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Mega Honchkrow
Dark / Flying ----> Dark / Flying
Insomnia / Super Luck / Moxie ----> Technician
100 / 125 / 52 / 105 / 52 / 71 (505) ----> 100 / 155 (+30) / 92 (+40) / 115 (+10) / 92 (+40) / 51 (-20)
New Moves: Bulk Up
Mega Honchkrow plays rather differently from his original form in the sense that he becomes a tankish mixed wallbreaker. With 155 / 115 offenses and Technician, Mega Honchkrow hits very hard, as his Brave Birds and Sucker Punches pack an extra punch now, and Incinerate, Air Cutter, and Hidden Power get a nice power-up. his Speed was dropped to bring his defenses up to great levels, and Roost ensures he lasts in a fight for a while. the best part is he can still sweep teams with Sucker Punch. Plus, Bulk Up allows for some interesting bulky sweeping, and Calm Mind is already there for the special side of things.
Dark / Flying ----> Dark / Flying
Insomnia / Super Luck / Moxie ----> Technician
100 / 125 / 52 / 105 / 52 / 71 (505) ----> 100 / 155 (+30) / 92 (+40) / 115 (+10) / 92 (+40) / 51 (-20)
New Moves: Bulk Up
Mega Honchkrow plays rather differently from his original form in the sense that he becomes a tankish mixed wallbreaker. With 155 / 115 offenses and Technician, Mega Honchkrow hits very hard, as his Brave Birds and Sucker Punches pack an extra punch now, and Incinerate, Air Cutter, and Hidden Power get a nice power-up. his Speed was dropped to bring his defenses up to great levels, and Roost ensures he lasts in a fight for a while. the best part is he can still sweep teams with Sucker Punch. Plus, Bulk Up allows for some interesting bulky sweeping, and Calm Mind is already there for the special side of things.
Mega Honchkrow
Dark / Flying ----> Dark / Flying
Insomnia / Super Luck / Moxie ----> Tough Claws
100 / 125 / 52 / 105 / 52 / 71 ----> 100 / 150 / 90 / 125 / 90 / 50
New Moves: Wild Charge, Stone Edge
Concept: Honchkrow's talons become razor sharp like hell itself!
Either way, 100/90/90 defenses with 2 immunities is great. Boltbeam/rock weakness is not cool or fun, but is able to be worked around and between Roost and its ability, it can stay alive fairly well. It's fairly slow, but Sucker Punch can work around that. With Tough Claws, it can easily afford to ease up on its offenses in favor of a defensive stat.
252+ Atk Mega Tyranitar Stone Edge vs. 252 HP / 252+ Def Honchkrow: 330-390 (81.6 - 96.5%) -- guaranteed 2HKO after sandstorm damage
That's a feat of defense right there. Not to mention, your Superpower kills it anyway with no investment, but wouldn't without Tough Claws.
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Honchkrow: 192-226 (47.5 - 55.9%) -- 78.5% chance to 2HKO
It goes without saying that Brave Bird is a surefire kill in return. What do you mean I stole the idea for Tough Claws from Theorymons? That's ridiculous!
Dark / Flying ----> Dark / Flying
Insomnia / Super Luck / Moxie ----> Tough Claws
100 / 125 / 52 / 105 / 52 / 71 ----> 100 / 150 / 90 / 125 / 90 / 50
New Moves: Wild Charge, Stone Edge
Concept: Honchkrow's talons become razor sharp like hell itself!
Either way, 100/90/90 defenses with 2 immunities is great. Boltbeam/rock weakness is not cool or fun, but is able to be worked around and between Roost and its ability, it can stay alive fairly well. It's fairly slow, but Sucker Punch can work around that. With Tough Claws, it can easily afford to ease up on its offenses in favor of a defensive stat.
252+ Atk Mega Tyranitar Stone Edge vs. 252 HP / 252+ Def Honchkrow: 330-390 (81.6 - 96.5%) -- guaranteed 2HKO after sandstorm damage
That's a feat of defense right there. Not to mention, your Superpower kills it anyway with no investment, but wouldn't without Tough Claws.
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Honchkrow: 192-226 (47.5 - 55.9%) -- 78.5% chance to 2HKO
It goes without saying that Brave Bird is a surefire kill in return. What do you mean I stole the idea for Tough Claws from Theorymons? That's ridiculous!
Mega Honchkrow
Typing: Dark/Flying ----> Dark/Flying
Abilities: Insomnia/Super Luck/Moxie ----> Intimidate
BST: 100/125/52/105/52/71 ----> 100/151/70/109/98/77
New Moves: Bulk Up, Earthquake
After revenge killing with Sucker Punch and nabbing the Moxie boost, Honchkrow can mega evolve for higher bulk and Intimidate. Honchkrow has a good base 100 HP, which combined with a base 70 Defense and Intimidate, can actually survive Mega Garchomp's Stone Edge under Sand. Bulk Up can further boost Mega Honchkrow's Atk and Def, and Earthquake is an alternative to Superpower, which lowers the user's Atk and Def.
Typing: Dark/Flying ----> Dark/Flying
Abilities: Insomnia/Super Luck/Moxie ----> Intimidate
BST: 100/125/52/105/52/71 ----> 100/151/70/109/98/77
New Moves: Bulk Up, Earthquake
After revenge killing with Sucker Punch and nabbing the Moxie boost, Honchkrow can mega evolve for higher bulk and Intimidate. Honchkrow has a good base 100 HP, which combined with a base 70 Defense and Intimidate, can actually survive Mega Garchomp's Stone Edge under Sand. Bulk Up can further boost Mega Honchkrow's Atk and Def, and Earthquake is an alternative to Superpower, which lowers the user's Atk and Def.
Honchkrow (Honchkrowite)
Type: Dark/Flying -> Dark/Flying
Abilities: Insomnia, Super Luck (Moxie) -> Prankster
New Moves: Bulk Up, Memento
HP: 100 -> 100
Atk: 125 -> 135 (+10)
Def: 52 -> 72 (+20)
SpA: 105 -> 125 (+20)
SpD: 52 -> 72 (+20)
Spe: 71 -> 101 (+30)
BST: 505 -> 605
Murkrow gets Prankster... why shouldn't Honchkrow? Moxie is cool and all but with access to T-wave, Confuse Ray, Nasty Plot, Roost, CM Haze, Mean Look, Perish Song, Tailwind, Featherdance, and now Bulk Up... it can fill so many roles thanks to Prankster.
Type: Dark/Flying -> Dark/Flying
Abilities: Insomnia, Super Luck (Moxie) -> Prankster
New Moves: Bulk Up, Memento
HP: 100 -> 100
Atk: 125 -> 135 (+10)
Def: 52 -> 72 (+20)
SpA: 105 -> 125 (+20)
SpD: 52 -> 72 (+20)
Spe: 71 -> 101 (+30)
BST: 505 -> 605
Murkrow gets Prankster... why shouldn't Honchkrow? Moxie is cool and all but with access to T-wave, Confuse Ray, Nasty Plot, Roost, CM Haze, Mean Look, Perish Song, Tailwind, Featherdance, and now Bulk Up... it can fill so many roles thanks to Prankster.
Honchkrow
Dark/Flying ----> Dark/Flying
Insomnia/Super Luck/Moxie ----> Gale of Darkness – Gives priority to Dark-Type Moves (dark version of Galeforce Wings)
100/125/52/105/52/71 {505} ---> 100/150 (+25)/108 (+56)/110 (+5)/52/85 (+14) {605}
New Moves: Knock Off, Dark Void, Punishment
Concept: Boasting some amped Attack, Special Attack, and Defense, Mega Honchkrow is something to fear, plus, look out psychics and ghosts, Gale of Darkness which is totally not a reference to anything at all will allow moves like Knock Off to hit first and hit hard if they don’t switch. Having priority means status moves like Dark Void will make Mega Krow an effective tool to stop, and even reverse, sweepers. The boost to attack power gives moves like Night Slash, Sucker Punch, and even Payback a huge advantage. With some extra stat boosts, Mega Krow will be able to handle some otherwise nasty hits and smack back with status or straight up power. Flavor wise, Gale of Darkness makes Mega Krow a dark version of Talonflame, which I figured would be fun to have.
Here’s a potential move set:
Mega Honchkrow @ Honchkrowite
Ability: Gale of Darkness
EVs: 252 Atk (or 252 SpA) / 152 Def / 104 Spd
Adamant/Quiet/Modest Nature
- Dark Void
- Sucker Punch/Knock Off/Pursuit/Dark Pulse
- Roost/Punishment
- Brave Bird/Psychic
Dark Void would make for a great opening move that would really mess up someone’s entire lead strategy. The wide variety of dark-type physical or special attacks makes Mega Krow a mixed asset that can take down physical or special bulk. Roost gives MK some nice recovery and brave bird gives him STAB. On the other side, using a combination of Sucker Punch and Punishment would work well. You could fool them into “setting up” on you by spamming Sucker Punch for a while, then smack them hard with a priority Punishment. Hmm…. I might try that actually…
Dark/Flying ----> Dark/Flying
Insomnia/Super Luck/Moxie ----> Gale of Darkness – Gives priority to Dark-Type Moves (dark version of Galeforce Wings)
100/125/52/105/52/71 {505} ---> 100/150 (+25)/108 (+56)/110 (+5)/52/85 (+14) {605}
New Moves: Knock Off, Dark Void, Punishment
Concept: Boasting some amped Attack, Special Attack, and Defense, Mega Honchkrow is something to fear, plus, look out psychics and ghosts, Gale of Darkness which is totally not a reference to anything at all will allow moves like Knock Off to hit first and hit hard if they don’t switch. Having priority means status moves like Dark Void will make Mega Krow an effective tool to stop, and even reverse, sweepers. The boost to attack power gives moves like Night Slash, Sucker Punch, and even Payback a huge advantage. With some extra stat boosts, Mega Krow will be able to handle some otherwise nasty hits and smack back with status or straight up power. Flavor wise, Gale of Darkness makes Mega Krow a dark version of Talonflame, which I figured would be fun to have.
Here’s a potential move set:
Mega Honchkrow @ Honchkrowite
Ability: Gale of Darkness
EVs: 252 Atk (or 252 SpA) / 152 Def / 104 Spd
Adamant/Quiet/Modest Nature
- Dark Void
- Sucker Punch/Knock Off/Pursuit/Dark Pulse
- Roost/Punishment
- Brave Bird/Psychic
Dark Void would make for a great opening move that would really mess up someone’s entire lead strategy. The wide variety of dark-type physical or special attacks makes Mega Krow a mixed asset that can take down physical or special bulk. Roost gives MK some nice recovery and brave bird gives him STAB. On the other side, using a combination of Sucker Punch and Punishment would work well. You could fool them into “setting up” on you by spamming Sucker Punch for a while, then smack them hard with a priority Punishment. Hmm…. I might try that actually…
Mega Honchkrow
Dark/Flying -> Dark/Flying
Insomnia/Super Luck/Moxie -> Intimidate
HP: 100 -> 100
Atk: 125 -> 155 (+30)
Def: 52 -> 82 (+30)
SpA: 105 -> 125 (+20)
SpD: 52 -> 52
Spe: 71 -> 91 (+20)
BST: 505 -> 605
Dark/Flying -> Dark/Flying
Insomnia/Super Luck/Moxie -> Intimidate
HP: 100 -> 100
Atk: 125 -> 155 (+30)
Def: 52 -> 82 (+30)
SpA: 105 -> 125 (+20)
SpD: 52 -> 52
Spe: 71 -> 91 (+20)
BST: 505 -> 605

Mega Drifblim
Ghost/Flying -> Ghost/Flying
Aftermath / Unburden / Flare Boost -> Slow Start
150/80/44/90/54/80 -> 150/100/84/130/94/40
Moves: Trick Room, Skill Swap as level up move, Wish
Hot Air Balloons aren't very fast. That is a fact. Sure they may pick up speed when the wind blows but that's going to take a while. And even then, there are WAY faster things out there than them. Mega Drifblim takes that to heart by being one of the only Pokemon with a negative ability to actually USE it to its COMPLETE advantage (Sure Entrainment Truant Durant is a thing, but it still has to suffer from it). It's simple when you look at it. A super slow Pokemon...with Slow Start...and Trick Room and Skill Swap. Hmm...what shall I do with that?
Effectively, go cripple the opponent's team with this. It doesn't matter how, but this thing has got the defenses to survive a lot of stuff and do what you want to do. It's got Wish for healing. And it can get rid of its negative ability with Skill Swap or use it for even more fun with Trick Room. Use Skill Swap and Will-o-Wisp on a physical attacker to completely shut it down if you want! That's a fun thing...
Ghost/Flying -> Ghost/Flying
Aftermath / Unburden / Flare Boost -> Slow Start
150/80/44/90/54/80 -> 150/100/84/130/94/40
Moves: Trick Room, Skill Swap as level up move, Wish
Hot Air Balloons aren't very fast. That is a fact. Sure they may pick up speed when the wind blows but that's going to take a while. And even then, there are WAY faster things out there than them. Mega Drifblim takes that to heart by being one of the only Pokemon with a negative ability to actually USE it to its COMPLETE advantage (Sure Entrainment Truant Durant is a thing, but it still has to suffer from it). It's simple when you look at it. A super slow Pokemon...with Slow Start...and Trick Room and Skill Swap. Hmm...what shall I do with that?
Effectively, go cripple the opponent's team with this. It doesn't matter how, but this thing has got the defenses to survive a lot of stuff and do what you want to do. It's got Wish for healing. And it can get rid of its negative ability with Skill Swap or use it for even more fun with Trick Room. Use Skill Swap and Will-o-Wisp on a physical attacker to completely shut it down if you want! That's a fun thing...
Mega Drifblim
Ghost/Flying
Aftermath/Unburden/Flare Boost>>>Motor Drive
150/80/44/90/54/80>>>150/85/74/115/84/90
New Moves: Electrify
Concept: Mega Blimp is what Hindenburg wishes it were: motorized! The motor gives it a better purpose than you think: passing! Pass that boost and enjoy your thunder immunity! Do what unburden never could, and pass speed!
Ghost/Flying
Aftermath/Unburden/Flare Boost>>>Motor Drive
150/80/44/90/54/80>>>150/85/74/115/84/90
New Moves: Electrify
Concept: Mega Blimp is what Hindenburg wishes it were: motorized! The motor gives it a better purpose than you think: passing! Pass that boost and enjoy your thunder immunity! Do what unburden never could, and pass speed!
Mega Drifblim
Ghost / Flying -----> Ghost / Flying
Aftermath / Unburden / Flare Boost -----> After Burner
*Flare boost clone that also burns upon obtaining ability.*
150/80/44/90/54/80 -----> 150/80/69/120/79/100
New Moves: Overheat
Given that Drifblim is the only pokemon that receives Flare Boost, I thought it would be cool if it could actually utilize such a cool ability. I knew this would be impossible without holding a flame orb so I tweaked the ability accordingly. Drifblim is now a powerful special sweeper that cannot be worn down quickly by toxic. Overheat gives Drifblim a powerful coverage move.
Ghost / Flying -----> Ghost / Flying
Aftermath / Unburden / Flare Boost -----> After Burner
*Flare boost clone that also burns upon obtaining ability.*
150/80/44/90/54/80 -----> 150/80/69/120/79/100
New Moves: Overheat
Given that Drifblim is the only pokemon that receives Flare Boost, I thought it would be cool if it could actually utilize such a cool ability. I knew this would be impossible without holding a flame orb so I tweaked the ability accordingly. Drifblim is now a powerful special sweeper that cannot be worn down quickly by toxic. Overheat gives Drifblim a powerful coverage move.
Mega Drifblim
Typing: Ghost/Flying ----> Ghost/Flying
Abilities: Aftermath/Unburden/Flare Boost ----> Clear Sky (Cancels ongoing weather; prevents weather from starting as long as the ability wielder is on field.)
BST: 150/80/44/90/54/80 ----> 150/70/64/140/74/100
New Moves: Nasty Plot, Focus Blast, Air Slash
Mega Drifblim is intended to be used against mostly slower weather starters and abusers. With the Clear Sky ability, opponents with abilities such as Chlorophyll, Swift Swim or Sand Force loses their use, and can greatly dent the strength of weather teams. Mega Drifblim possess decent bulk as well; allowing it to set up Nasty Plot. However, even with the bulk Mega Drifblim isn't exactly tankish, and can be taken down via powerful moves.
Typing: Ghost/Flying ----> Ghost/Flying
Abilities: Aftermath/Unburden/Flare Boost ----> Clear Sky (Cancels ongoing weather; prevents weather from starting as long as the ability wielder is on field.)
BST: 150/80/44/90/54/80 ----> 150/70/64/140/74/100
New Moves: Nasty Plot, Focus Blast, Air Slash
Mega Drifblim is intended to be used against mostly slower weather starters and abusers. With the Clear Sky ability, opponents with abilities such as Chlorophyll, Swift Swim or Sand Force loses their use, and can greatly dent the strength of weather teams. Mega Drifblim possess decent bulk as well; allowing it to set up Nasty Plot. However, even with the bulk Mega Drifblim isn't exactly tankish, and can be taken down via powerful moves.
Drifblim (Drifblimite)
Type: Ghost/Flying -> Ghost/Flying
Abilities: Aftermath, Unberden (Flare Boost) -> Magic Bounce
New Moves: Flamethrower, Air Slash, Roost
HP: 150 -> 150
Atk: 80 -> 80
Def: 44 -> 74 (+30)
SpA: 90 -> 110 (+20)
SpD: 54 -> 84 (+30)
Spe: 80 -> 100 (+20)
BST: 498 -> 598
Balloons are bouncy so Magic Bounce. It gives Drifblim a defensive purpose since that sweet 150 HP was going to waste.
Type: Ghost/Flying -> Ghost/Flying
Abilities: Aftermath, Unberden (Flare Boost) -> Magic Bounce
New Moves: Flamethrower, Air Slash, Roost
HP: 150 -> 150
Atk: 80 -> 80
Def: 44 -> 74 (+30)
SpA: 90 -> 110 (+20)
SpD: 54 -> 84 (+30)
Spe: 80 -> 100 (+20)
BST: 498 -> 598
Balloons are bouncy so Magic Bounce. It gives Drifblim a defensive purpose since that sweet 150 HP was going to waste.
Mega Drifblim
Type: Ghost/Flying >>> Ghost/Flying
Abilities: Aftermath/Unburden/Flare Boost >>> Magic Bounce
Stats: 150/80/44/90/54/80 >>> 150/100(+20)/64(+20)/110(+20)/74(+20)/100(+20)
New Moves: +Hurricane, +Slack Off, +Heat Wave
*insert Drifblim cry*
Drifblim is, in a word, unique. It has a one-of-a-kind typing, a unique ability, a vast movepool, a hella weird-in-a-good-way cry, and some very, very strange stats. The first things that catches the eye is Drifblim's titanic 150 HP stat, the highest of all Flying types and tied with Giratina as the highest of all Ghost types. This massive HP stat is offset by pitifully low defenses. Drifblim has a fantastic supportive movepool, containing coveted supportive moves such as Will-O-Wisp, Thunder Wave, Defog, Baton Pass, Memento, Rain Dance, Sunny Day, Tailwind, Haze, Clear Smog, Destiny Bond, and more. This is offset by a complete lack of reliable recovery outside of Pain Split, which it struggles to use effectively due to its massive HP. It has passable mixed offenses offset by a middling speed tier, which is remedied through the use of Unburden, but as a Mega, this no longer applies. So what is an etherial sack of hot air to do?
Float his way through OU with no fucks given, that's what.
Drifblim epitomizes uniqueness, so unique is what he shall stay. My goal has been to use this uniqueness to the Blim's advantage. With his wildly varied movepool, Drifblim's main selling point will be his nearly unparalleled unpredictability. Let me explain exactly what I mean.
You send out Drifblim with the intent of Mega Evolving him. Obviously, the opponent knows you're packing a Mega Blim, as there's no real reason to use him otherwise. SO. They know you've got a Mega Drifblim, but what they DON'T know is what set you could possibly be running.
Will it be a Calm Mind sweeper? Will it use Stockpile to become an unbreakable mixed wall? Will it break your speed with Thunder Wave, or neuter your attack with Will-O-Wisp? Will it shred your team as a Rain sweeper with its no-miss Hurricanes and Thunders? Or will it rack up as many boosts as possible and Baton Pass them to a deadly sweeper in waiting? Drifblim has the potential to become a massive force in OU. How can you easily take down something with more viable sets than counters?
You can't. And that's a main selling point for the Blim.
Now that we've got an overview on Mega Drifblim, let's talk specifics -- starting with the numbers. I have never given straight +20s to every stat before, but I have now. Why? Well, I thought about it, and tried various spreads, but none of them made any sense in my mind. Giving massive defensive buffs severely hinders his offensive potential, and massive offensive buffs is an utter waste of his massive utility movepool. Lowering his speed seemed like a crime, considering how polarized it is compared to his other ability, Unburden. His offenses have always been fairly mixed, and I felt specializing too much in one category ruined some of the fun of using Drifblim in the first place. So, flat +20s across is what I gave it, and I couldn't be happier. It has great bulk, good speed, and good mixed offenses. For a jack-of-all trades, what more could you want?
Well. A few things, actually.
What's plagued Drifblim in the past has always been his susceptability to being worn down quickly. Via status, via repeated assaults, it doesn't matter, once he's in the red, bye bye Drifblim. Well, no more, as Drifblim's dreams have finally come true in the forms of Slack Off and Magic Bounce.
Drifblim is described in the Dex as being pretty chill, just drifting wherever the wind takes him. Very zen. So, Slack Off seemed the best choice there. Yes, he's a flying type, but I don't see no wings, so Roost just won't do. As for his new ability, Magic Bounce is just too good. It's perfect in every way for the Blim. He's no longer at the mercy of stall -- in fact, it's now the opposite. Chansey, Skarmory, Mega Venusaur, Quagsire -- all of these stall staples and more are nothing but setup bait for the Blim. Not even Chansey stands a chance (heh), as Seismic Toss cannot touch his Drifflyness. On top off this, he's a BALLOON, and errybody knows balloons are bouncy.
So, all in all, what is Drifblim now? I'd tell you, but what's the point? He can be just about anything you want him to be. In such a specialized meta, versatility has become a rarity, but Drifblim has everything it needs to bring it to the front lines of OU, and in the land of versatility, the Blim reigns king.
Protip: If facing Mega Drifblim, don't let this thing set up.
Type: Ghost/Flying >>> Ghost/Flying
Abilities: Aftermath/Unburden/Flare Boost >>> Magic Bounce
Stats: 150/80/44/90/54/80 >>> 150/100(+20)/64(+20)/110(+20)/74(+20)/100(+20)
New Moves: +Hurricane, +Slack Off, +Heat Wave
*insert Drifblim cry*
Drifblim is, in a word, unique. It has a one-of-a-kind typing, a unique ability, a vast movepool, a hella weird-in-a-good-way cry, and some very, very strange stats. The first things that catches the eye is Drifblim's titanic 150 HP stat, the highest of all Flying types and tied with Giratina as the highest of all Ghost types. This massive HP stat is offset by pitifully low defenses. Drifblim has a fantastic supportive movepool, containing coveted supportive moves such as Will-O-Wisp, Thunder Wave, Defog, Baton Pass, Memento, Rain Dance, Sunny Day, Tailwind, Haze, Clear Smog, Destiny Bond, and more. This is offset by a complete lack of reliable recovery outside of Pain Split, which it struggles to use effectively due to its massive HP. It has passable mixed offenses offset by a middling speed tier, which is remedied through the use of Unburden, but as a Mega, this no longer applies. So what is an etherial sack of hot air to do?
Float his way through OU with no fucks given, that's what.
Drifblim epitomizes uniqueness, so unique is what he shall stay. My goal has been to use this uniqueness to the Blim's advantage. With his wildly varied movepool, Drifblim's main selling point will be his nearly unparalleled unpredictability. Let me explain exactly what I mean.
You send out Drifblim with the intent of Mega Evolving him. Obviously, the opponent knows you're packing a Mega Blim, as there's no real reason to use him otherwise. SO. They know you've got a Mega Drifblim, but what they DON'T know is what set you could possibly be running.
Will it be a Calm Mind sweeper? Will it use Stockpile to become an unbreakable mixed wall? Will it break your speed with Thunder Wave, or neuter your attack with Will-O-Wisp? Will it shred your team as a Rain sweeper with its no-miss Hurricanes and Thunders? Or will it rack up as many boosts as possible and Baton Pass them to a deadly sweeper in waiting? Drifblim has the potential to become a massive force in OU. How can you easily take down something with more viable sets than counters?
You can't. And that's a main selling point for the Blim.
Now that we've got an overview on Mega Drifblim, let's talk specifics -- starting with the numbers. I have never given straight +20s to every stat before, but I have now. Why? Well, I thought about it, and tried various spreads, but none of them made any sense in my mind. Giving massive defensive buffs severely hinders his offensive potential, and massive offensive buffs is an utter waste of his massive utility movepool. Lowering his speed seemed like a crime, considering how polarized it is compared to his other ability, Unburden. His offenses have always been fairly mixed, and I felt specializing too much in one category ruined some of the fun of using Drifblim in the first place. So, flat +20s across is what I gave it, and I couldn't be happier. It has great bulk, good speed, and good mixed offenses. For a jack-of-all trades, what more could you want?
Well. A few things, actually.
What's plagued Drifblim in the past has always been his susceptability to being worn down quickly. Via status, via repeated assaults, it doesn't matter, once he's in the red, bye bye Drifblim. Well, no more, as Drifblim's dreams have finally come true in the forms of Slack Off and Magic Bounce.
Drifblim is described in the Dex as being pretty chill, just drifting wherever the wind takes him. Very zen. So, Slack Off seemed the best choice there. Yes, he's a flying type, but I don't see no wings, so Roost just won't do. As for his new ability, Magic Bounce is just too good. It's perfect in every way for the Blim. He's no longer at the mercy of stall -- in fact, it's now the opposite. Chansey, Skarmory, Mega Venusaur, Quagsire -- all of these stall staples and more are nothing but setup bait for the Blim. Not even Chansey stands a chance (heh), as Seismic Toss cannot touch his Drifflyness. On top off this, he's a BALLOON, and errybody knows balloons are bouncy.
So, all in all, what is Drifblim now? I'd tell you, but what's the point? He can be just about anything you want him to be. In such a specialized meta, versatility has become a rarity, but Drifblim has everything it needs to bring it to the front lines of OU, and in the land of versatility, the Blim reigns king.
Defensive:
252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Drifblim: 230-272 (45.6 - 53.9%) -- 46.9% chance to 2HKO
252 SpA Gengar Shadow Ball vs. +1 252 HP / 252+ SpD Drifblim: 152-182 (30.1 - 36.1%) -- 46.1% chance to 3HKO
252 SpA Gengar Shadow Ball vs. +2 252 HP / 252+ SpD Drifblim: 116-138 (23 - 27.3%) -- 50.6% chance to 4HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Drifblim: 278-330 (55.1 - 65.4%) -- guaranteed 2HKO
252+ SpA Aegislash-Blade Shadow Ball vs. +1 252 HP / 252+ SpD Drifblim: 186-222 (36.9 - 44%) -- guaranteed 3HKO
252+ SpA Aegislash-Blade Shadow Ball vs. +2 252 HP / 252+ SpD Drifblim: 140-168 (27.7 - 33.3%) -- 0% chance to 3HKO
Offensive:
+1 0 SpA Drifblim Shadow Ball vs. 4 HP / 0 SpD Gengar: 356-420 (135.8 - 160.3%) -- guaranteed OHKO
0 SpA Drifblim Shadow Ball vs. 252 HP / 0 SpD Aegislash-Shield: 134-158 (41.3 - 48.7%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Drifblim Shadow Ball vs. 252 HP / 0 SpD Aegislash-Shield: 182-216 (56.1 - 66.6%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Drifblim Hurricane vs. 252 HP / 168 SpD Mega Venusaur: 260-308 (71.4 - 84.6%) -- guaranteed 2HKO
+2 0 SpA Drifblim Hurricane vs. 252 HP / 168 SpD Mega Venusaur: 380-450 (104.3 - 123.6%) -- guaranteed OHKO
252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Drifblim: 230-272 (45.6 - 53.9%) -- 46.9% chance to 2HKO
252 SpA Gengar Shadow Ball vs. +1 252 HP / 252+ SpD Drifblim: 152-182 (30.1 - 36.1%) -- 46.1% chance to 3HKO
252 SpA Gengar Shadow Ball vs. +2 252 HP / 252+ SpD Drifblim: 116-138 (23 - 27.3%) -- 50.6% chance to 4HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Drifblim: 278-330 (55.1 - 65.4%) -- guaranteed 2HKO
252+ SpA Aegislash-Blade Shadow Ball vs. +1 252 HP / 252+ SpD Drifblim: 186-222 (36.9 - 44%) -- guaranteed 3HKO
252+ SpA Aegislash-Blade Shadow Ball vs. +2 252 HP / 252+ SpD Drifblim: 140-168 (27.7 - 33.3%) -- 0% chance to 3HKO
Offensive:
+1 0 SpA Drifblim Shadow Ball vs. 4 HP / 0 SpD Gengar: 356-420 (135.8 - 160.3%) -- guaranteed OHKO
0 SpA Drifblim Shadow Ball vs. 252 HP / 0 SpD Aegislash-Shield: 134-158 (41.3 - 48.7%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Drifblim Shadow Ball vs. 252 HP / 0 SpD Aegislash-Shield: 182-216 (56.1 - 66.6%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Drifblim Hurricane vs. 252 HP / 168 SpD Mega Venusaur: 260-308 (71.4 - 84.6%) -- guaranteed 2HKO
+2 0 SpA Drifblim Hurricane vs. 252 HP / 168 SpD Mega Venusaur: 380-450 (104.3 - 123.6%) -- guaranteed OHKO
Mega Drifblim
Ghost / Flying ----> Ghost / Flying
Aftermath / Unburden / Flare Boost ----> Magic Guard
150 / 80 / 44 / 90 / 54 / 80 (498) ----> 150 / 80 / 84 (+40) / 110 (+20) / 94 (+40) / 80 (598)
New Moves: Recover and Heat Wave
Mega Drifblim becomes quite the defensive behemoth now, thanks to 150 / 84 / 94 defenses and Magic Guard, so he can shrug off any Toxic and Stealth Rock shenanigans and take hits pretty well. Recover is a newly added move so Mega Drifblim can heal off damage taken, and a boost to Special Attack means he isn't a sitting duck that just takes hits anymore. I could have given him a boosting move like Nasty Plot, but I thought that it might make him a little too powerful, but I did give him Heat Wave, since he becomes a hot air balloon. I know he's the Blimp Pokemon, but he looks more like a hot air balloon than a blimp.
Ghost / Flying ----> Ghost / Flying
Aftermath / Unburden / Flare Boost ----> Magic Guard
150 / 80 / 44 / 90 / 54 / 80 (498) ----> 150 / 80 / 84 (+40) / 110 (+20) / 94 (+40) / 80 (598)
New Moves: Recover and Heat Wave
Mega Drifblim becomes quite the defensive behemoth now, thanks to 150 / 84 / 94 defenses and Magic Guard, so he can shrug off any Toxic and Stealth Rock shenanigans and take hits pretty well. Recover is a newly added move so Mega Drifblim can heal off damage taken, and a boost to Special Attack means he isn't a sitting duck that just takes hits anymore. I could have given him a boosting move like Nasty Plot, but I thought that it might make him a little too powerful, but I did give him Heat Wave, since he becomes a hot air balloon. I know he's the Blimp Pokemon, but he looks more like a hot air balloon than a blimp.
Mega Drifblim
Ghost/Flying -> Ghost/Flying
Aftermath/Unburden/Flare Boost -> Prankster
HP: 150 -> 150
Atk: 80 -> 80
Def: 44 -> 74 (+30)
SpA: 90 -> 120 (+30)
SpD: 54 -> 84 (+30)
Spe: 80 -> 90 (+10)
BST: 498 -> 598
Moves: +Recover
Mega Drifblim's ability Prankster makes him one of the best support Pokemon in the game. With spectacular bulk and access to an amazing movepool including Thunder Wave, Will-O-Wisp, Toxic, Defog, Memento, Destiny Bond, and Disable, Mega Drifblim can wreck havoc on the opposing team. However, Drifblim does have his faults as his defensive typing is terrible, leaving him venerable to Dark, Ghost, Ice, Electric and Rock attacks, five very common attacking types
Ghost/Flying -> Ghost/Flying
Aftermath/Unburden/Flare Boost -> Prankster
HP: 150 -> 150
Atk: 80 -> 80
Def: 44 -> 74 (+30)
SpA: 90 -> 120 (+30)
SpD: 54 -> 84 (+30)
Spe: 80 -> 90 (+10)
BST: 498 -> 598
Moves: +Recover
Mega Drifblim's ability Prankster makes him one of the best support Pokemon in the game. With spectacular bulk and access to an amazing movepool including Thunder Wave, Will-O-Wisp, Toxic, Defog, Memento, Destiny Bond, and Disable, Mega Drifblim can wreck havoc on the opposing team. However, Drifblim does have his faults as his defensive typing is terrible, leaving him venerable to Dark, Ghost, Ice, Electric and Rock attacks, five very common attacking types
Mega Drifblim (Drifblimite)
Typing: Ghost/Flying ------> Ghost Flying
Abilities: Aftermath/Flare Boost/Unburden ------> Contact (it causes Normal-type Pokémon to be hit by damage-dealing Ghost-type moves inflicted by the user)
Stats: 150/80/44/90/54/80 ------> 150/80/54/155/54/105
New Moves: Hurricane, Nasty Plot, Roost
Description
Mega-Drifbilm gets a precise direction: special setup monster. Thanks to its new ability (the idea came to me from the dex entry, since it says that Drifblim carries people, so they can actually touch them), now STABbed Shadow Ball would be resisted only by Dark types, which the brand new STABbed Hurricane would have no problem to destroy, particularly after a Nasty Plot setup. Drifblim also gets a little boost in Speed, which always helps, and a recovery move in Roost (that can also be useful for "Losing-Flying-Type Shenanigans").
THREATS
Drifblim has pitiful defenses, on both sides: 150 base HP would help, but how much? 105 speed is decent, but not impressive, and you even lack a decent priority move. You have to play it carefully and find the right spot to setup.
Typing: Ghost/Flying ------> Ghost Flying
Abilities: Aftermath/Flare Boost/Unburden ------> Contact (it causes Normal-type Pokémon to be hit by damage-dealing Ghost-type moves inflicted by the user)
Stats: 150/80/44/90/54/80 ------> 150/80/54/155/54/105
New Moves: Hurricane, Nasty Plot, Roost
Description
Mega-Drifbilm gets a precise direction: special setup monster. Thanks to its new ability (the idea came to me from the dex entry, since it says that Drifblim carries people, so they can actually touch them), now STABbed Shadow Ball would be resisted only by Dark types, which the brand new STABbed Hurricane would have no problem to destroy, particularly after a Nasty Plot setup. Drifblim also gets a little boost in Speed, which always helps, and a recovery move in Roost (that can also be useful for "Losing-Flying-Type Shenanigans").
THREATS
Drifblim has pitiful defenses, on both sides: 150 base HP would help, but how much? 105 speed is decent, but not impressive, and you even lack a decent priority move. You have to play it carefully and find the right spot to setup.

Mega Lopunny
Normal -> Normal
Cute Charm / Klutz / Limber -> Butterfinger Aura (Auto Magic Room upon Switch in/Mega Evolve)
65/76/84/54/96/105 -> 65/126/104/54/116/115
New Moves: Play Rough, Swords Dance
Lopunny has the all around fun (but not too good) combination of Klutz + Switcheroo to cripple opponents. Now, since Mega Lopunny can't carry an item, Mega Lopunny instead gains the ability to magically alter reality to make people's items as useful as its items are.
The stats are simple. My friend convinced me around the time Gen IV started that Lopunny was a rather strong physical attacker. Of course that was a boldface lie and my friend didn't know anything really. So, this Mega is trying to make it into an actual attacker that can use its vast coverage moves
Swords Dance is because it needs some way to boost its attack. Play Rough, well, while some might say its JUST Fairy coverage, many people, including me, think Lopunny is like a Playboy Bunny and I'm certain they play rough if you know what I mean...
Normal -> Normal
Cute Charm / Klutz / Limber -> Butterfinger Aura (Auto Magic Room upon Switch in/Mega Evolve)
65/76/84/54/96/105 -> 65/126/104/54/116/115
New Moves: Play Rough, Swords Dance
Lopunny has the all around fun (but not too good) combination of Klutz + Switcheroo to cripple opponents. Now, since Mega Lopunny can't carry an item, Mega Lopunny instead gains the ability to magically alter reality to make people's items as useful as its items are.
The stats are simple. My friend convinced me around the time Gen IV started that Lopunny was a rather strong physical attacker. Of course that was a boldface lie and my friend didn't know anything really. So, this Mega is trying to make it into an actual attacker that can use its vast coverage moves
Swords Dance is because it needs some way to boost its attack. Play Rough, well, while some might say its JUST Fairy coverage, many people, including me, think Lopunny is like a Playboy Bunny and I'm certain they play rough if you know what I mean...
Mega Lopunny
Normal -----> Normal / Fairy
Cute Charm / Klutz / Limber -----> Huge power
65/76/84/54/96/105 -----> 65/91/99/84/101/140
New Moves: Play Rough
Diggersby is rabbit. Azumaril is a rabbit. Lopunny is a rabbit.
Diggersby has huge power. Azumaril has huge power. Lopunny Doesn’t have huge power
Well now Lopunny does have Huge Power. Not quite as powerful as Mega-Mawile but much faster. Lopunny also lacks set up unlike the other Huge power users but it still has priority and is in an epic speed tier. It is also worth noting Fake Out and Jump Kick for hitting steels that resist Lopunny’s STABs. To sum it up...
Super speed + Massive attack + STAB priority = Bad news for a lot of pokemon.
Still quite flimsy though and Hazards are a problem. So is Aegislash -_-
Normal -----> Normal / Fairy
Cute Charm / Klutz / Limber -----> Huge power
65/76/84/54/96/105 -----> 65/91/99/84/101/140
New Moves: Play Rough
Diggersby is rabbit. Azumaril is a rabbit. Lopunny is a rabbit.
Diggersby has huge power. Azumaril has huge power. Lopunny Doesn’t have huge power
Well now Lopunny does have Huge Power. Not quite as powerful as Mega-Mawile but much faster. Lopunny also lacks set up unlike the other Huge power users but it still has priority and is in an epic speed tier. It is also worth noting Fake Out and Jump Kick for hitting steels that resist Lopunny’s STABs. To sum it up...
Super speed + Massive attack + STAB priority = Bad news for a lot of pokemon.
Still quite flimsy though and Hazards are a problem. So is Aegislash -_-
Lopunny (Lopunnite)
Type: Normal -> Normal
Abilities: Cute Charm, Klutz (Limber) -> Fur Coat
New Moves: ExtremeSpeed
HP: 65 -> 65
Atk: 76 -> 116 (+40)
Def: 84 -> 94 (+10)
SpA: 54 -> 54
SpD: 96 -> 136 (+40)
Spe: 105 -> 115 (+10)
BST: 480 -> 580
Type: Normal -> Normal
Abilities: Cute Charm, Klutz (Limber) -> Fur Coat
New Moves: ExtremeSpeed
HP: 65 -> 65
Atk: 76 -> 116 (+40)
Def: 84 -> 94 (+10)
SpA: 54 -> 54
SpD: 96 -> 136 (+40)
Spe: 105 -> 115 (+10)
BST: 480 -> 580
Mega Lopunny
Normal ----> Normal
Klutz / Cute Charm / Limber ----> Strong Legs, kick-based moves become 50% stronger
65 / 76 / 84 / 54 / 96 / 105 (480) ----> 65 / 121 (+45) / 94 (+10) / 74 (+20) / 106 (+10) / 125 (+20) (580)
New Moves: Mega Kick, High Jump Kick, and Blaze Kick
Mega Lopunny has a pretty straightforward increase of stats, but what makes her unique is her access to her new ability, Strong Legs, which makes kicking moves 50% stronger. With Mega Kick, High Jump Kick, and Blaze Kick added to compliment the new ability, on top of a blistering base 125 Speed and a not-too-shabby base 121 Attack, Mega Lopunny can easily bring the pain for offensive teams, and Fake Out can provide a free turn to Mega Evolve while also providing offensive momentum. Defensive and stall teams can still take her on, and she only has Work Up and Power-Up Punch to raise her Attack, so she generally has a disadvantage against teams that have some form of bulk.
Normal ----> Normal
Klutz / Cute Charm / Limber ----> Strong Legs, kick-based moves become 50% stronger
65 / 76 / 84 / 54 / 96 / 105 (480) ----> 65 / 121 (+45) / 94 (+10) / 74 (+20) / 106 (+10) / 125 (+20) (580)
New Moves: Mega Kick, High Jump Kick, and Blaze Kick
Mega Lopunny has a pretty straightforward increase of stats, but what makes her unique is her access to her new ability, Strong Legs, which makes kicking moves 50% stronger. With Mega Kick, High Jump Kick, and Blaze Kick added to compliment the new ability, on top of a blistering base 125 Speed and a not-too-shabby base 121 Attack, Mega Lopunny can easily bring the pain for offensive teams, and Fake Out can provide a free turn to Mega Evolve while also providing offensive momentum. Defensive and stall teams can still take her on, and she only has Work Up and Power-Up Punch to raise her Attack, so she generally has a disadvantage against teams that have some form of bulk.
Mega Lopunny (Lopunnyite)
Typing: Normal ------> Normal/Fighting
Abilities: Cute Charm/Klutz/Limber ------> Sexy Legs (it causes the Base Power of affected kicking moves to increase by 30%)
Stats: 65/76/84/54/96/105 ------> 65/126/94/54/106/135
New Moves: Blaze Kick, High Jump Kick, Mega Kick
Description
Mega-Lopunny has taken a gym training, and has become a brutal (yet sexy) late game sweeper (very fast and with a high attack stats): with its new ability and moves, it can now hit hard basically everything (bar ghost types, expecially Chandelure), and being a partially-Fighting-type even HJK gets the STAB. A little buff in defense as well is welcome at any time.
THREATS
Lopunny is fast, but not the fastest out there - even tho it can learn Quick Attack. As already said, ghost types totally walls it and can burn it to cut its attack in a half. Besides, it's not a wallbreaker, so walls must be softened up.
Typing: Normal ------> Normal/Fighting
Abilities: Cute Charm/Klutz/Limber ------> Sexy Legs (it causes the Base Power of affected kicking moves to increase by 30%)
Stats: 65/76/84/54/96/105 ------> 65/126/94/54/106/135
New Moves: Blaze Kick, High Jump Kick, Mega Kick
Description
Mega-Lopunny has taken a gym training, and has become a brutal (yet sexy) late game sweeper (very fast and with a high attack stats): with its new ability and moves, it can now hit hard basically everything (bar ghost types, expecially Chandelure), and being a partially-Fighting-type even HJK gets the STAB. A little buff in defense as well is welcome at any time.
THREATS
Lopunny is fast, but not the fastest out there - even tho it can learn Quick Attack. As already said, ghost types totally walls it and can burn it to cut its attack in a half. Besides, it's not a wallbreaker, so walls must be softened up.
Lopunny X
Normal ----> Normal/Fairy
Cute Charm/Klutz/Limber ----> Pixilate
65/76/84/54/96/105 {480} ---> 65/110 (+24)/130 (+56)/54/96/125 (+20) {580}
New Moves: Play Rough, Moonlight, Extreme Speed
Concept: Lopunny already has outrageous speed for something of her class, boosting that makes Mega Lop even faster (put a scarf on that, fools). I thought about adding swords dance, but considering Lopunny already gets Pup Pucnh (power up punch), I deemed it unnecessary. Moonlight gives Luponny X some nice recovery and Extreme Speed will give her priority. Play Rough is the only physical damaging fairy move, so it was pretty obvious to add it. With the new fairy typing, and Pixilate, you pretty much have a blistering fast version of Sylveon with better coverage.
Here’s a set example:
Mega Lopunny X @ Lopunnite X
Ability: Pixilate
EVs: 132 Atk / 132 Def / 122 SDef / 122 Spd
Adamant Nature
- Play Rough/Dizzy Punch
- Moonlight
- Extreme Speed
- Power Up Punch
This is a mixed defense/physical set. Come in fast with a priority fairy type ESpeed, throw in some confusion with a fairy-type Dizzy Punch or hit them with raw power with play rough (which would be outclassed by that Priority ESpeed), recover with moonlight, and gain Attack power on any steel or rock types with Pup Punch.
Normal ----> Normal/Fairy
Cute Charm/Klutz/Limber ----> Pixilate
65/76/84/54/96/105 {480} ---> 65/110 (+24)/130 (+56)/54/96/125 (+20) {580}
New Moves: Play Rough, Moonlight, Extreme Speed
Concept: Lopunny already has outrageous speed for something of her class, boosting that makes Mega Lop even faster (put a scarf on that, fools). I thought about adding swords dance, but considering Lopunny already gets Pup Pucnh (power up punch), I deemed it unnecessary. Moonlight gives Luponny X some nice recovery and Extreme Speed will give her priority. Play Rough is the only physical damaging fairy move, so it was pretty obvious to add it. With the new fairy typing, and Pixilate, you pretty much have a blistering fast version of Sylveon with better coverage.
Here’s a set example:
Mega Lopunny X @ Lopunnite X
Ability: Pixilate
EVs: 132 Atk / 132 Def / 122 SDef / 122 Spd
Adamant Nature
- Play Rough/Dizzy Punch
- Moonlight
- Extreme Speed
- Power Up Punch
This is a mixed defense/physical set. Come in fast with a priority fairy type ESpeed, throw in some confusion with a fairy-type Dizzy Punch or hit them with raw power with play rough (which would be outclassed by that Priority ESpeed), recover with moonlight, and gain Attack power on any steel or rock types with Pup Punch.
Lopunny Y
Normal ----> Normal/Dark
Cute Charm/Klutz/Limber ----> Umbrilate (All normal type moves become dark-type)
65/76/84/54/96/105 {480} ---> 65/110 (+24)/130 (+56)/54/96/125 (+20) {580}
New Moves: Extreme Speed, Pursuit, Taunt
Concept: Lopunny already has outrageous speed for something of her class, boosting that makes Mega Lop Y even faster (put a scarf on that, fools). With the new dark typing, and the new ability Umbrilate, you pretty much have a blistering fast version of Umbreon with better coverage. Sure, unlike Mega Lop X she has an x4 to fighting, but she already has Bounce for luring, and with some really nice speed, Mega Lop Y provides a nice balance for something like Sylveon or Blissey or Clefable. I kept ESpeed to keep with consistency, plus with ESpeed priority is already there, and it’ll be dark-type thanks to Umbrilate (giving it STAB, making it much more lethal than sucker punch). Pursuit is a fan-favorite move as well, so I had to add it.
Here’s a set example:
Mega Lopunny Y @ Loppunite Y
Ability: Umbrilate
EVs: 252 Def / 252 SDef / 4 Atk
Impish Nature
- Taunt
- Extreme Speed
- Bounce
- Pursuit/Power Up Punch
With this set, Mega Lop Y could become multi-purpose in a counter-hazard role by Taunting walls and other common leads and then hammering away with Pursuit trapping or Bounce. She can get the drop on Gengar’s Focus Blast or Aegislash’s Sacred Sword with a STAB dark ESpeed, use something like Bounce or Pup Punch to handle opposite ends of the spectrum (or the same, depending on how you like to use the move). Bounce provides some good coverage against fighting types. The EV spread is more geared towards a mixed defense role, but the moves give it some great set up opportunity.
Normal ----> Normal/Dark
Cute Charm/Klutz/Limber ----> Umbrilate (All normal type moves become dark-type)
65/76/84/54/96/105 {480} ---> 65/110 (+24)/130 (+56)/54/96/125 (+20) {580}
New Moves: Extreme Speed, Pursuit, Taunt
Concept: Lopunny already has outrageous speed for something of her class, boosting that makes Mega Lop Y even faster (put a scarf on that, fools). With the new dark typing, and the new ability Umbrilate, you pretty much have a blistering fast version of Umbreon with better coverage. Sure, unlike Mega Lop X she has an x4 to fighting, but she already has Bounce for luring, and with some really nice speed, Mega Lop Y provides a nice balance for something like Sylveon or Blissey or Clefable. I kept ESpeed to keep with consistency, plus with ESpeed priority is already there, and it’ll be dark-type thanks to Umbrilate (giving it STAB, making it much more lethal than sucker punch). Pursuit is a fan-favorite move as well, so I had to add it.
Here’s a set example:
Mega Lopunny Y @ Loppunite Y
Ability: Umbrilate
EVs: 252 Def / 252 SDef / 4 Atk
Impish Nature
- Taunt
- Extreme Speed
- Bounce
- Pursuit/Power Up Punch
With this set, Mega Lop Y could become multi-purpose in a counter-hazard role by Taunting walls and other common leads and then hammering away with Pursuit trapping or Bounce. She can get the drop on Gengar’s Focus Blast or Aegislash’s Sacred Sword with a STAB dark ESpeed, use something like Bounce or Pup Punch to handle opposite ends of the spectrum (or the same, depending on how you like to use the move). Bounce provides some good coverage against fighting types. The EV spread is more geared towards a mixed defense role, but the moves give it some great set up opportunity.
Mega Lopunny
Normal ----> Normal/Fairy
Klutz / Cute Charm / Limber ----> Huge Power
65 / 76 / 84 / 54 / 96 / 105 (480) ----> 65 / 101 (+25) / 114 (+30) / 74 (+20) / 126 (+30) / 105 (580)
Moves: +Play Rough
So basically, with huge power, Mega Lopunny just smashes things until they're dead. Play rough is her new Stab and kills all teh dragons
Normal ----> Normal/Fairy
Klutz / Cute Charm / Limber ----> Huge Power
65 / 76 / 84 / 54 / 96 / 105 (480) ----> 65 / 101 (+25) / 114 (+30) / 74 (+20) / 126 (+30) / 105 (580)
Moves: +Play Rough
So basically, with huge power, Mega Lopunny just smashes things until they're dead. Play rough is her new Stab and kills all teh dragons

Gastrodon
Water/Ground -> Water/Ground
Sticky Hold/Storm Drain/Sand Force -> Water Absorb
111/83/68/92/82/39 -> 111/83/108/112/122/39
Effectively a much better Gastrodon. Instead of using Storm Drain it uses Water Absorb for healing over increasing special attack. Otherwise it's the same old Gastrodon we all know and love
Water/Ground -> Water/Ground
Sticky Hold/Storm Drain/Sand Force -> Water Absorb
111/83/68/92/82/39 -> 111/83/108/112/122/39
Effectively a much better Gastrodon. Instead of using Storm Drain it uses Water Absorb for healing over increasing special attack. Otherwise it's the same old Gastrodon we all know and love
Mega Gastrodon
Typing: Water/Ground ----> Water/Ground
Abilities: Sticky Hold/Storm Drain/Sand Force ----> Storm Drain
BST: 111/83/68/92/82/39 ----> 111/88/93/114/120/49
New Moves: None
Pretty much a straight-up upgrade of normal Gastrodon. There isn't much reason to change its typing; the ability as well. Mega Gastrodon's defenses are decent enough to live a Choice Band Talonflame's Brave Bird with only a 7.4% chance of being 2HKOed, with 252 HP / 200+ Def, while with 252 HP / 52 Sp.Def it can tank Aegislash's Shadow Ball pretty well.
Typing: Water/Ground ----> Water/Ground
Abilities: Sticky Hold/Storm Drain/Sand Force ----> Storm Drain
BST: 111/83/68/92/82/39 ----> 111/88/93/114/120/49
New Moves: None
Pretty much a straight-up upgrade of normal Gastrodon. There isn't much reason to change its typing; the ability as well. Mega Gastrodon's defenses are decent enough to live a Choice Band Talonflame's Brave Bird with only a 7.4% chance of being 2HKOed, with 252 HP / 200+ Def, while with 252 HP / 52 Sp.Def it can tank Aegislash's Shadow Ball pretty well.
Gastrodon (Gastrodonite)
Type: Water/Ground -> Water/Ground
Abilities: Sticky Hold, Storm Drain (Sand Force) -> Liquid Ooze
New Moves: Gastro Acid, Hydro Pump
HP: 111 -> 111
Atk: 83 -> 93 (+10)
Def: 68 -> 98 (+30)
SpA: 92 -> 112 (+20)
SpD: 82 -> 122 (+40)
Spe: 39 -> 39
BST: 475 -> 575
Pokédex: "When its natural enemy attacks, it oozes purple fluid and escapes." What's Gastrodon's natural enemy? Grass types, of course. Liquid Ooze has some competitive justification as well, as it can surprise opposing grass-types. The only other thing that would think to use Liquid Ooze is Tentacruel, but just look:
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 252 SpD Gastrodon: 360-424 (84.5 - 99.5%)
Saur's max HP is 364 so instead of gaining back at least half of its valuable HP, it loses it. Then there's leech seed, which Gastrodon can just recover through while forcing passive damage on opponents. It's risky and probably a bit niche but a unique idea.
Also, Gastro Acid. Gastrodon. Duh.
Type: Water/Ground -> Water/Ground
Abilities: Sticky Hold, Storm Drain (Sand Force) -> Liquid Ooze
New Moves: Gastro Acid, Hydro Pump
HP: 111 -> 111
Atk: 83 -> 93 (+10)
Def: 68 -> 98 (+30)
SpA: 92 -> 112 (+20)
SpD: 82 -> 122 (+40)
Spe: 39 -> 39
BST: 475 -> 575
Pokédex: "When its natural enemy attacks, it oozes purple fluid and escapes." What's Gastrodon's natural enemy? Grass types, of course. Liquid Ooze has some competitive justification as well, as it can surprise opposing grass-types. The only other thing that would think to use Liquid Ooze is Tentacruel, but just look:
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 252 SpD Gastrodon: 360-424 (84.5 - 99.5%)
Saur's max HP is 364 so instead of gaining back at least half of its valuable HP, it loses it. Then there's leech seed, which Gastrodon can just recover through while forcing passive damage on opponents. It's risky and probably a bit niche but a unique idea.
Also, Gastro Acid. Gastrodon. Duh.
Gastrodon
Water/Ground -> Water/Ground
Sticky Hold/Storm Drain/Sand Force -> Artillery (Tough Claws for non-contact moves)
111/83/68/92/82/39 -> 111/88/108/117/122/19
Moves: +Hydro Pump, Gunk Shot, Toxic Spikes
Concept: By going with the ranged counterpart to Contact moves, Gastrodon becomes a lot more tanky as it grows shooters from its antennae. They're not launchers, more like guns. Much like Tough Claws Honchkrow, 33% more damage from ranged moves means you can florgo some offenses to get defensive presence. The lack of water resistance isn't good, and is a trade off for going mega.
It can wall quite well with max phys defense. 111/108/122 is no defensive slouch by ANY stretch.
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Gastrodon: 169-201 (39.6 - 47.1%) -- guaranteed 3HKO
In turn...
4 SpA Tough Claws Gastrodon Scald vs. 0 HP / 0 SpD Mega Pinsir: 144-169 (53.1 - 62.3%) -- guaranteed 2HKO
That's not a small feat, and yes that calc is with Waterfall changed to special with me putting scald in its place.
Ice Beam, oddly enough, isn't that much stronger.
0 SpA Tough Claws Gastrodon Ice Fang vs. 0 HP / 0 SpD Mega Pinsir: 216-256 (79.7 - 94.4%) -- guaranteed 2HKO.
It's mostly for dragons.
+2 252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Gastrodon in Sand: 355-418 (83.3 - 98.1%) -- guaranteed 2HKO
In turn, Ice Beam kills, but ONLY because of Artillery. Artillery opens up defensive avenues brought on by heightened defensive stats and a single weakness you can see coming a mile away. The ability to setup rocks and Tspikes gives great utility and recover is a welcome tanking skill.
Water/Ground -> Water/Ground
Sticky Hold/Storm Drain/Sand Force -> Artillery (Tough Claws for non-contact moves)
111/83/68/92/82/39 -> 111/88/108/117/122/19
Moves: +Hydro Pump, Gunk Shot, Toxic Spikes
Concept: By going with the ranged counterpart to Contact moves, Gastrodon becomes a lot more tanky as it grows shooters from its antennae. They're not launchers, more like guns. Much like Tough Claws Honchkrow, 33% more damage from ranged moves means you can florgo some offenses to get defensive presence. The lack of water resistance isn't good, and is a trade off for going mega.
It can wall quite well with max phys defense. 111/108/122 is no defensive slouch by ANY stretch.
252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Gastrodon: 169-201 (39.6 - 47.1%) -- guaranteed 3HKO
In turn...
4 SpA Tough Claws Gastrodon Scald vs. 0 HP / 0 SpD Mega Pinsir: 144-169 (53.1 - 62.3%) -- guaranteed 2HKO
That's not a small feat, and yes that calc is with Waterfall changed to special with me putting scald in its place.
Ice Beam, oddly enough, isn't that much stronger.
0 SpA Tough Claws Gastrodon Ice Fang vs. 0 HP / 0 SpD Mega Pinsir: 216-256 (79.7 - 94.4%) -- guaranteed 2HKO.
It's mostly for dragons.
+2 252 Atk Sand Force Mega Garchomp Earthquake vs. 252 HP / 252+ Def Gastrodon in Sand: 355-418 (83.3 - 98.1%) -- guaranteed 2HKO
In turn, Ice Beam kills, but ONLY because of Artillery. Artillery opens up defensive avenues brought on by heightened defensive stats and a single weakness you can see coming a mile away. The ability to setup rocks and Tspikes gives great utility and recover is a welcome tanking skill.
Mega Gastrodon
Type: Water/Ground >>> Water/Ground
Abilities: Sticky Hold/Storm Drain/Sand Force >>> Regenerator
Stats: 111/83/68/92/82/39 >>> 111/103(+20)/88(+20)/132(+40)/112(+30)/29(-10)
Moves: +Hydro Pump, +Gastro Acid
Diamond Pokedex Entry - "It has a pliable body without any bones. If any part of its body is torn off, it grows right back."
When someone takes the term "bulky attacker" too far, this is the result. Don't let that innocent looking face and flappy ear-things fool you, as Mega Gastrodon can be one of the most difficult and rage-inducing pokemon to clear the field of. With stupendous 111/88/112 mixed defenses and reliable recovery to boot, without a powerful grass-type STAB, this thing is not going down easily. To add insult to injury, Mega Gastrodon can now recover 1/3 of his HP by simply switching out, increasing his longevity tenfold and even freeing up his movepool. In the past, Gastrodon suffered from a bit of 4MSS, but with Recover no longer being necessary, this relieves huge amounts of pressure from the slug. He how has the liberty of running a fully offensive set consisting of Scald/Hydro Pump, Earth Power, Ice Beam, and Sludge Wave, if you so wished, or a tank set of Scald, Earth Power, Ice Beam, and Toxic. Hell, he can even run a decent curse set, but his is more due to his increased overall bulk rather than ability. Even MIRROR COAT isn't out of the question. The point is, his coverage options are no longer limited to Recover, Toxic, and two attacks. If you don't have a powerful grass type on your side, may the bebe jeesus have mercy on your soul, as taking this guy down will be a living nightmare.
That being said, Mega Gastrodon is not without his faults. He's still walled to hell and back by Mega Venusaur and Ferrothorn, and he sacrifices a water immunity for the sake of passive recovery, so RestTalk Mega Gyarados has no difficulty plowing his way through his lower Defense stat. Gastrodon also will gain quite a bit of weight upon Mega Evolving, so Mega Infernape and LO Greninja's Grass Knots are going to to a number on poor Mega Gastro. Do not fear, however -- provided you have the proper checks to Gastrodon's counters, this thing will never let you down.
Just for the love of god and all that is holy make sure you have the proper checks:
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 0 SpD Mega Gastrodon: 472-556 (110.7 - 130.5%) -- guaranteed OHKO
Against non-grass types, it's important to have the proper idea of how he functions there as well. Let's play out a scenario against one of OUs greatest offensive powerhouses, Latios:
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Mega Gastrodon: 288-340 (67.6 - 79.8%) -- guaranteed 2HKO
Oh no, I've lost almost 3/4 of my HP, what is a slug to do?
4 SpA Mega Gastrodon Ice Beam vs. 4 HP / 0 SpD Latios: 152-180 (50.3 - 59.6%) -- guaranteed 2HKO
Well, that's not too bad, but I've still only got a fourth of my HP. If I stay in I'll faint. Hang on...
*aggressively switches out*
Ha HA, fuck YOU Latios! Gastrodon now has over half his health back, and Latios is stuck with being Choice locked into Draco Meteor with -2 SAtk. So do you know what this means?
FREE SWITCHES. MY FAVORITE.
You could, of course, switch into another pokemon, or send out Mega Gastrodon again and either attack or do a double switch and have almost all of your HP again, all without using Recover once. It's nice to have options, isn't it?
Just for the sake of being informed, let's see some calcs against Mega Gastrodon using his old most-popular set, Physically Defensive:
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Mega Gastrodon: 162-192 (38 - 45%) -- guaranteed 3HKO
+2 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Mega Gastrodon: 297-351 (69.7 - 82.3%) -- guaranteed 2HKO (holy shit)
4 SpA Gastrodon Earth Power vs. 4 HP / 0 SpD Mega Charizard X: 284-336 (95.3 - 112.7%) -- 68.8% chance to OHKO (fuck you Charizard)
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Gastrodon: 217-256 (50.9 - 60%) -- guaranteed 2HKO
4 SpA Gastrodon Earth Power vs. 252 HP / 4 SpD Mega Mawile: 258-306 (84.8 - 100.6%) -- 6.3% chance to OHKO
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Gastrodon: 277-327 (65 - 76.7%) -- guaranteed 2HKO
Praise based Gastrodon. Gastrodon for Ubers. Gastrodon is love.
Type: Water/Ground >>> Water/Ground
Abilities: Sticky Hold/Storm Drain/Sand Force >>> Regenerator
Stats: 111/83/68/92/82/39 >>> 111/103(+20)/88(+20)/132(+40)/112(+30)/29(-10)
Moves: +Hydro Pump, +Gastro Acid
Diamond Pokedex Entry - "It has a pliable body without any bones. If any part of its body is torn off, it grows right back."
When someone takes the term "bulky attacker" too far, this is the result. Don't let that innocent looking face and flappy ear-things fool you, as Mega Gastrodon can be one of the most difficult and rage-inducing pokemon to clear the field of. With stupendous 111/88/112 mixed defenses and reliable recovery to boot, without a powerful grass-type STAB, this thing is not going down easily. To add insult to injury, Mega Gastrodon can now recover 1/3 of his HP by simply switching out, increasing his longevity tenfold and even freeing up his movepool. In the past, Gastrodon suffered from a bit of 4MSS, but with Recover no longer being necessary, this relieves huge amounts of pressure from the slug. He how has the liberty of running a fully offensive set consisting of Scald/Hydro Pump, Earth Power, Ice Beam, and Sludge Wave, if you so wished, or a tank set of Scald, Earth Power, Ice Beam, and Toxic. Hell, he can even run a decent curse set, but his is more due to his increased overall bulk rather than ability. Even MIRROR COAT isn't out of the question. The point is, his coverage options are no longer limited to Recover, Toxic, and two attacks. If you don't have a powerful grass type on your side, may the bebe jeesus have mercy on your soul, as taking this guy down will be a living nightmare.
That being said, Mega Gastrodon is not without his faults. He's still walled to hell and back by Mega Venusaur and Ferrothorn, and he sacrifices a water immunity for the sake of passive recovery, so RestTalk Mega Gyarados has no difficulty plowing his way through his lower Defense stat. Gastrodon also will gain quite a bit of weight upon Mega Evolving, so Mega Infernape and LO Greninja's Grass Knots are going to to a number on poor Mega Gastro. Do not fear, however -- provided you have the proper checks to Gastrodon's counters, this thing will never let you down.
Just for the love of god and all that is holy make sure you have the proper checks:
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 0 SpD Mega Gastrodon: 472-556 (110.7 - 130.5%) -- guaranteed OHKO
Against non-grass types, it's important to have the proper idea of how he functions there as well. Let's play out a scenario against one of OUs greatest offensive powerhouses, Latios:
252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Mega Gastrodon: 288-340 (67.6 - 79.8%) -- guaranteed 2HKO
Oh no, I've lost almost 3/4 of my HP, what is a slug to do?
4 SpA Mega Gastrodon Ice Beam vs. 4 HP / 0 SpD Latios: 152-180 (50.3 - 59.6%) -- guaranteed 2HKO
Well, that's not too bad, but I've still only got a fourth of my HP. If I stay in I'll faint. Hang on...
*aggressively switches out*
Ha HA, fuck YOU Latios! Gastrodon now has over half his health back, and Latios is stuck with being Choice locked into Draco Meteor with -2 SAtk. So do you know what this means?
FREE SWITCHES. MY FAVORITE.
You could, of course, switch into another pokemon, or send out Mega Gastrodon again and either attack or do a double switch and have almost all of your HP again, all without using Recover once. It's nice to have options, isn't it?
Just for the sake of being informed, let's see some calcs against Mega Gastrodon using his old most-popular set, Physically Defensive:
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 252+ Def Mega Gastrodon: 162-192 (38 - 45%) -- guaranteed 3HKO
+2 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 252+ Def Mega Gastrodon: 297-351 (69.7 - 82.3%) -- guaranteed 2HKO (holy shit)
4 SpA Gastrodon Earth Power vs. 4 HP / 0 SpD Mega Charizard X: 284-336 (95.3 - 112.7%) -- 68.8% chance to OHKO (fuck you Charizard)
252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Gastrodon: 217-256 (50.9 - 60%) -- guaranteed 2HKO
4 SpA Gastrodon Earth Power vs. 252 HP / 4 SpD Mega Mawile: 258-306 (84.8 - 100.6%) -- 6.3% chance to OHKO
252 Atk Pure Power Mega Medicham High Jump Kick vs. 252 HP / 252+ Def Gastrodon: 277-327 (65 - 76.7%) -- guaranteed 2HKO
Praise based Gastrodon. Gastrodon for Ubers. Gastrodon is love.
Mega Gastrodon
Water / Ground ----> Water / Ground
Sticky Hold / Storm Drain / Sand Force ----> Tough Shell, Fur Coat clone
111 / 83 / 68 / 92 / 82 / 39 (475) ----> 111 / 103 (+20) / 128 (+60) / 112 (+20) / 82 / 39 (575)
New Moves: None
Dex entry in Pokemon Y: "It apparently had a huge shell for protection in ancient times.", so there's some justification to this ability. But anyways, meet physical Blissey! That's right, Mega Gastrodon is there to take on physical attacks of all kinds (aside from those with Mold Breaker and Kyurem-B with Teravolt), and is capable of furthering his defensive presence thanks to Scald, and even if Scalds don't burn, they can deal some good damage when backed by base 112 Special Attack. Sadly (or thankfully!), Mega Gastrodon has some flaws that prevent him from ripping OU a new one. First, he has to stay in and attack in order to Mega Evolve, so you can't just switch him in directly and start walling off the bat. Second, he has no way of ridding himself of Toxic or any other status, so if Mega Gastrodon is Superman, then Toxic is his Kryptonite. And third, his special bulk is a little underwhelming, so you'll need to invest in his Special Defense. But if you can cover up his flaws, his strengths will lead your team to victory.
Water / Ground ----> Water / Ground
Sticky Hold / Storm Drain / Sand Force ----> Tough Shell, Fur Coat clone
111 / 83 / 68 / 92 / 82 / 39 (475) ----> 111 / 103 (+20) / 128 (+60) / 112 (+20) / 82 / 39 (575)
New Moves: None
Dex entry in Pokemon Y: "It apparently had a huge shell for protection in ancient times.", so there's some justification to this ability. But anyways, meet physical Blissey! That's right, Mega Gastrodon is there to take on physical attacks of all kinds (aside from those with Mold Breaker and Kyurem-B with Teravolt), and is capable of furthering his defensive presence thanks to Scald, and even if Scalds don't burn, they can deal some good damage when backed by base 112 Special Attack. Sadly (or thankfully!), Mega Gastrodon has some flaws that prevent him from ripping OU a new one. First, he has to stay in and attack in order to Mega Evolve, so you can't just switch him in directly and start walling off the bat. Second, he has no way of ridding himself of Toxic or any other status, so if Mega Gastrodon is Superman, then Toxic is his Kryptonite. And third, his special bulk is a little underwhelming, so you'll need to invest in his Special Defense. But if you can cover up his flaws, his strengths will lead your team to victory.
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