shield. Therefore for the sake of balance it was not included.

Mega-Empoleon is left with a primary weakness to physical attacks. This can be somewhat remedied by investment in physical defences, but special attackers may then move in for a semi-quick kill. Either way Empoleon is assured to achieve something before it goes down.
Mega Empoleon (Empoleonite)
Typing: Water/Steel ------> Water/Steel
Abilities: Defiant/Torrent ------> Sheer Force
Stats: 84/86/88/111/101/60 ------> 84/116/98/136/116/80
New Moves: Air Slash, Iron Head, Nasty Plot

Description

Mega-Empoleon goes offensive, tired of being a special utility wall. Thanks to Sheer Force, every move with a secondary effect would lose that effect and gain a 1.3x boost, instead of it. Which means: on the physical side, Rock Slide, Waterfall and the brand new STABbed Iron Head; on the special side, Flash Cannon, Ice Beam, Scald, Signal Beam and the brand new Air Slash (for flavor and coverage against Fighting types). With access to Swords Dance, and now even to Nasty Plot, Mega-Empoleon has become a bulky offensive threat: it can easily raise its attack to high levels, it can go both Physical and Special (or even mixed up things to catch you off guard), and it has a very good coverage in its movepool. Be aware!

THREATS
The worst thing about Mega-Empoleon is the lack of recovery, since now it can't even rely on Lefties for gaining back HP. And since its speed isn't the best out there, it can be slowly worn down by faster opponents.
Empoleon
Type: Water/Steel -> Water/Steel
Abilities: Torrent/Defiant -> Regality (Boosts the power of super effective attacks by 20%)
HP: 84 -> 84
Atk: 86 -> 86
Def: 88 -> 98 (+10)
SpA: 111 -> 151 (+50)
SpD: 101 -> 121 (+20)
Spe: 60 -> 80 (+20)
BST: 530 -> 630
Empoleon-Mega
Type: Water/Steel>>>Water/Fairy
Stats: 84/86/88/111/101/60>>>84/136/88/131/101/90
Ability: Torrent/Defiant>>>Regal(reduces damage from incoming attacks by 30%)
Movepool: +Play Rough +Dazzling Gleam +Roost

So fairy type was added cause fairy tales are all about kings and shit like that which my submission was focused on the kingly aspect of empoleon(no kings shield cause op)
Empoleon (Empoleonite)
Type: Water/Steel -> Water/Steel
Abilities: Torrent (Defiant) -> Pressure
New Moves: Roost

HP: 84 -> 84
Atk: 86 -> 96 (+10)
Def: 88 -> 118 (+30)
SpA: 111 -> 141 (+30)
SpD: 101 -> 131 (+30)
Spe: 60 -> 60
BST: 530 -> 630
Empoleon
Water/Steel
Ability: Torrent/Defiant --> Swift Swim
84/86/88/111/101/60 --> 84/116/108/141/111/70
New Moves: Iron Head, Icicle Crash, Hurricane
"It swims as fast as a jet boat. The edges of its wings are sharp and can slice apart drifting ice." - The X/Y Pokedex
This entry isn't here to steal the thunder of Mega Swampert, Omastar or Swanna, but Swift Swim just fits too well for our Antarctic friend, transforming it from a great hazard controller to a fearsome sweeper. It is slower than both Mega Omastar and Swanna (we don't know Mega Swampert's stats yet, but Mega Empoleon's speed is probably similar) and has similar Special Attack to them as well. Empoleon finds its niche in having enough bulk to set up and being capable of mixed sweeping. It's special attack is not quite as high as Life Orb Empoleon's, but in the rain, its Hydro Pumps/Surfs are much more powerful than an Agility Empoleon's and it obviously does not take the Life Orb damage. Hurricane develops Empoleon's smallish special movepool while Iron Head gives Empoleon a better physical Steel STAB move and Icicle Crash makes sense and adds to its physical movepool.



bibarel.gif

Bibarel → Mega Bibarel
Normal/Water → Normal/Water
Simple/Unaware/Moody(hidden) → Swift Swim
78/85/60/55/60/71 (410) → 78/125(+40)/80(+20)/55/90(+30)/81(+10) (510)
+Aqua jet, Ice Punch, Swords Dance

Simply put, there's just too much that Bibarel would need to make it competitively viable. Its mediocre stats can be improved so much and its typing certainly isn't all that great either offensively or defensively.

This mega set simply tries to make Bibarel a decent physical attacker improving its average 85 Attack to a good 125, but even with a 40 point improvement it's certainly nothing special, tying with a number of non-megas. Its speed is improved a bit but I tried not to go overboard considering it had Swift Swim while at the same time allowing Mega Bibarel some decent increase to its base defenses. Swift Swim was chosen due its Pearl Pokedex entry mentioning that it swims “as fast as any Feebas”, a Swift Swim user itself with basically the same Speed stat.

Aqua Jet gives it a better STAB priority move than Quick Attack, Ice Punch gives it a somewhat decent coverage move against grass types and Swords Dances gives it a way to actually increase its Attack and allows it to at least try and set up on something that would otherwise wall it.
Bibarel
Type: Water/Normal -> Water/Normal
Ability: Simple
79 / 85 / 60 / 55 / 60 / 71 -> 79 / 115 / 90 / 55 / 80 / 91
+ Slack Off + Agility

Basically just better. Curse + Slack Off let's it be a bulky sweeper and Agility brings it to mind blowing speeds. Its stats might seem low but don't be fooled: after a Curse it is 3HKOd by Conkeldurr's Drain Punch. It can also run Curse and Agility to get an overall +2 Atk / +2 Def / +2 Speed after both are used. Of course, it despises Unaware but can still run Super Fang to do damage those pokemon.
Mega Bibarel (Bibarelite)
Typing: Normal/Water ------> Ground/Water
Abilities: Moody/Simple/Unaware ------> Floodilate (it causes all Normal-type moves used by the Pokémon to become Water-type and receive a 30% boost)
Stats: 79/85/60/55/60/71 ------> 79/115/90/55/70/101
New Moves: Earthquake, Ice Fang, Swords Dance

Description

Since Bibarel has to do a lot with mud, I thought that a Ground typing would fit it perfectly (besides the fact it has now only one weakness, instead of three). Its brand new ability makes it capable of using some of its old weapons (Body Slam, Return and the STABbed priority Quick Attack), but this time with an additional boost of 1.3x and a new typing: this, combined with a new great STABbed Earthquake, a quick boosting move in Swords Dance, and a flavor coverage like Ice Fang, makes Mega-Bibarel a capable physical attacker.

THREATS
Although its boosts in both of the defensive sides, Bibarel has still poor bulk for a Mega. And regardless of Ice Fang, most of the grass types are going to wall it completely, so you have to remove those threats before you can put Mega-Bibarel in work.
Bibarel (Bibarelite)
Type: Normal/Water -> Normal/Water
Abilities: Simple, Unaware (Moody) -> Unaware
New Moves: Slack Off, Aqua Jet

HP: 79 -> 79
Atk: 85 -> 115 (+30)
Def: 60 -> 100 (+40)
SpA: 55 -> 55
SpD: 60 -> 110 (+50)
Spe: 71 -> 41 (-30)
BST: 410 -> 510

With access to Scald, Super Fang, and Slack Off combined with Unaware, Mega Bibarel is amazing at stopping any attackers, eating through tanks, even making trouble for walls
Mega Bibarel

Typing: Normal/Water --> Ground/Water
Ability: Simple/Unaware/Moody --> Sap Sipper
New Moves: Slack Off, Stealth Rock
Stats: 79/85/60/55/60/71 --> 79/105(+20)/120(+60)/55/100(+40)/51(-20)

Ground/Water is a wonderful typing defensively leaving it with only a weakness to Grass. But now that Bibarel gains access to Sap Sipper upon Mega-evolving, it turns its only weakness to an immunity. Bringing with it an additional attack boost, Mega Bibarel can be quite the tank. But more notable than that is with this resulting plethora of resistances and immunities, this makes Mega Bibarel a really unique counter to many of OU's threats. Thundurus, Breloom, and Mega Charizard Y are just some of the notable threats that can be covered by Mega Bibarel. It's also important to note that non-damaging Grass type attacks like Leech Seed, Stun Spore and Sleep Powder also activates the ability and therefore, can be taken advantage of for a switch-in opportunity. And with that, I guess it helps that it completely blocks out defensive Pokemon like Ferrothorn and Mega Venusaur. Although it can't do much back than just force a switch which is in itself quite a good thing actually. To an extent, this Mega Bibarel looks to be a good anti-meta Pokemon that can wall specific offensive and defensive threats effectively. If your team is struggling with the aforementioned threats, it will surely be an asset as one of your members. To add on to its usefulness, Stealth Rock was added for utility and Slack off for a much needed recovery move.

In a nutshell, it's pretty much what Swampert hoped to be.

To justify its typing and ability by virtue of flavor, I won't overcomplicate things. It's a semi-aquatic rodent; living partly in land and partly in water. For the ability, it would make much more sense if we take the Japanese version of Sap Sipper in context. It's Herbivorous originally; in relation to Bibarel, a beaver's diet usually is composed of tree bark, shoots, twigs and leaves. Beavers are herbivores.
Bibarel
Normal/Water
Simple/Unaware/Moody --> Adaptability
79/85/60/55/60/71 --> 79/135/90/55/110/41
New Moves: Aqua Jet, Sucker Punch, Revenge
It's simple really (I won't make any more puns I promise!). Boost with your Curses, Work Ups and Amnesias and take off with Aqua Jet! Use Quick Attack, Revenge/Superpower and/or Return when you need to and viola! You have a Mega Evolution Bibarel!



roserade.gif

Roserade

Typing: Grass/Poison -----> Grass/Poison
Abilities: Natural Cure / Poison Point / Technician -----> Specialist (Special version of Brute Force)
BST: 60/70/65/125/105/90 -----> 60/80/85/145/130/115
New Moves: Play Rough, Gunk Shot, Earth Power

Specialist (name courtesy of a submission from long, long ago, I don't remember whose it was unfortunately) isn't a stellar ability for Mega Roserade, but it is roughly on the same level of practicality as Natural Cure, Roserade's standardly used ability (it has Technician, but isn't used often due to its already-decent movepool). From the movepool it already has, Specialist gives Roserade Petal Blizzard as an alternative to Leaf Storm that doesn't require Roserade to switch out after an attack. Gunk Shot is an stronger, less accurate alternative to Sludge Bomb. Play Rough and Earth Power are its most tantalizing additions, however; Fairy/Ground coverage is unresisted by anything that doesn't fly or levitate, and Specialist ensures that Play Rough will run off of Roserade's stronger Special Attack. The ability also gives it a definite use over standard Roserade; without Specialist, regular Roserade can't take advantage of its physical movepool, including new moves like Play Rough and Gunk Shot. Between its movepool, its ability, and its stats, Mega Roserade can be a strong threat indeed.
Mega Roserade
Grass / Poison ----> Grass / Poison
Natural Cure / Poison Point / Technician ----> Drought
60 / 70 / 65 / 125 / 105 / 90 (515) ----> 60 / 80 (+10) / 85 (+20) / 155 (+30) / 125 (+20) / 110 (+20)
New Moves: Earth Power

Been a while since we got a weather ability, so I thought it'd be cool to revisit it. Mega Roserade is designed to be a fast, powerful sun sweeper with good coverage. With Solarbeam, Weather Ball, Synthesis, and Growth getting boosted by the sun, Mega Roserade is definitely going to be a major threat to both offensive and defensive teams alike. Earth Power is added to nail Fire-types in the face, and trust me, when backed by base 155 Special Attack and a possible +2 Growth boost, it going to hurt a lot.
Roserade → Mega Roserade
Grass/Poison → Grass/Fairy
Poison Point/Natural Cure/Technician(hidden) → Aroma Veil
60/70/65/125/105/90 (515) → 60/80(+10)/85(+20)/150(+25)/125(+20)/115(+25) (615)

This mega set allows Roserade to go with a couple of completely different sets. Obviously the increase to its Special Attack means that it can go with a mainly offensive set but the increase to its defenses and its new ability in Aroma Veil (prevents Taunt, Encore, etc.) allows it to use a defensive inclined hazard setter/cleric role.
Roserade

Grass / Poison ----> Grass / Poison
Natural Cure / Poison Point / Technician ----> Specialization (All attacks use SpAtk. Said stat CANNOT EVER BE LOWERED!)
60 / 70 / 65 / 125 / 105 / 90 ----> 60 /70/95/155/125/110
New Moves: Quiver Dance, Gunk Blast, Leaf Blade

Concept: Blissey's Days are numbered!

+2 252 SpA Roserade Gunk Blast vs. 252 HP / 252+ Def Blissey: 691-814 (96.7 - 114%) -- 81.3% chance to OHKO

Not only that, but spamming Leaf Storm is SAFE! Unlike most stat drop preventers, this protects the user... and in this case, the user needs it badly!

What do you mean that this is the same ability I used on a Raichu but better?! You all forgot to vote for it anyway and you're gonna forget to vote for this too... That... actually makes me sad.

By the by. I made the gunk blast calc by using Psyshock and changing the numbers.

But in truth, Roserade's problem is the sheer number of pokemon who resist its STAB combo. Dazzling Gleam, Shadow Ball and Extrasensory won't help much... well ES will against poison types. But Skarmory will just blow you away, no matter how you boost!
Roserade

Type: Grass/Fairy
Ability: Cute Charm
60/70/55/125/105/90---->60/80/85/145/135/100
This roserade just screams "Bulky Attacker"
I gave it cute charm because when I see mega roserade, I see a cute grass type pokemon.
Roserade
Type: Grass/Poison -> Grass/Dark
Ability: Serene Grace
60 / 70 / 65 / 125 / 115 / 90 -> 60 / 90 / 75 / 135 / 135 / 120
+ Dark Pulse + Earth Power

I added the type and ability to fit in with its masquerade theme. Dark Pulse has a 40% chance to flinch, Shadow Ball has a 40% chance to drop Sp. D. and Sludge Bomb has 60% chance to poison. But 135 without an item isn't amazing, and Roserade is frail defensively. Higher speed and impressive special bulk helps it set hazards if it wants to.
Mega-Roserade
Type - Grass/Poison
Ability - Poison Touch
Stats - 60/100/90/140/120/105 - BST: 615
New moves - Power Whip, Agility, U-turn

Play style
Mega-Roserade has been designed as a mixed sweeper. Following the idea of it being a flowery assassin it gains access to Agility, and its preexisting access to Swords Dance, Roserade can also support a physical double dancing set. Power Whip offers Roserade a solid physical grass STAB to support it in its new role. Poison Touch encourages using the physical side at bare minimum, however Sludge Bomb offers a 30% poisoning chance if you wish to follow the special route. U-turn is a nice way of granting Roserade momentum, as well as a solid coverage move.

Increased defences on both sides are useful for Roserade fulfilling a defensive supporting role. Access to hazards, status removal, reliable recovery and the ability to grab momentum are what many a support Pokemon would wish for.

Withering
Mega-Roserade suffers from being very average. It's offensive and defensive stats are solid, but far from outstanding. As such, Roserade is a jack of all Trades. It can fill many roles, but none of them phenomenally.

Offensive Steel types have little trouble with Roserade. Its coverage does not suit facing them, while their STAB moves hit unresisted. Defensive Steel types can potentially be stalled out, but it's a slow going affair.
Mega Roserade
Grass Poison -----> Grass Poison
Natural Cure / Technician / Poison Point -----> Technician
60/70/65/125/105/90 -----> 60/75/75/165/115/105
New Moves: + Acid Spray! (Its sweet aroma attracts prey. Then it spews poison. The more toxic it is, the sweeter its aroma).
+ Earth Power (Not as flavorful as I'd like it to be but kinda needed). + Seed Flare? (I know this is Shaymin's sig but it adds to the niche and Leaf Storm kinda contradicts the niche).

Ok so I figured considering we are making so many megas, a lot of pokemon are going to require powerful niches in order to find a place in the meta game. Mega Roserade's niche is Acid Spray + STAB + Technician as well as Seed Flare. The ability to cripple the targets SpD while still doing damage on one turn makes it very easy to 2HKO a large majority of the meta game. This in combination with Roserade's great new special attack will make Roserade into a cool special wall breaker. This niche may seem outclassed by simply using Nasty Plot (which will be true in some cases) because the crippled pokemon can just switch out. However, this will still be better in a lot of situations because it is like setting up and attacking on the same turn. Also Roserade can use Spikes once or twice and then begin Acid Spray spam to force lots of switches and rack up hazard damage. An ideal set would include: Spikes, Acid Spray, Seed Flare, Earth Power.
Roserade
Type: Grass/Poison -> Grass/Poison
Abilities: Natural Cure/Poison Point/Technician -> Entangle (Ingrain on foe)
HP: 60 -> 60
Atk: 70 -> 90 (+20)
Def: 65 -> 85 (+20)
SpA: 125 -> 155 (+30)
SpD: 105 -> 125 (+20)
Spe: 90 -> 100 (+10)
BST: 515 -> 615
Roserade-Mega
Type: Grass/Poison
Stats: 60/70/65/125/105/90>>>60/80/85/155/125/110
Ability: Poison Point/Natural Cure/Technician>>>Technician
Movepool: +Nasty Plot
Roserade (Roseradenite)
Type: Grass/Poison -> Grass/Poison
Abilities: Natural Cure, Poison Point (Technician) -> Natural Cure
New Moves: Aromatherapy, Earth Power

HP: 60 -> 60
Atk: 70 -> 70
Def: 65 -> 95 (+30)
SpA: 125 -> 155 (+30)
SpD: 105 -> 130 (+25)
Spe: 90 -> 105 (+15)
BST: 515 -> 615

Roserade is a fast yet bulky supporter and it's Mega attempts to make that role viable. It's not sweeping any time soon but it has good coverage and can serve as a general attacker with Sleep Powder just to annoy/force switches.
Mega Roserade
Type: Grass/Poison >>> Grass/Poison
Stats: 60/70/65/125/105/90 >>> 60/80(+10)/75(+10)/165(+40)/125(+20)/110(+20)
Ability: Poison Point/Natural Cure/Technician >>> Serene Grace
Movepool: +Nasty Plot


Because it's not Mega Venusaur.


Roserade has always been one of my favorite grass types, and there's a few good reasons why:

1. She has hair like Kakashi Hataki.
2. She has a mask. AND a cape.
3. No other grass type plays the same way.

As far as number 3 goes, allow me to explain.

Venusaur, in the past, was a Chlorophyll sweeper. Amoonguss thrives on stall, and Tangrowth walls you to deal. Ferrothorn does whatever the fuck Ferrothorn does, and Breloom smashes faces (or stalls if you're into that). What ROSERADE does, though, is aggressively hazard stack, and destroy whatever tries to stop it with its nearly-unmatched SAtk (for a Grass-type, anyway).

Or, anyway, that's what it USED to do. The power creep of this generation has been a bit strenuous on our masquerading flower girl, and she has little use outside of UU. Hazard stacking is best left to the Deos, Mega Venusaur hits almost as hard and is vastly bulkier, and Amoonguss brutally outclasses her on stall with Regenerator. So what's Roserade to do?

In my opinion, exactly what she used to, only better. Well, to an extent. Hazard stacking, I'm afraid, will never be her selling point in OU, but a couple of other things might, beginning with:


She has the highest SAtk stat out of any Grass type.


Yes, it's true, her Leaf Storm is something to be feared, as it's going to take a huge chunk out of anything that doesn't resist it (bar the blobs):

252+ SpA Mega Roserade Leaf Storm vs. 4 HP / 0 SpD Garchomp: 319-376 (89.1 - 105%) -- 31.3% chance to OHKO
252+ Mega SpA Roserade Leaf Storm vs. 4 HP / 0 SpD Excadrill: 396-466 (109.3 - 128.7%) -- guaranteed OHKO
252+ SpA Mega Roserade Leaf Storm vs. 252 HP / 0 SpD Gliscor: 354-417 (100 - 117.7%) -- guaranteed OHKO

and just for fun:

252+ SpA Mega Roserade Leaf Storm vs. 252 HP / 0 SpD Quagsire: 1584-1864 (402 - 473%) -- guaranteed OHKO

Her Sludge Bomb is also quite powerful:

52+ SpA Roserade Sludge Bomb vs. 252 HP / 252 SpD Mega Venusaur: 135-160 (37 - 43.9%) -- guaranteed 3HKO

And that's to Mega Venusaur, mind you.

HP Fire, as coverage is always good:

252+ SpA Roserade Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 304-360 (86.3 - 102.2%) -- 18.8% chance to OHKO
252+ SpA Roserade Hidden Power Fire vs. 252 HP / 4 SpD Mega Scizor: 344-408 (100 - 118.6%) -- guaranteed OHKO


Now, her SAtk is clearly amazing, but it was already quite good, so what held her back in performing any sort of sweeper role? The answer there would be her mediocre speed. BUT, I have remedied that, and given her an outstanding base 110, outspeeding the vast majority of the tier (fuck you Keldeo).


So, her offenses are unquestionably quite good, but what about her defenses?


Well, I'm afraid to say, her Defense is garbage. Always has been, always will be. Her SPECIAL Defense, however, is quite nice, and should not be overlooked when finding an ideal set. Specially Defensive Roserade is always an option if you desire longevity over power, and she excels there as well:

252 SpA Choice Specs Keldeo Hidden Power Flying vs. 252 HP / 252+ SpD Roserade: 122-144 (37.6 - 44.4%) -- guaranteed 3HKO
252+ SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Roserade: 221-265 (68.2 - 81.7%) -- guaranteed 2HKO
252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Roserade: 81-96 (25 - 29.6%) -- guaranteed 4HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Roserade: 99-117 (30.5 - 36.1%) -- 43.3% chance to 3HKO

Clearly, she likes taking non-SE hits better than the alternative, but with a combo of Synthesis + raw power, she'll do just fine.


So, now we've got all the numbers n' shit out of the way, let's talk flava.


I thought Serene Grace would be an excellent ability on Roserade. Sludge Bomb now has a 60% chance to poison, you can now add Shadow Ball to her movepool to abuse a 40% chance for a SDef drop, and it fits well aesthetically. Roserade is based off of a patron attending a masquerade ball, so naturally there'd be an air of grace about her, and it certainly seems more fitting than Technician.


I'll be honest, I'm quite looking forward to using Mega Roserade. An OU Grass-type Mega NOT named Mega Venusaur? Sign me right the fuck up.
Mega Roserade

Type: Grass/Poison -----> Grass/Poison
Ability: Poison Point/Natural Cure/Technician -----> Greedy (this Pokemon recovers 50% more HP from any draining move)
New Moves: None

HP: 60 -> 60
Atk: 70 -> 70
Def: 65 -> 105 (+40)
SpA: 125 -> 145 (+20)
SpD: 105 -> 115 (+10)
Spe: 90 -> 120 (+30)

Abridged concept: Bitchly SubSeeder that wants all of your HP. Due to its naturally low HP stat, Giga Drain and Leech Seed will heal massive portions of Roserade's health, especially if fully invested in speed and special attack. It suffers a little from 4MSS, but a trapper like Magnezone can be used to handle the likes of Ferrothorn. It can act as a SubSeed Sweeper with Sludge Bomb and Giga Drain/HP Fire for coverage, or just as a general annoyance throughout the match with Sleep Powder thrown onto one of its sets.

Why did I make this? BECAUSE IT'S DIFFERENT FROM MEGA VENU. Mega Roserade will fuck your shit up.
Roserade
Grass/Poison
Natural Cure/Poison Point/Technician --> Technician
60/70/65/125/115/90 --> 60/80/85/175/125/100
New Moves: Acid Spray, Draining Kiss
Technician stays in this entry because Techinician is cool and really good with Hidden Power. This entry boosts Roserade's already high Special attack to Mega Alakazam levels and gives it a couple new toys to use with Technician. Draining Kiss gives it another draining move and is an alternative to Dazzling Gleam while Clear Smog is super-threatening to switch-ins and can make dealing with certain special walls easier.



kricketune.gif

Kricketune

Typing: Bug -----> Bug
Abilities: Swarm / Technician -----> Swordsman (boosts cutting and slashing moves by 1.5x)
BST: 77/85/51/55/51/65 -----> 77/135/51/55/51/115
New Moves: Psycho Cut

Swordsman, courtesy of the creator of Mega Samurott, boosts cutting and slashing moves by 1.5x. This gives X-Scissor, Mega Kricketune's main STAB, a great base 120 BP without any drawbacks. Aerial Ace also gets the same boost as it would under Technician, bringing it up to 90 BP, while Night Slash and Psycho Cut both have a nifty 105 BP and high critical hit ratios. With three of these moves and Swords Dance, Mega Kricketune could pull off a decent physical sweeping set. I avoided the Flying-type here because it would put Kricketune in direct competition with Mega Pinsir; similarly, I considered the Steel-type, but that would encroach on Mega Scizor. The 100-point boost was split between Attack and Speed, since Kricketune needs all the help it can get. It's not stellar, but considering that this is Kricketune we're working with, it's a pretty decent upgrade from its base form.
Mega Kricketune
Typing: Bug ----> Bug/Normal
Abilities: Swarm/Technician ----> Musician (Sound-based move boosted by 1.5x)
BST: 77/85/51/55/51/65 ----> 77/100/56/110/66/75
New Moves: Shadow Ball, Boomburst, Nasty Plot

Mixed sweeper(?) Kricketune :D
With this, MegaKrick can either do Swords Dance or Nasty Plot and try to sweep. Still slow though. The ability is based on the fact that Kricketune looks just like a violin, a shame that there are so few sound-based moves ._. On the special side, Boomburst murders most things that are not resistant to Normal, while Bug Buzz and Shadow Ball acts as coverage, plus Nasty Plot to boost the lacking power; While on the physical side, Swords Dance combined with X-Scissors, Knock Off and Return can take out special walls with surprise. The additional normal type is useful for stopping Ghost-type moves, and it's not like the lost Fighting resist would've saved MegaKrick from most Fighting moves. Problem is that MegaKrick's coverage is really lacking, and its offense is still meh for a Mega. Not to mention, MegaKrick is also frail, and would probably find a hard time to set-up.
Kricketune
Type: Bug → Bug/Flying
Ability: Swarm (Technician) → Brute Force*
Stats: 77/85/51/55/51/65 → 77/135(+50)/61(+10)/55/61(+10)/105(+40)
New Moves: Chatter (1), Parting Shot (2), Boomburst (3)

*Brute Force- All attacks from user use it’s Attack stat

Ok, I know what you’re thinking. I gave it Brute Force. Why? Because you don’t have to be buff and mindless to be a brute, you can just be ruthless. My Mega Kricketune is akin to a ninja, but this ninja is not silent. It uses it’s sound to bewilder and confuse it’s prey (1), while whispering threats into it’s ear (2). Finally, if it’s regular attacks are not enough, it lets loose a horrific, explosive shriek to finish off it’s poor prey (3). You do NOT wanna mess with this mofo, no sir!
Kricketune

Typing: Bug -----> Bug/Ghost
Abilities: Swarm / Technician -----> Dirge (This Pokemon begins singing a sad song, causing a perish song upon Switch in)
Stats: 77/85/51/55/51/65>>>>77/105/91/55/91/65
New Moves: Shadow Sneak, U-Turn, Nightshade

Concept: Fuck Pass teams in the hole with their own batons! It's time to make them switch or die. Kricketune also has a force switch from this ability, so it is a double edge sword. Either way, it has a REALLY unique niche. It becomes a ghost because dirges are songs of death. Kinda need to yield up the ghost.

Also, Kricketune learns Infestation... too bad it's not good because they WILL switch.

The survival is... decent, I guess, not that it matters. Kricketune won't stay in for more than 3 turns at a time anyway.


It looks broken at a cursory glance if you're a mouth breathing basement dweller, but if you're a REALLY big basement dweller you'll have enough time to see through the flaws and how it could be used against you. Kricketune lures out Pursuiters like crazy since it will need to switch or die, meaning it could trap itself.
Mega Kricketune
Type: Bug ----> Bug
Ability: Swarm (Technician) ----> Rubato*
77/85/51/55/51/65 ----> 77/125/56/55/56/115
*All moves become sound based and are boosted by 1/3.

For those of you not familiar with musical terms, rubato basically ques a musician that he's welcome to freely sway the tempo to give a musical piece more emotion. Basically - anything written by Chopin. In the Pokemon world, this was the best way I thought to utilize Kricketune's music flavor without relying on that crap he calls special attack.

If you were worried about kriketune not being a relevant threat, fear not; 125 'Rubato' boosted base attack coupled with the ability to completely ignore substitutes is death. For reference, Charizard X has 130 base attack boosted by tough claws. Unlike mega zard, however, you've got an amazing 115 speed tier to work with, outrunning genies and musketeers. If you can somehow manage to set-up with those lovely defensive stats, you can pretty much mow 90% of the metagame at +2. On a lighter note, you're walled to hell and back by sound proof Mr. Mime, which I personally think is hilarious.
Kricketune
Type: Bug/Flying
Ability: Aerialate
77/85/51/55/51/65---->77/145/51/55/51/105
If your'e wondering how much this can do...
252 Atk Aerilate Kricketune Return vs. 252 HP / 4 Def Deoxys-D: 156-184 (51.3 - 60.5%) -- guaranteed 2HKO
But...
4 Atk Mew Acrobatics (110 BP) vs. 4 HP / 0 Def Kricketune: 272-320 (91.8 - 108.1%) -- 50% chance to OHKO
Still pretty frail.
The goal of this is to hid hard and fast, like many other pokemon.
Kricketune
Type: Bug-> Bug/Normal
Ability: Huge Power
77 / 85 / 51 / 55 / 51 / 65 -> 79 / 105 / 61 / 65 / 71 / 105
+ Quick Attack

Fastest pokemon with Huge Power, but still rather frail. It can run Knock Off for ghosts and has Swords Dance for boosting (having effectively 1156 after a single boost). It also a good offensive Sticky Web user and has bulk to survive a few resisted attacks. Be careful of SR and slow first-turn speed.
Mega-Kricketune
Type - Bug
Ability - Rhythm: When Kricketune is your active Pokemon, opposing Pokemon become locked into their most recently used move (like a choice item).
Stats - 77/120/66/55/66/100 - BST: 484
New moves - U-turn

Play style
Mega-Kricketune needed a somewhat overpowered ability to make it viable. Playing on its musical background, Rhythm is its new ability. Kricketune enraptures its foes with its music, coercing them into using the same moves over and over. This makes Kricketune an excellent stall breaker on Pokemon which are setting up, Protecting or using Hazards. U-turn removes Kricketune to safety, all while gaining the initiative; a perfect move for a Pokemon which forces switches. Solid boosts to physical attack and speed helps keep you ahead of your foes.

Untuned
Despite having a very powerful ability in Rhythm, Mega-Kricketune is far from broken. Horrid defences prevent it from switching in on many foes, and even defensive Pokemon can deal significant damage if you're not careful. Predicted switches in response to Kricketune coming in can also cause you hassels. 100 speed is not enough to outspeed many offensive threats, so you may find yourself falling victim to your own momentum stripping trap.
Kricketune (Kricketunite)
Type: Bug -> Bug/Dragon
Abilities: Swarm (Technician) -> Huge Power
New Moves: Dragon Dance, Dragon Claw, Sacred Sword

HP: 77 -> 77
Atk: 85 -> 105 (+20)
Def: 51 -> 71 (+20)
SpA: 55 -> 55
SpD: 51 -> 71 (+20)
Spe: 65 -> 105 (+40)
BST: 384 -> 484

Kricketune really needs something ridiculous to be useful. In comes Huge Power, a Dragon typing, and Dragon Dance. It has SD too, so go wild.
Kricketune
Bug --> Bug/Fighting
Ability: Swarm/Techincian --> Tap Tap Revenge (Multiplies power of a move by 1.5 when a move is used in succession)
77/85/51/55/51/65 --> 77/125/61/55/61/105
New Moves: Sucker Punch, Close Combat, Mach Punch
I really don't know what I'm thinking with this entry, but it might be crazy enough to work (probably not). Remember Fury Cutter? Well this is the one Pokemon that could probably use Fury Cutter successfully in the metagame. Kricketune also has fairly spammable moves/moves that can be used on weakened Pokemon like Power-Up Punch, Fell Stinger, Mach Punch, Knock Off and such...I guess you can think of it as a stranger Moxie? I can't really explain myself. How about I show a calc?
252 Atk Mega Kricketune Close Combat vs. 252 HP / 232+ Def Skarmory: 109-130 (32.6 - 38.9%) -- guaranteed 3HKO after Stealth Rock
252 Atk Mega Kricketune Close Combat (on second consecutive turn) vs. 252 HP / 232+ Def Skarmory: 165-195 (49.4 - 58.3%) -- 98.4% chance to 2HKO
This means it has a chance to 2HKO one of the bulkiest physical walls in the metagame on the switch-in. I would probably use a set like this if I were to use Mega Kricketune in OU:
Kricketune @ Kricketite
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Close Combat
- Fury Cutter/X-Scissor
- Mach Punch/Sucker Punch
It would set up a substitute for revenge killers and the like and then begin to spam something. Swords Dance could be put on here, but it is hard to give up STAB and priority. Mega Kricketune is incredibly Talonflame weak, but really, what isn't these days? I hope that I have given you at least an okay idea of what Mega Kricketune is all about, though I doubt that I have.
Mega Kricketune
Typing: Bug --> Bug / Dragon
Ability: Swarm / Technician --> Technician
Stats:
Hp: 77
Attack: 85 --> 135 (+50)
Defense: 51 --> 66 (+15)
Sp. Atk: 55 --> 55 (+0)
Sp. Def: 51 --> 61 (+10)
Speed: 65 --> 90 (+25)
Moves: Dragon Dance, Dual Chop, Outrage

Small note that I am not going to make these entries with as much explaining as I used to because it takes a lot of time. So flavor wise this really makes like 0% sense, Kricketune doesn't learn any Dragon moves, none of it's Pokedex entries say anything about a Dragon and it doesn't look as intimidating as let's say any Dragon aside from maybe Altaria. However let's face it, if we were keeping Kricketune's original flavor he would either suck or have Huge Power and I wanted to be original. Besides Mega Pinsir pulled wings out of his butt so Kricketune can just be a Dragon if he wants to be.

Battle wise this would make Kricketune would be OU viable. However if you look at the stats and the beautiful art I made you will see that it is really similar to Dragonite. However it does have a few advantages over Dragonite like Bug type STAB and Technician. With Technician Kricketune can also hit quite hard:

252+ Atk Dragonite Outrage vs. 0 HP / 0 Def Manaphy: 220-261 (64.5 - 76.5%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Technician Kricketune Dual Chop (2 hits) vs. 0 HP / 0 Def Manaphy: 336-396 (98.5 - 116.1%) -- approx. 93.8% chance to OHKO

And that is with Kricketune being Jolly and Dragonite having and Adamant nature. Kricketune might find a hard time setting up a Dragon Dance but if you can get one up you will almost be guaranteed to sweep. Ow yeah Kricketune also has Knock Off over Dragonite. So in short Kricketune would be similar to Dragonite with enough differences to set it apart and give it a unique niche.
Mega-Kricketune
Type: Bug -> Bug
Ability: Swarm/Technician -> Odd Rhythm (every time this pokemon attacks, it's attack and special increase by 1.2x maxes out at 2.0x)
Stats: 77/85/51/55/51/65 -> 77/140 (+55)/51/55/51/110 (+45)
New Moves: Fake Out, Psycho Cut, and Poison Jab
The first question that usually comes to mind when creating a mega is: what does the pokemon do in the current meta? does it have any niches that could be further expanded? The answer with kricketune is: no. Kricketune is one of the few pokemon that doesn't even have a slight niche in nu. Heck, I doubt he would stand a chance in pu if it existed in gen 6. However, it doesn't always have to be so. This mega's stats and moveset would probably set it at upper ru. But he still has a niche that will put him higher. His ability. Odd rhythm allows it's power to increase every time it attacks. It's pretty much the metronome item on steroids... a lot of steroids. The new moves are also a vital part of his gameplay. Fake out in particular, while not 100% necessary, is a huge contribution to Kricketune. It nearly guarantees a boost from his ability, while also breaking sturdy and focus sashes. Psycho cut and poison jab are mostly there for coverage, but they are sorely needed because, have you even looked at his coverage? It sucks. His main problem is getting his ability boosted enough to ko anything. This, however can be solved by sending him out against a weakened foe and fake out + sucker punch (or another attack move). That allows him to get two boosts up and essentially put him at 194 attack. While this is not a meta breaker by any means, if used correctly, he can make a valuable member on any team.

This post is up-to-date as of 10:03 PM EST
 
Last edited:
Roserade
Grass/Poison
Natural Cure/Poison Point/Technician --> Technician
60/70/65/125/115/90 --> 60/80/85/175/125/100
New Moves: Acid Spray, Draining Kiss
Technician stays in this entry because Techinician is cool and really good with Hidden Power. This entry boosts Roserade's already high Special attack to Mega Alakazam levels and gives it a couple new toys to use with Technician. Draining Kiss gives it another draining move and is an alternative to Dazzling Gleam while Clear Smog is super-threatening to switch-ins and can make dealing with certain special walls easier.
 
Do we really Mega Electrode X though? We already have another Mega Electrode and it's so similar to Jolteon, there's really no reason to have it. Another problem is that some Megas like Farfectch'd and Stantler are so weak nobody will use them
I propose scrapping Mega Electrode X entirely, for then we'd still have a Mega Electrode and a unique Mega Jolteon
I'd rather not, personally. Mega-Electrode-X, while similar to Jolteon will generally be overlooked in favour of Jolteon so far as pure offence goes. Electrode-X, however, still offers a lovely offensive-support blend which, while not as offensive as Jolteon, can give you options you wouldn't otherwise have in that situation. Not to mention that Generator Electrode is simply fantastic flavour wise (in my opinion).

So far as Mega-Evolutions which will be outclassed; it was bound to happen. We can't realistically put them all on a level playing field. I think I heard some talk about potentially having multiple Mega-Evolutions in one match for this mod. If that does happen, these Megas may become more viable as they're no longer taking up that one all important slot.
 
I'd rather not, personally. Mega-Electrode-X, while similar to Jolteon will generally be overlooked in favour of Jolteon so far as pure offence goes. Electrode-X, however, still offers a lovely offensive-support blend which, while not as offensive as Jolteon, can give you options you wouldn't otherwise have in that situation. Not to mention that Generator Electrode is simply fantastic flavour wise (in my opinion).

So far as Mega-Evolutions which will be outclassed; it was bound to happen. We can't realistically put them all on a level playing field. I think I heard some talk about potentially having multiple Mega-Evolutions in one match for this mod. If that does happen, these Megas may become more viable as they're no longer taking up that one all important slot.

I know that Megas will be outclassed, but Mega Stantler and Mega Farfetch'd are just so hilariously bad. Farfetch'd, while powerful, is slow, frail and lacks priority, meaning that it loses to practically any offensive Pokemon. While Stantler has terrible offensive stats, terrible offensive typing, no bulk, a useless ability and is outclassed by non-Megas like Alakazam and Latios
 
kricketune.gif

Mega-Kricketune
Type: Bug -> Bug
Ability: Swarm/Technician -> Odd Rhythm (every time this pokemon attacks, it's attack and special increase by 1.2x maxes out at 2.0x)
Stats: 77/85/51/55/51/65 -> 77/140 (+55)/51/55/51/110 (+45)
New Moves: Fake Out, Psycho Cut, and Poison Jab​

The first question that usually comes to mind when creating a mega is: what does the pokemon do in the current meta? does it have any niches that could be further expanded? The answer with kricketune is: no. Kricketune is one of the few pokemon that doesn't even have a slight niche in nu. Heck, I doubt he would stand a chance in pu if it existed in gen 6. However, it doesn't always have to be so. This mega's stats and moveset would probably set it at upper ru. But he still has a niche that will put him higher. His ability. Odd rhythm allows it's power to increase every time it attacks. It's pretty much the metronome item on steroids... a lot of steroids. The new moves are also a vital part of his gameplay. Fake out in particular, while not 100% necessary, is a huge contribution to Kricketune. It nearly guarantees a boost from his ability, while also breaking sturdy and focus sashes. Psycho cut and poison jab are mostly there for coverage, but they are sorely needed because, have you even looked at his coverage? It sucks. His main problem is getting his ability boosted enough to ko anything. This, however can be solved by sending him out against a weakened foe and fake out + sucker punch (or another attack move). That allows him to get two boosts up and essentially put him at 194 attack. While this is not a meta breaker by any means, if used correctly, he can make a valuable member on any team.
 
I know that Megas will be outclassed, but Mega Stantler and Mega Farfetch'd are just so hilariously bad. Farfetch'd, while powerful, is slow, frail and lacks priority, meaning that it loses to practically any offensive Pokemon. While Stantler has terrible offensive stats, terrible offensive typing, no bulk, a useless ability and is outclassed by non-Megas like Alakazam and Latios
You are right. Those will horribly low stats are more or less just being brought back into the fold. Unfortunately, with the restrictions on making Mega-Evolutions there isn't much we can do about it.
 
kricketune.gif

Mega-Kricketune
Type: Bug -> Bug
Ability: Swarm/Technician -> Odd Rhythm (every time this pokemon attacks, it's attack and special increase by 1.2x maxes out at 2.0x)
Stats: 77/85/51/55/51/65 -> 77/140 (+55)/51/55/51/110 (+45)
New Moves: Fake Out, Psycho Cut, and Poison Jab​

The first question that usually comes to mind when creating a pokemon is: what does the pokemon do in the current meta? does it have any niches that could be further explored? The answer with kricketune is: nothing. Kricketune is one of the few pokemon that doesn't even have a slight niche in nu. Heck, I doubt he would stand a chance in pu if it existed in gen 6. However, it doesn't always have to be so. In this mega, the stats and moveset would probably set it at upper ru. But he still has a niche. His ability. Odd rhythm allows it's power to increase every time it attacks. It's pretty much the metronome item on steroids... a lot of steroids. The new moves are also a vital part of his gameplay. Fake out in particular, while not 100% necessary, is a huge contribution to Kricketune. It nearly guarantees a boost from his ability, while also breaking sturdy and focus sashes. Psycho cut and poison jab are mostly there for coverage, but they are sorely needed because, have you even looked at his coverage? It sucks. His main problem is getting his ability boosted enough to ko anything. This, however can be solved by sending him out against a weakened foe and fake out + sucker punch (or another attack move). That allows him to get two boosts up essentially puts him at 194 attack. While this is not a meta breaker by any means, if used correctly, he can make a valuable member on any team.

For Odd Rhythm does it go 1->1.2->1.4->1.6->1.8->2 or 1->1.2->1.44->1.728->2?
 
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