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

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I just don't think there's a way to give Chandelure Shadow Tag and make it not broken, considering we must also give add 100 to its BST (on that note I'm super excited to suggest Shadow Tag Klefki).

I'm definitely going for Analytic Beheeyem; I think that it's this close to being good, all it needs is a better BST. Analytic's great because it not only boosts attack while slow, but Beheeyem can control the flow of battle by choosing Trick Room. Still, it's also certainly worth considering Dimensional Warp given Bee's bevy of field effect moves (Trick Room, Wonder Room to mess with special walls without relying on Psyshock, Heal Block to screw with stall, and Gravity for its many effects).

Haxorus is probably getting a bulk boost or a Special Attack boost. The biggest thing to keep in mind is that it should not get Strong Jaw; it doesn't get a single jaw-based move (not even Bite!), which makes sense, considering it's using its tusks like an axe and not to chomp down.

Beartic, I'm definitely thinking adding a secondary Water type for Aqua Jet (and Waterfall, which it could easily get).
 
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Haxorus is practically a given with tough claws. steel typing would also be cool.
Beheeyem is known for messing with brains so 30% confusion to non contact moves would be good.
Beartic could benifit from a swift swim variant and a possible fighting type.
 
Beheeyem could probably just get a higher base stat total and be alright. Maybe Adaptibility over Analytic because Analytic doesn't work in Trick Room I believe which would be it's main use. Adaptibility also seems fitting flavor wise.

Chandelure would probably be broken if we give it too good of an ability because we also have to increase it's base stat total. Typing should definetly stay the same and for ability maybe something not broken like Cursed Body or Fire Absorb could be given. Fire Absorb makes sense flavor wise too and should be more wisespread as an ability. As for stats just give it like base 100 speed with added defenses and a big special attack boost which would be fine.

For Haxorus Swordsman would definetly be a cool ability since it does have swords in it's design and learns sword based moves like Slash and Swords Dance. For new moves Leaf Blase and the likes would be cool. Stat wise just don't try to give it too good of a speed or it will be broken.

Beartic could maybe be a candidate for a type change since Ice type sucks. Ice Fighting type would be great offensively if we give it some Fighting type moves like Close Combat. Tough Claws would be a good ability since it has claws that are ehhh.... tough. Stat wise Beartic could either get a great boost in it's speed or in it's defenses so it can be either a sweeper or a bulky attacker. I am more for a great boost in speed as Ice typing sucks for taking hits.
 
Yet another slow Psychic Pokemon we have to try to distinguish from the rest. Might go all Mass Effect and give Beheeyem Prot(h)ean, but it'd need Focus Blast or something to round out its coverage.

Chandelure is one of those that almost has to end up with 190-200 SpA based on the boosts things like Alakazam get - thanks power creep. Part of me wants to make it a little faster and give it a Special Attack Moxie clone, but Chandelure doesn't feel like it should be too speedy when there are other ghosts to do that. Oh, speaking of speedy Ghosts, Mismagius is another Mega to reexamine later on. It got the Ghost/Fairy typing you'd expect but has 35 points dumped into Attack with no new physical moves - don't think we need to worry *that* much about making Mismagius too broken.
 
So I was brainstorming some of the next slate last night and to be honest most of these don't need new abilities, as in like brand new custom ones. They either can use something they originally had, something that is similar in what they accomplish, or something else that can elaborate on a new concept of the mon.

Beeheyem can pretty much have a variation in concept. It's more than likely just going to get a broad stat boost. Also Durant I want to point out Analytic works when something switches out. So if going that route maybe a concept to pressure opponents to switch could help.

Chandelure with Shadow Tag would be pretty borked honestly. The fact that it will more than likely be getting a big special attack boost would just make this thing a nightmare. Either some original abilities or just something that relates to its concept but yeah shadow tag might be much.

For the love of whoever you believe in can we not give Haxorus a enormous speed boost? It's kept in check for the most part due to the fact it's not the fastest thing in the world and more speed would just make this a bit ridiculous. I know I'm going with a concept similar to Garchomp and M-Chomp in terms of stat increases/decreases.

Beartic is a weird case. This can go in a handful of different directions from being something more offensive to something generally more bulky. Maybe a new move or two would be nice cause Beartics move pool is pretty barren right now.
 
Just checked, Fire Spin has an accuracy of 85%. Goddammit, I expected something like 70-75%. Oh well, I suppose 3 turns Fire Spin for Chandy's ability shouldn't be too broken.
I'm going to decrease Haxorus' speed at least 30 points. This should encourage the use of set-up moves other than Dragon Dance - wait what, it doesn't have Bulk Up? What. Rayquaza gets Bulk Up and this armored dragon/dinosaur doesn't. RAYQUAZA.
Beartic has Swift Swim as one of its ability. I suppose by using that there'll be more points to be put into the defenses?
 
Simply, for Chandelure, Reaper of Souls, we just may need an alternative ability that relates to its dex entry where it burns the souls of any living being. Simply, a walking, plage, Grim Reaper.An ability like Heart Stopper which is inspired by:


a. My personal favorite DotA support character, Necrophos (his ability involves healing allies and damaging enemies at the same time, slowly reducing the enemy's health by being near the enemy's presence, healing himself whenever he kills an enemy, and finishes his enemies with a killer blow [Reaper's Scythe] once his enemy reaches 50% health and below)


b.This fanfic gives me plenty of ideas as how detailed we could be with new abilities for chandy IF Shadow Tag makes her too broken. So please try reading that first to understand why I'm thinking of an ability that just drains the enemy's HP by just being there.
 
It's a marathon regardless with however many hundreds of Pokemon to get through. I'm guessing this started before any tiering happened in X/Y based on the order in which things have been given Megas, otherwise it probably would have made sense to really follow the "less is more" idea and upgrade UU/RU mons, which tend to not need custom abilities to be good, first.

Might as well take longer with the worst Pokemon since they either need a custom ability to be decent or will be less than viable with a regular ability. Among the Pokemon with <420 BST, three (Wobb, Dugtrio, and lol Furret) have trapping abilities, five (Mawile, Ledian, Medicham, Azumarril, and Farfetch'd) have Pure/Huge Power - and just beyond the 420 BST threshold Marowak and Diggersby also get it -, two (Smeargle and Ditto) obviously can't be duplicated.

There's only one Pokemon from the under 420 stat group with a custom ability Mega, and that's Sudowoodo with Petrified. It's a big rock tree thing and it can spam a rock-type Wood Hammer with no recoil. It's not really revolutionary or anything, but it at least makes Sudowoodo unique and something you could see coming in on Talonflame a couple times per match and dealing out a big hit to the switch-in - not sure what else one could expect from freaking Sudowoodo.

Lastly, there are nine Pokemon from that group that got extant abilities - Watchog, Raticate, Chatot, Vivillon, Parasect, Beedrill, Butterfree, and Spinda. I'll let you judge them for yourself, but it's safe to say that if you compare them to something like Mega Houndoom, which is in UU, some of them will come up quite short when it comes to being usable in OU. Special shout out to Beedrill there for the most YOLO stat distribution: +50 Attack, -20 Special Defense, and +70 Speed. Might as well have really gone for it and taken the Special Defense points out of Special Attack instead haha.

tl;dr if the bad thing about custom abilities is that they take longer to implement, why not just roll out the ones with normal abilities first? If something needs a good custom ability to be viable, waiting is preferable to rushing out something that will never be used.

But that's the thing, most fully-evolved Pokémon don't have such terrible stats and don't need a custom ability. I feel like we should reserve custom abilities for those that can't possibly be made viable without. Working under those constraints is where you really have to be creative. Anything RU or UU might only be there because of slightly lacking stats(Arcanine and Darmanitan just barely fall short of 100, for example). Meanwhile some are in the bottom of NU with a pitiful BST of 4xx that can't be saved without a custom ability.
 
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I'm considering a massive special attack boost and Shiver for Beeheyem. It'll still have the poor typing, but at least it'll have some tankiness.

Ehhhh I think Levitate is just fine for Chandelure. It makes perfect sense flavorwise and isn't broken like Shadow Tag or whatever weird Fire Spin ability y'all suggested. Chandelure could be a top-notch stallbreaker even without a trapping ability.

Tough Claws Haxorus could easily be overpowered. I'm personally probably going to give it Dry Skin both to avoid brokenness and because fuck Scald.

Agreeing with AM145 that Beartic could use a new move or two. This could be where Tough Claws truly belongs.

Note: In the submission period, check previous submissions before submitting your own to avoid extreme cases of redundancy.
 
For Beheeyem, Confuse Ray makes sense as it can mess with your mind (going as far as to manipulate memories). Analytic fits on a slow, intelligent Pokémon, and with a decent boost in Special Attack, grants it terrifying power. It still does bear common weaknesses, so that balances it. It could gain 40 or 50 SpA, bringing it up to 165 or 175, but again Dark types and Steel types walk all over it.

Chandelure could gain Hypnosis; accoring to the Pokédex, "By waving the flames on its arms, it puts its foes into a hypnotic trance". Probably keeping Infiltrator, it already has great stats and all it needs is a decent speed to be a top threat.

Haxorus makes for a fitting Dragon/Steel (why wasn't it this in the first place?). Abilities could remain Mold Breaker or change to Vampiric Blade, a custom ability that so far only Mega Aegislash has. Of course, Haxorus will retain its trollish 97 base speed, and some small boost put into SpA to keep it balanced. He's just barely frail and slow enough not to be broken, so be careful with the stat boosts here.

Beartic is slow, which sucks for an Ice type because of its many weaknesses. For some reason it strikes me as a Fighting type. This opens the door to Mach Punch, Drain Punch, and grants an amazing STAB combination. Abilities could be Tough Claws or Iron Fist.
 
But that's the thing, most fully-evolved Pokémon don't have such terrible stats and don't need a custom ability. I feel like we should reserve custom abilities for those that can't possibly be made viable without. Working under those constraints is where you really have to be creative. Anything RU or UU might only be there because of slightly lacking stats(Arcanine and Darmanitan just barely fall short of 100, for example). Meanwhile some are in the bottom of NU with a pitiful BST of 4xx that can't be saved without a custom ability.

Yeah, that's the point: it incentivizes you to balance your desire for seeing something with a cool custom ability with the possibility that it might not be available as soon. Am I missing a bunch of winning submissions of OU Pokemon that got custom abilities?

It's not always cut and dry where something absolutely needs a custom ability to be viable. Using the Sudowoodo example again (don't know who submitted it), one certainly could have used made a "better"/more viable Sudowoodo that was like 70/130/130/30/120/30 with Huge Power, but that would have been a really blah design just for the sake of making something viable using an existing ability.
 
Okay. Everyone should take a step back and remember that the dex entries we know are largely made up by English localizations and we already have a petmod that takes them literally.

Really, we need to take them with enough grains of salt to fill a shaker. Recall: Golem's dex entry says it isn't hurt by dynamite, Magikarp's Tackle hurts Golem, ergo, Magikarp's Tackle is stronger than dynamite according to the dex.
 
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Am I the only one who feels Chandelure should really get rapid spin? I swear I've seen it spin around a few times in pokemon amie or in battle, and its whole cameo in Smash Bros involves it rapidly spinning and absorbing projectiles. It might not be used that much, but it'd be a nice option.
 
Am I the only one who feels Chandelure should really get rapid spin? I swear I've seen it spin around a few times in pokemon amie or in battle, and its whole cameo in Smash Bros involves it rapidly spinning and absorbing projectiles. It might not be used that much, but it'd be a nice option.

Fire Spin, maybe.

Okay. Everyone should take a step back and remember that the dex entries we know are largely made up by English localizations and we already have a petmod that takes them literally.

Really, we need to take them with enough grains of salt to fill a shaker. Recall: Golem's dex entry says it isn't hurt by dynamite, Magikarp's Tackle hurts Golem, ergo, Magikarp's Tackle is stronger than dynamite according to the dex.

You don't fuck with Magikarp.

But for real, what other "flavor" is there? It's always a matter of balancing the concept/design of the Pokémon with the competitive boost a Mega can grant it. The Pokédex is more ore less the info the game provides us, unless it's a legendary Pokémon in which case they have some sort of story (legendary birds excluded, they're just sorta there).

If we disregard the 'dex, then there's nothing can be considered unfitting, except for extreme cases. The 'dex says Chesnaugh can withstand bomb blasts, and its exclusive ability Bulletproof reflects that in way practical to the game's mechanics. That's just one of many examples.
 
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But for real, what other "flavor" is there? That's basically all the info the game provides us. If we totally disregard the 'dex, then there's nothing can be considered unfitting. The 'dex says Golduck has psychic powers, for example, and was the basis of your argument before. But now we should just completely disregard it?
Aesthetics. What sort of animal/being it is, and the scientific and folkloric connotations of this. Typing. Moves. Existing abilities. BST distribution. Its general role in battle. Its evolutionary family.

The dex, if you look back, wasn't the basis of my argument for Golduck's retyping at all. I never even mentioned the dex. It's about the ducks' movepool, not just with Psychic-type moves, but with moves like Disable or Psych Up.

And yes, the dex mentions Psyduck's constant headache and psychic powers (not that I mentioned it before), but that's backed up by the depiction of Psyduck holding its head, its movepool, heck, even the famous anime character. Note that I'm not saying ignore the dex, even. I'm saying we should take them with a grain of salt. They can supplement our flavor choices, but should hardly be the thing we look at first and try to justify through our megas. Otherwise we should be having flying Garchomp, blazingly fast Escavelier, impossible-to-use Shedinja because the jerk keeps stealing our souls as we look into the hole in its back, burns from Houndoom that can't be healed by Aromatherapy, and Charizard's Fire moves melting Rock types. Oh and Magcargo's hotter than the surface of the sun.
 
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OK so it turns out that I'm going to be gone for a while so I'm going to miss the submissions period for the next slate, but I really spent a lot of time on this slate so I don't want it to go to waste. I'm going to call on the precedent set by Chesnaught during the Cloyster slate and post an early submission; don't open until the submission period actually starts!

(warning for the uninitiated: text walls incoming, but they get shorter as you go down the list)

Beheeyem
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Beheeyem

Typing: Psychic -----> Psychic/Steel (like a UFO [LGM-->BEM-->UFO])
Abilities: Telepathy / Synchronize / Analytic -----> Analytic
BST: 75/75/75/125/95/40 -----> 75/120/79/150/123/38
Moves: Flash Cannon

Weeee, I'm back! (at least for this one). So here's Mega Beheeyem, a Pokemon based off of aliens (particularly those depicted in western media, such as little green men and "men in black"). A few months ago there was quite a bit of support for a Psychic/Steel Mega for Beheeyem based off of UFOs, that was unfortunately put aside due to not meeting the requirements set for the project (100 BST, no HP boosts, etc.) Now that Beheeyem is back on the slate, here's my take on that idea, and how it is intended to work in the metagame.

To start off, a major difference between how the project was at its start and how it is now is the simple fact that we've already created a bunch of new Megas, and many ideas intended for later generations have now been already done or outclassed by Megas from earlier generations (such a process is only natural, however--hence the reason why some new Pokemon compete for niches with older ones). Analytic is an ability that has been used quite often before, namely in three cases: Dodrio, Hitmonchan, and Slowking. How would Mega Beheeyem with Analytic be different from these previous Megas and earn itself a separate niche?

Well, for starters, Beheeyem uses Analytic entirely differently from Dodrio and Hitmonchan. The latter two are not particularly slow; they use Analytic to discourage the foe from switching, as the switch-in would be hit 30% harder. Mega Beheeyem, with its base 35 Speed on the other hand, is intended to use it against all foes, whether the opponent switches or not. This it has in common with Mega Slowking. Slowking, however, is intended to be far bulkier; 95/90/130 bulk with Slack Off orients it torwards defensive offense, and its Water-typing gifts it with a whole plethora of different strengths, weaknesses, checks, and counters from Beheeyem's Steel-type (Fire resistance rather than weakness, Grass weakness instead of resistance, and so on). Beheeyem also takes a more offensive route; sure, 123 Special Defense is nice, but 75 base HP and 79 base Defense isn't nearly as good. While Slowbro can afford to set up a Calm Mind or two thanks to its bulk, Beheeyem is designed to be a more straightforward attacker; while Nasty Plot is a decent move for it, its low Speed, mediocre Defense, and lack of priority or healing (there's a reason why I didn't give it Bullet Punch) makes setting up a very bad idea until one is sure the opponent's physical attackers all have been taken down. To compensate for this, however, is its 150 Special Attack and virtually guaranteed Analytic. This means its moves will be hitting with off of an effective 195 Special Attack (or a respectable 156 Attack if one is so inclined); what Mega Slowking has in survivability and bulk Beheeyem trades in for brute force.

The neat thing about Analytic rather than just straight-up boosting Beheeyem's offenses is that it gives Beheeyem more flexibility during team-building. Had I just given it raw attack power, it could have easily become broken by switching on a resisted Special Attack and then setting up Trick Room; Analytic, however, discourages the use of Trick Room on a pure attacking Beheeyem set, as the boost would be lost if Beheeyem moves first (which, based on its Speed, it almost always will). On the other hand, 120/150 offenses are still solid on their own, so Beheeyem could forgo its Analytic boost in favor of Trick Room and a set-up move. While Beheyeem is indeed capable of frightening power, however, it is offset by the fact that this Pokemon needs quite a bit of team support. Trick Room Beheeyem would likely need other Trick Room users, for example--while it sounds easy enough, the likely fact is that the most desirable Trick Room users in this metagame--Dimensional Warp Reuniclus and Field Warp Xatu--are incompatible with Beheeyem thanks to its Mega status. While this Pokemon seems strong in this current metagame, it likely won't be so in a Mega-filled one; auto- and 8-turn Trick Room will be tough things to compete with, particularly since the former two Megas can support a variety of non-Mega Pokemon whereas Beeheyem would likely require the opposite (multiple non-Mega Pokemon to support a single Mega). Analytic Beeheyem has to deal with the fact that it is both slow and average in the physical defense department; virtually all priority moves are physical anyways (sorry Vacuum Wave), making this really a problem for Trick Room Beheeyem as well. Beheeyem can't function at its full capacity until all physical threats are eliminated, since staying in on a variety of common physical OU threats would likely spell doom for it. A lack of priority compounds it, giving it no options besides switching or taking a hit when faced with a faster (read: any) foe. Additionally, dedicated Special walls are more commonly used than Physical ones, thanks to the pink blobs, making 150 Special Attack a bit less threatening than a similar Attack stat. Finally, Steel is ultimately a mixed bag for Beheeyem; thanks to the Gen VI changes, it no longer gifts it with the two neutralities it most desparately wants--Dark and Ghost, which would have been even more useful in today's metagame had it gained them. A Fire-weakness also doesn't help, particularly with Talonflame and Heatran running around in OU. A Bug resistance, while nice, doesn't really come up too often. Poison immunity is a small bonus in that it is now immune to the status itself, but as a Psychic-type Beheeyem didn't have much problem with Poison-types in the first place. Perhaps the biggest gift the Steel-type gave to it was a resistance and super-effective STAB against Fairy-types, a niche that no current Mega Analytic user boasts; it certainly has its uses, considering how prominent the type is in the metagame.

Beheeyem distances itself from other Analytic users by actually being able to take advantage of it the majority of the time, while maintaining an offensive bias rather than a defensive one. A need for substantial team support and stiff competition with similar Pokemon keeps it from being overly centralizing, while a lack of decent physical bulk and HP in combination with its low Speed and lack of priority or healing limits its ability to shine without some skilled prediction and strategy. Still, its raw power and strategic potential when placed in the right hands is tantalizing, and certainly makes Mega Beheeyem worth consideration for the Mega spot of some potentially great teams.

Chandelure
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Chandelure

Typing: Ghost/Fire -----> Ghost/Fire
Abilities: Flash Fire / Flame Body / Infiltrator -----> Entrap (Grip Claw in ability form; trapping moves will always last their maximum duration)
BST: 60/55/90/145/90/80 -----> 60/85/100/175/110/95
Moves: None

This one was fun! =3

Quick! When I say Chandelure, say the first thing that comes to your mind. If you said Shadow Tag, then you also probably know how hyped this Pokemon was when people first found out about its Hidden Ability in Gen V. You also probably know that for all intents and purposes in standard battling, Shadow Tag Chandelure doesn't exist, as GF changed it to Infiltrator in Gen VI. Perhaps this was for the better, since as we have seen with Mega Gengar, a Ghost-type with great Special Attack, nice Speed, and Shadow Tag is a recipe for banishment to Ubers. But since Chandelure is so associated with trapping (at least in my mind), why not make a Mega that incorporated it in a way different from how Arena Trappers and Shadow Taggers do it now?

According to most sources, Chandelure hunts prey by surrounding them in a vortex of flames and burning away its victim's soul. As mortifying as that sounds, this is probably the basis of its Shadow Tag ability--it traps the foe and prevents its escape, just as the ability does. But Shadow Tag is something we want to avoid with Chandelure, especially since it is getting a 100-point boost to its stats as a Mega. How else could we make trapping, an integral part of both its flavor and its hype competitively last generation, a part of this Pokemon without resorting to the ability? Well, when one mentions a "vortex of flames", one particular move comes to mind: Fire Spin.

Semi-trapping moves are interesting in that they are in theory useful, and occasionally even see a rare bout of competitive play (see: Infestation). However, their traditional lack of reliabilty due to ranging from 2-5 turns has made them not very desirable in most matches, where even a single turn can decide the victor. Gen V helped by bumping the minimum number of turns up to 4, and while they are now occasionally still seen in the metagame, they certain aren't something that most people explicitly prepare for while teambuilding.

Entrap is a simple ability, both in terms of its effect and its coding (it's an item in ability form, like how Sturdy is for the Focus Sash and Aftermath is for the Jaboca Berry). Chandelure's main--and only--use for it is Fire Spin, a move that, though weak in power, is mainly intended to be used for its effect. With Entrap, Chandelure simulates Shadow Tag for 5 turns on the opponent, with the added bonus of the opponent losing 5/8ths of its HP plus the initial damage over the effect's duration. Now, you might say, "but Clap! 5 turns is more than enough for Mega Chandelure to completely wreck havoc on the opponent's team! Surely such an ability is going to destroy the entire metagame!" 5 turns would indeed be plenty for Chandelure to obliterate most teams with Shadow Tag; semi-trapping moves aren't quite the same as trapping, however (as the name implies), and carry a variety of limitations that help keep what would be a very scary Pokemon in balance.

Firstly, Fire Spin has an accuracy of 85%; for reference, that is just a tad higher than the infamously shaky Stone Miss. Of course, relying on luck is by no means a way to keep a Pokemon in check, but it is something that makes it a bit unreliable, and not just a straightforward Pokemon. The key difference between Shadow Tag and semi-trapping, besides the turn limit, is the fact that a semi-trapping move won't take effect until after the opponent switches, as switching always occurs before attacks (unless you're using Pursuit, which as no bearing on this anyways). This is huge; what primarily made Shadow Tag so scary is that the user got to choose who gets trapped; it was ridiculously easy to simply switch in on set-up bait and proceed to, well, set-up and sweep. Pokemon were made entirely irrelevant simply because they were too easy to get set-up on by trappers. With semi-trapping moves, it is the opponent that gets to choose who is trapped, rather than the user. This entirely changes how trapping is handled; Chandelure can't just switch in on set-up fodder to set up, since the opponent could switch into a counter to get trapped by Fire Spin instead, forcing Chandelure to switch and putting the user at a disadvantage rather than an advantage by giving the opponent a free turn. Instead of blindly and uncompetitively winning matches simply by switching on the right Pokemon, semi-trapping makes strategy a prime factor in determining how the game is played out. The opponent gets to choose who is trapped, for starters, so winning is not just a matter of setting up and sweeping. Instead, using Team Preview to gauge which Pokemon would be able to deal most effectively with the user's team becomes the main goal. The user then gets to switch in a Pokemon to deal with the one the opponent switched in--at this point, 2 turns of the trapping have been used up (one to use Fire Spin, the other to switch Chandelure to a counter for the Pokemon the opponent switched in). 3 turns of trapping is far more manageable for players than the indefinite number of turns Shadow Tag allowed. And of course, there are Pokemon that just outright ignore trapping altogether--primarily other Ghost-types, but also the Shed Shell user one sees now and then to avoid Magnezone and other trappers (as well as Flash Fire users in Chandelure's particular case). The one other notable thing Fire Spin does that Shadow Tag doesn't, however, is allow the trapper to switch; while it burns a turn of the trapping to do so, the ability to switch opens up a whole new avenue of strategies that become possible with semi-trapping.

I went very sparingly with the stat boosts, and gave it no moves at all, since Chandelure wasn't exactly weak to begin with and easy semi-trapping is a powerful thing to give to a Pokemon. For starters, I dumped 30 of the 100 points into Attack just to ensure this thing wouldn't get too out of hand. 175 Special Attack seems high, but considering that Chandelure has the second-highest Special Attack out of all non-legendary, non-Mega Pokemon, it would only be fitting if it had one of the higher Special Attacks as well. 100/110 defenses keeps Chandelure frail while preventing its Special Attack from going much higher, while 95 Speed is almost-fast-but-not-fast-enough-to-outspeed-base-100s (and rather slow for a Mega that wasn't already slow to begin with). Typing was fine, so I didn't see much reason to change it. The real star of Mega Chandelure is its ability, which gives it a unique niche that no other Pokemon in OU, even previous Megas from the submissions, have really capitalized on.

TL;DR: Chandelure continues its focus on trapping, but instead of capitalizing on the arguably broken Shadow Tag, it instead focuses on the unique semi-trapping abilities move like Fire Spin offer. The key thing that keeps it balanced is that the opponent can switch before being trapped, allowing him or her to choose who gets trapped rather than the user choosing as he or she does when using Shadow Tag or Arena Trap. A limited number of turns also prevents strategies like stalling and boosting from being viable with semi-trapping; however, the ability to switch and keep the opponent trapped also creates a variety of new options that no other Pokemon in OU can, making Mega Chandelure a unique choice for one's coveted Mega spot.

Haxorus
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Haxorus

Typing: Dragon -----> Dragon
Abilities: Rivalry / Mold Breaker / Unnerve -----> Valiant (Can hit Fairy-types [Scrappy/Corrosion clone])
BST: 76/147/90/60/70/97 -----> 76/162/120/90/80/112
Moves: Fire Punch

The return of Gen V Dragons... sort of. Let me explain.

So Haxorus partially bypasses the nerf to Dragon-types brought by Gen VI through its ability, which enables it to hit Fairy-types neutrally and restoring its reputation as a solid neutrally-hitting attacking type circa Gen V. Everything else about it more or less stays the same; it's still a pure-Dragon type, it's still a physical attacker, and it still is an armor-plated dragon with blades sticking out of its face.

Speaking of armor plating and blades, while this doesn't affect Mega Haxorus competitively, its Pokedex descriptions emphasizing its armor and valiance did. In my head, Mega Haxorus becomes a bit knight-like; not overtly so to the point where it gains a Steel-typing, but enough so that it becomes worthy of an ability with a name like "valiant".

Just like in Gen V, Haxorus has two main tools at its disposal to hit the majority of OU relatively hard: Dragon Dance and Outrage. While the former is still used often in OU, the latter has taken a huge hit from the last generation, thanks to the fact that Fairies are completely immune to the move. Haxorus gets around this via its ability, enabling it to use Outrage just as effectively as it did before (Steel-types are just as big of a problem, too). Fire Punch is a small buff that helps it muscle through Steel-types, though Outrage will deal more against anything else weak to Fire thanks to the STAB boost. Its Attack stat is buffed by 15 points, which while nice, doesn't quite compensate for the loss of an item. A Defense boost to 120 and a Speed boost past the critical base 100, however, compensate for this, making Haxorus's weaker initial power a smaller problem when it can both boost and cause switches more easily. Haxorus becomes a Dragon that, against all odds, has the ability to become a Fairy slayer; Outrage cleanly 2HKO's a max defense Clefable, for perspective.

Just as Haxorus has all the benefits of a Gen V Dragon, however, it also has all of the weaknesses. Primarily, Steel still walls Haxorus just as well as it does other Dragons. Fire Punch helps a bit, but 75 BP without STAB is unlikely to take down Steels that haven't already been previously weakened, particularly since many OU Steels are stronger in physical Defense. Additionally, while it can hit Fairy-types for neutral damage, it still take super-effective damage from Fairy-type attacks. Haxorus will still despise a Moonblast just as much as any other Dragon-type (besides Hydreigon, but you get my point). Take that 2HKO I mentioned earlier on Clefable; while Haxorus can indeed take the Fairy-type down in two Outrages, a Clefable with some investment can also OHKO Haxorus with a Moonblast. It may not be able to switch in on Outrage like it can most Dragons, but it can certainly make short work of Haxorus with some careful prediction. Finally, while often overlooked, confusion is not the best thing to be stuck with when your Pokemon has Dragon Dance boosts stacked up. Since Mega Haxorus will be holding Haxorusite, a Lum Berry isn't an option for it to cure its status (or avoid burns, for that matter). This means the player will be forced to take a chance with confusion or switch and lose their boosts once Outrage ends. However, this isn't to say that Haxorus has too many drawbacks to use, by any means--other than the Fairy-weakness, these are all problems Dragons have faced since Gen IV, and ones that they have been able to overcome to dominate the metagames of both generations. Mega Haxorus gives the Gen VI metagame a taste of what a substantial threat the type can be when blessed with a few of the perks it had in previous years.

Mega Haxorus makes use of its ability to turn Fairy-type counters into simply checks; it makes the time-tested combination of Dragon Dance and Outrage once again viable, even in a metagame filled with Fairy-types. In short, Mega Haxorus shifts a time-tested Pokemon archetype from past generations and adapts it to the new generation, bringing about the return of the dragon.

Beartic
beartic.gif

Beartic

Typing: Ice -----> Ice/Water
Abilities: Snow Cloak / Swift Swim -----> Clear Ice (neutrally-damaging moves do 75% damage; counterpart of Filter/Solid Rock)
BST: 95/110/80/70/80/50 -----> 95/140/120/70/110/50
Moves: Waterfall

I will continue submitting Clear Ice until something gets in with it (for those of you who've joined the project more recently, I put Clear Ice for every Ice-type Mega I submit, though I think I'll have the best chance once we get to either Cryogonal or Avalugg [or hey, even both!]). With it, Beartic half-resists Fire, Normal, Poison, Ground, Flying, Psychic, Bug, Ghost, Dragon, Dark, Steel, and Fairy. Defensive Ice sucks for the most part, but a 25% reduction on neutral moves mitigates this a bit. It's not a full resistance, but it helps give Beartic a bit more survivability (the list of types seems like a lot, but it is primarily for switching in on attacks; most opponents will be more likely to exploit its Electric, Grass, Fighting, or Ground weaknesses anyways, especially since all four are common in OU).

Beartic embraces its design as a polar bear and becomes a bulky attacker (just like the animal in real life, if you think about it). 95/120/110 isn't amazing for a Mega, but it certainly isn't bad, and its ability helps further its bulkiness as well. Beartic is already stronger connected to water as a polar bear; many of its Pokedex entries mention swimming, it has Swift Swim as a hidden ability, and it is able to learn Surf. From this, it is only natural that it gains the Water-typing upon Mega evolution. Adding types to Ice rarely hurts, since it needs all the resistances that it can get. Ice/Water also has precedence in OU as seen by Cloyster; while the latter is a quick and relatively frail (I'm of course talking about after a Shell Smash, whereas before using the move it would be quite the opposite), Mega Beartic aims to be slow but bulky.

I added Waterfall to its movepool as a physical Water STAB; it already has both Aqua Jet and Surf, so Waterfall isn't much of a stretch at all. 140 Attack is nice; not the best for a Mega, but certainly decent given the Pokemon's bulk. I kept Beartic's speed the same so that it would be able to utilize Avalanche. A 120-BP Ice-type STAB move coming off of a base 140 Attack is certainly nothing to scoff at. Finally, Bulk Up is a standard move for bulky sweepers, and Beartic is no different; Between Aqua Jet, Waterfall, Avalanche, and Bulk Up, Beartic certainly has enough moves to round out a solid movepool (also Superpower if one feels so inclined).

Mega Beartic isn't very complicated, nor does it embrace a quirky concept like some of my other submissions do. It gets the job done, however; a nice Attack stat, good bulk, a decent ability, and a powerful STAB move make it a solid choice for some teams without excessive need to build a team around it.

EDIT: IIRC, all but 2 of the Golduck entries were Water/Psychic, but the Fighting one won out perhaps because the Psychic ones split the vote between them.
And we did end up using Golem's Pokedex entry in its Mega; we gave it Bulletproof, which gave it immunities to Energy Ball, Seed Bomb, Focus Blast, Aura Sphere, etc. so it was decent competitively too.
 
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I don't get why your mega chandelure needs so much poured into attack, you said it yourself in that semi-trapping moves aren't anywhere near as useful as the abilities because the opponent effectively chooses what to have trapped, and more often than not you'll end up trapping one of their checks for you. Wasting 40 points on its attack seems very unecessary, and seeing the mega version of Chandelure having less spattk than Mega Amph is kind of sad.
 
I don't get why your mega chandelure needs so much poured into attack, you said it yourself in that semi-trapping moves aren't anywhere near as useful as the abilities because the opponent effectively chooses what to have trapped, and more often than not you'll end up trapping one of their checks for you. Wasting 40 points on its attack seems very unecessary, and seeing the mega version of Chandelure having less spattk than Mega Amph is kind of sad.

Shhhh, it's not submissions period yet! But I'll tweak 10 points or so to remedy this.
 
tl;dr if the bad thing about custom abilities is that they take longer to implement, why not just roll out the ones with normal abilities first? If something needs a good custom ability to be viable, waiting is preferable to rushing out something that will never be used.

I agree that there's a time and place for Custom Abilities. It gives us the opportunity to buff up useless Pokemon without redundantly putting huge power/fur coat on everything (as you've already stated.) The thing me (and I hope everyone else) is arguing against is saying "hey, look at the dex entry for this UU pokemon, lets spice up the flavor with a custom ability!" I don't mind them if used thoughtfully and sparingly, but it gets annoying when about half the submissions have custom abilities.

And just to clear it up, I don't really consider clones of existing abilities as custom (i.e. bug type water absorb) mainly because they're incredibly easy to code and they don't add new mechanics. This is more a matter of opinion (well, all of this is), however.
 
You don't fuck with Magikarp.

But for real, what other "flavor" is there? It's always a matter of balancing the concept/design of the Pokémon with the competitive boost a Mega can grant it. The Pokédex is more ore less the info the game provides us, unless it's a legendary Pokémon in which case they have some sort of story (legendary birds excluded, they're just sorta there).

If we disregard the 'dex, then there's nothing can be considered unfitting, except for extreme cases. The 'dex says Chesnaugh can withstand bomb blasts, and its exclusive ability Bulletproof reflects that in way practical to the game's mechanics. That's just one of many examples.

The other flaw in the Magikarp dex argument is that all it claims is that Magikarp's tackle is stronger than dynamite. That itself says nothing about how strong Magikarp's Attack or Golem's Defense should be relative to other Pokemon. It's entirely possible for Magikarp's tackle to barely hurt Golem while still being stronger than dynamite.

This argument severely underestimates how resilient Pokemon are. It is quite evident from the games that Pokemon can be directly hit by things such as lightning bolts, hurricanes, tears in the space-time continuum, and even the manifestation of a god's judgement without dying or even becoming permanently disabled. They just temporarily pass out and need some medicine or a trip to the Pokemon Center to be as good as new again.

Not only that, but just about every single Pokemon learns a technique that can render itself completely invulnerable to these catastrophic attacks that no known human or animal would be able to withstand. In that context, a blast of dynamite sounds downright wimpy when compared to the strange, unworldly powers Pokemon hold - of course Magikarp's tackle would be stronger than it.

And just to clear it up, I don't really consider clones of existing abilities as custom (i.e. bug type water absorb) mainly because they're incredibly easy to code and they don't add new mechanics. This is more a matter of opinion (well, all of this is), however.

Help me out here. I'm honestly having a hard time finding very many submitted custom abilities that are more than one step removed than an existing ability. One I can possibly see is the Klinklang one where it always gets a max damage roll since I'm assuming that mechanic is always left to randomness and therefore untouched by any existing ability - besides, that's only giving an 8.1% damage increase on average, which is redundant when compared to a lot of other damage-modifying ones.

Even for something like Escavalier which had a ton of custom abilities proposed, the one that strikes me as most dissimilar to a current ability is "Dragonslayer - This Pokemon's Steel, Bug and Fighting-type attacks deal SE damage on Dragons; immunity to Dragon-type moves" which (speaking purely from how it would have been implemented rather than whether it would be a good/bad ability) defensively is a clone of Levitate and offensively would use the same mechanic that's in place for Freeze Dry on Water types.

Another one I could see as being tough to implement would be something like Swordsman (even though it's definitely good and fits) just because similar boosts like Mega Launcher and Tough Claws use stuff coded in the game that flags each move as a pulse/contact attack, so Swordsman would require one to either create a new flag for blade moves or manually input which ones get the boost.

Mineral Dissolve is definitely the craziest one out of all the winners, but Mothim's clearly one of those that is bad enough to need a crazy ability to be viable. Even something like the suggested Emolga ability Arc Current is only a step or two removed from Parental Bond ("If user uses a damaging move then immediately afterwards use the same attack from a stand-in clone with 1/2 the user's Attack/Special Attack stat" vs. "If user uses a Flying-type move then immediately afterwards use Discharge from a stand-in clone with the same Special Attack stat").
 
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The other flaw in the Magikarp dex argument is that all it claims is that Magikarp's tackle is stronger than dynamite. That itself says nothing about how strong Magikarp's Attack or Golem's Defense should be relative to other Pokemon. It's entirely possible for Magikarp's tackle to barely hurt Golem while still being stronger than dynamite.

This argument severely underestimates how resilent Pokemon are. It is quite evident from the games that Pokemon can be directly hit by things such as lightning bolts, hurricanes, tears in the space-time continuum, and even the manifestation of a god's judgement without dying or even becoming permanently disabled, they just temporarily pass out and need some medicine or a trip to the Pokemon center to be as good as new again.

Not only that, but just about every single Pokemon learns a technique that can render itself completely invulnerable to these catastrophic attacks that no known human or animal would be able to withstand. In that context, a blast of dynamite sounds downright wimpy when compared to a Pokemon - of course Magikarp's tackle would be stronger than it.
Exactly.

Look at some of the game's strongest attacks:

- Explosion and V-Create are the Pokémon releasing a great amount of energy
- Eruption speaks for itself.
- Draco Meteor strikes the opponent with multiple meteors - with some sort of additional "Dragon" power, not just rocks
- Outrage is also self-explanatory - think about Gyarados, 30-foot long dragon/sea monster that burns down cities
- Brave Bird is another one with a deadly real-life basis, the peregrine falcon can dive steeply for prey at 200 mph and kill only with one wing to avoid hurting itself. Imagine something many times that size striking you at full force
 
The other flaw in the Magikarp dex argument is that all it claims is that Magikarp's tackle is stronger than dynamite. That itself says nothing about how strong Magikarp's Attack or Golem's Defense should be relative to other Pokemon. It's entirely possible for Magikarp's tackle to barely hurt Golem while still being stronger than dynamite.

This argument severely underestimates how resilient Pokemon are. It is quite evident from the games that Pokemon can be directly hit by things such as lightning bolts, hurricanes, tears in the space-time continuum, and even the manifestation of a god's judgement without dying or even becoming permanently disabled, they just temporarily pass out and need some medicine or a trip to the Pokemon center to be as good as new again.

Not only that, but just about every single Pokemon learns a technique that can render itself completely invulnerable to these catastrophic attacks that no known human or animal would be able to withstand. In that context, a blast of dynamite sounds downright wimpy when compared to a Pokemon - of course Magikarp's tackle would be stronger than it.
Sometimes otherwise-intelligent people make a counterargument so monumentally stupid that it actually proves the opposite position correct all by itself; just the virtue of its existence shows that there were no intelligent responses to pick from. Suggesting that Magikarp's tackle contains more force than dynamite is one of these cases.

I am perfectly happy with anyone who decides to disagree with that statement, for the same reason I'm perfectly happy with anyone who decides to disagree that the sun is a star; after a certain point, there's just nothing you can do with childish ignorance or, as I imagine is your case, the desire to be argumentative blinding people from their arguments' unfathomable idiocy. There's nothing I need to say to convince anybody that I'm right here besides reposting your argument:

"[A] blast of dynamite sounds downright wimpy when compared to a Pokemon - of course Magikarp's tackle would be stronger than it."
 
Sometimes otherwise-intelligent people make a counterargument so monumentally stupid that it actually proves the opposite position correct all by itself; just the virtue of its existence shows that there were no intelligent responses to pick from. Suggesting that Magikarp's tackle contains more force than dynamite is one of these cases.

I am perfectly happy with anyone who decides to disagree with that statement, for the same reason I'm perfectly happy with anyone who decides to disagree that the sun is a star; after a certain point, there's just nothing you can do with childish ignorance or, as I imagine is your case, the desire to be argumentative blinding people from their arguments' unfathomable idiocy. There's nothing I need to say to convince anybody that I'm right here besides reposting your argument:

"[A] blast of dynamite sounds downright wimpy when compared to a Pokemon - of course Magikarp's tackle would be stronger than it."

We know the sun is a star because there's proof and more importantly, both are real things.

We don't know how strong Magikarp's Tackle attack is, because Pokémon is a video game and not real life.
It could just as likely be stronger than dynamite as it could be weaker than a fly landing on you. It's not something meant to be taken analyzed and taken seriously, you said yourself that Pokédex entries are horribly exaggerated. If you want a realistic scale to go by, look at Thunderbolt. It's literally "100,000 Volts" in Japanese, which you'd think would electrocute any Pokémon... if the situation were the least realistic.

Basically, there's no point in analyzing Pokémon and holding it up to entirely realistic standards. It's like with superheroes, how the Flash can run faster than the speed of light, even though that's totally impossible in reality. The truly idiotic thing is that we're actually arguing about this.

Whatever the answer is, does it matter?
 
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Sometimes otherwise-intelligent people make a counterargument so monumentally stupid that it actually proves the opposite position correct all by itself; just the virtue of its existence shows that there were no intelligent responses to pick from. Suggesting that Magikarp's tackle contains more force than dynamite is one of these cases.

I am perfectly happy with anyone who decides to disagree with that statement, for the same reason I'm perfectly happy with anyone who decides to disagree that the sun is a star; after a certain point, there's just nothing you can do with childish ignorance or, as I imagine is your case, the desire to be argumentative blinding people from their arguments' unfathomable idiocy. There's nothing I need to say to convince anybody that I'm right here besides reposting your argument:

"[A] blast of dynamite sounds downright wimpy when compared to a Pokemon - of course Magikarp's tackle would be stronger than it."

Oh my God, next you'll be telling me that it's physically impossible to fit a Pokemon into a Poke Ball that can fit in the palm of a child's hand. How do they survive in there without suffocating or starving to death?!

Too much hard scientific truth to handle right now. This has really shaken my long-held belief that the video game Pokemon is a 100 percent accurate representation of the physical world in which we live.
 
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