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

Status
Not open for further replies.
How is locking access to a type while the user's in play complicated? Honest question here.

The thing is, if it locks the type, it has a new strategy of preventing Roost usage. Eat it, Dragonite!
 
Recoil is not complicated either. That's the same thing as the move Powder. I'm sure the person who posted the Motor Drive/Lightning Rod thing was just trying to start some discussion about possible ways to alter Scarecrow than making an iron-fisted proclamation of how it should work.
 
Lol my Bisharp idea became garbage after logic was applied so I'll just post this one.
Mega Druddigon
Type: Dragon -> Dragon/Fire
Abilities: RoughSkin/SheerForce/MoldBreaker -> Adaptability
New Moves: N/A

HP: 70 -> 77
Atk: 120 -> 150 (+30)
Def: 90 -> 115 (+25)
SpA: 60 -> 80 (+20)
SpD: 90 -> 115 (+25)
Spe: 48 -> 48 (+0)
BST: 485 -> 585

Flavor Concept: The wings on it now resemble the sun and its skin is more jagged.

Competitive Concept: So a general stat improvement across all except for Speed. It's more along the lines of a pure slow wall breaker with its improved offenses and Adaptability. Considerable bulk as well which can make it a prime candidate for Sticky Web or Trick Room teams. Cleric support will keep this going in the long run to do damage.
 
How is locking access to a type while the user's in play complicated? Honest question here.

The thing is, if it locks the type, it has a new strategy of preventing Roost usage. Eat it, Dragonite!
My original intention was just a full immunity to Flying-type attacks. Sort of like Levitate, but for Flying. If we just give Mega Mienshao the same ability, then we create a smaller amount of unnecessary abilities without sacrificing a lot of flavor or viability.
 
My original intention was just a full immunity to Flying-type attacks. Sort of like Levitate, but for Flying. If we just give Mega Mienshao the same ability, then we create a smaller amount of unnecessary abilities without sacrificing a lot of flavor or viability.
I was talking about Scarecrow and how to make the two abilities very different.
 
bouffalant.gif


Mega Bouffalant

Normal ----> Normal
Reckless / Sap Sipper / Soundproof ----> Reckless
95 / 110 / 95 / 40 / 95 / 55 (490) ----> 95 / 140 (+30) / 130 (+35) / 40 / 130 (+35) / 55
New Moves: Flare Blitz

Mega Bouffalant becomes a very sturdy wall breaker of sorts, as having excellent 95 / 130 / 130 defenses can take hits as he dishes them out with his massive 140 base Attack. Reckless makes Head Charge and Wild Charge much more powerful, and the addition of Flare Blitz lets him take on Steel-types not weak to Earthquake much more easily. Since he already gets Swords Dance, Bouffalant can perform a seriously powerful wall breaking set, though his lack of recovery, lack of resistances other than a Ghost immunity, and his horrendous Speed make it tough to take on offensive teams.
 
I was talking about Scarecrow and how to make the two abilities very different.
Right, my Mega Maractus submission was the first to be given Scarecrow. My proposal is we don't make the two abilities different at all; we shouldn't even make two abilities. It's just an idea.
 
Mega Druddigon
Typing: Dragon ----> Dragon/Steel
Abilities: Rough Skin/Sheer Force/Mold Breaker ----> Photovoltaic (Chlorophyll clone)
BST: 77/120/90/60/90/48 ----> 77/135/135/60/110/68
New Moves: Bulk Up, Iron Head, Wild Charge

By reworking the wings into solar panels, Mega Druddigon become some sort of syborg-gargoyle-thingy. Dragon/Steel is an awesome defensive typing, being neutral to Fairy, Dragon and Fire, Dragon and Steel types' respective weaknesses, and is only weak to Fighting and Ground, both of which have mostly physical users, thus Mega Druddigon's higher Def. Photovoltaic allows it to have a decent speed while still maintaining bulk, and 135 Atk isn't bad either, letting it use Bulk Up to buff up its Atk and Def. However, outside sunlight Mega Druddigon has a medicore speed, and can be easily outsped.

Mega Golurk
Typing: Ground/Ghost ----> Ground/Ghost
Abilities: Iron Fist/Klutz/No Guard ----> Grounded (All immunities to Ground are ignored when user is on the field.)
BST: 89/124/80/55/80/55 ----> 89/159/130/55/105/45
New Moves: Shadow Claw, Automize

This one is designed as a Spinblocker that can also scare out Defoggers. Grounded makes it so Flying types, Levitate, Air Balloon etc. lose their immunity to Ground, and considering most of the Defoggers are either Flying type or have Levitate, this is a huge boon against them. Skarmory can't really switch in, as it will swiftly be 2HKOed; Mega Charizard Y gets OHKOed instead. Most other Defoggers fare the same, with only Mandibuzz able to escape the 2HKOes. it also has a much better bulk, able to live a CB Dragonite's Outrage with only full investment in HP. While its Speed is lowered slightly, it also has Automize to boost its speed and can attempt to sweep.

Mega Bisharp
Typing: Dark/Steel ----> Dark/Steel
Abilities: Defiant/Inner Focus/Pressure ----> Swordsmaster (Boosts Blade, Cut, Slash, and Sword moves by 1.5x)
BST: 65/125/100/60/70/70 ----> 65/170/85/80/60/120
New Moves: Sacred Sword, Leaf Blade

Bisharp looks sooo much like a Kamen Rider it can't be more obvious. Especially Kamen Rider Accel. So, I kind of based Mega Bisharp on Accel's Trial form, in which it loses armor in favor of more speed. Mega Bisharp now is much faster than before, able to outspeed many opponents without using Sucker Punch, and its Atk is buffed straight up to 170, which is among the higher ones of the megas. With the addition of Sacred Sword and Leaf Blade, it has most of the move boosted by Swordsmaster, and with its speed and high Atk, it can make good use of them. However, Mega Bisharp's bulk becomes downright medicore in return, which makes it easy to faint. It loses at least 70% HP to CB Ledian's Mach Punch. LEDIAN. Basically, any Mach Punch users can ruin it easily. Special attackers can also target Mega Bisharp's even frailer special side.

EDIT: The problem with giving Mega Mienshao Scarecrow is that there's no way it fits flavor wise. Though I support GG unit's suggestion:
Or maybe have Scarecrow also deliver recoil damage to contact Flying-type attacks? That would make sense in that something using Brave Bird wouldn't actually be missing, but rather hitting the scarecrow instead. Guts is better than Toxic Boost too.
 
Recoil is not complicated either. That's the same thing as the move Powder. I'm sure the person who posted the Motor Drive/Lightning Rod thing was just trying to start some discussion about possible ways to alter Scarecrow than making an iron-fisted proclamation of how it should work.
Surprise, I'm not talking about you. Look at the posts directly above mine. Locking every Flying move from opponents. Forcing pokemon to switch out if they try to use a flying move. Just a glance at the context would tell you I'm talking about these increasingly absurd abilities.

But I'm glad to know you're still self-centered enough to think I'm always referring to you. It's almost sweet.
 
Surprise, I'm not talking about you. Look at the posts directly above mine. Locking every Flying move from opponents.

Misrepresentation! ALL flying moves from all in play. Your enemy cannot roost, YOU cannot roost, nor can your partner.

I honestly feel less and less wanted. When I said things were getting less fun a while back, I didn't think I'd actually lose this much enthusiasm... at least not this fast.

Maybe this is just a rough spot... I dunno.
 
Misrepresentation! ALL flying moves from all in play. Your enemy cannot roost, YOU cannot roost, nor can your partner.

I honestly feel less and less wanted. When I said things were getting less fun a while back, I didn't think I'd actually lose this much enthusiasm... at least not this fast.

Maybe this is just a rough spot... I dunno.
That ability is just bananas, and I'd bet real money I'm not the only one who feels so. When has there been any precedence for an ability like this? Why would such a convoluted ability be superior to a simpler one? What's the benefit of the drawback to gameplay? Do we really want an ability that might prevent our Mega from using its own moves, particularly when said Mega doesn't have the opportunity to use a different ability because Megas only get one?

I'm sorry that my bringing up how goofy this is feeds into the sadsack act you've been building for yourself for the past few pages, but it certainly isn't my fault people aren't voting for your concepts, and it really doesn't do much good pouting about it every other post. Think twice before posting an ability, and really consider whether it might actually, realistically be implemented in a real game. If it seems unlikely, chances are it won't get much traction.

And really, please, stop it with the "woe is me" behavior. Sorry if that makes me seem mean, but I'd rather be blunt and maybe have you reexamine your attitude than be polite and have you keep playing into your martyr complex.
 
  • Like
Reactions: AM
Come on guys, we really don't need the hostility. This is supposed to be a fun project with a rewarding result, not a thread to put people on blast.
We don't need endless self-pity trips either. As for my reaction to GG Unit, yeah, sorry, but he's objectively been a royal dick to me lately and I probably come off a bit hostile for it.

I'll tone it down.
 
Surprise, I'm not talking about you. Look at the posts directly above mine. Locking every Flying move from opponents. Forcing pokemon to switch out if they try to use a flying move. Just a glance at the context would tell you I'm talking about these increasingly absurd abilities.

But I'm glad to know you're still self-centered enough to think I'm always referring to you. It's almost sweet.

Can we not start taking punches at one another again? I'm sorry you thought my idea was absurd, it's your opinion and I won't tell you you're wrong because you're not. But there's no need to start rekindling old spats. It's kinda turning me off to this project, I just thought I would be able to post my own ideas and discuss them without a hostile atmosphere. But this is the Internet, so I don't really care all that much, and no hard feelings. On topic, I'm really looking forward to Heatmor and Braviary tomorrow. They both seem like mons that have so much potential but without the stats or movepool or ability to make them not outclassed by Pokemon with the same niche(s). Heatmor is outclassed as a special Fire-type attacker by Mega Char Y, and Braviary is outclassed as a Defiant user by Bisharp and as a Normal/Flying physical bird by Staraptor in basically all scenarios. Giving these Pokemon boosts over their competitors or a different niche altogether will hopefully prove interesting. I'm also loving the Bouffalant ideas, which are much more creative than mine.
 
I'm really looking forward to Heatmor and Braviary tomorrow. They both seem like mons that have so much potential but without the stats or movepool or ability to make them not outclassed by Pokemon with the same niche(s). Heatmor is outclassed as a special Fire-type attacker by Mega Char Y, and Braviary is outclassed as a Defiant user by Bisharp and as a Normal/Flying physical bird by Staraptor in basically all scenarios. Giving these Pokemon boosts over their competitors or a different niche altogether will hopefully prove interesting. I'm also loving the Bouffalant ideas, which are much more creative than mine.
I'm so glad we haven't gone crazy with Gale Wings, because dear lord would Gale Wings Braviary be swell.

As for Heatmor, I'm all for Heat Seek to make its Inferno a perfect burner, but I also am super tempted to give it a wider-ranging No Guard and make it Fire/Fighting. The typing is traditionally used for physical mons, but a special-based user with Inferno/Focus Blast coverage would be killer. Its new weakness to Flying hurts, but neutrality to Stealth Rock would be great, and quad-resistance to Bug would be great flavor for being the LeBron to our Durant.

I'm also super tempted to make it Fire/Fighting, give it Overheat, and give it Contrary. Overheat/Superpower mixed attacker that constantly boosts its stats? Considering it would still be counterable by birds, have no way of boosting its speed, and could easily be given a shoddy special defense, I can imagine it working wonders.
 
Surprise, I'm not talking about you. Look at the posts directly above mine. Locking every Flying move from opponents. Forcing pokemon to switch out if they try to use a flying move. Just a glance at the context would tell you I'm talking about these increasingly absurd abilities.

But I'm glad to know you're still self-centered enough to think I'm always referring to you. It's almost sweet.

Truthfully, the one I suggested is probably more complex to implement than the others because after the flying immunity, it differentiates between contact/non-contact. The phazing one just applies Red Card's effect after the Flying move's used, and the Imprison one is easier implemented as Flying immunity plus Disabling the target's flying moves. Those two abilities seemed to be pretty good thematically while not being needlessly complex.
 
As for Heatmor, I'm all for Heat Seek to make its Inferno a perfect burner, but I also am super tempted to give it a wider-ranging No Guard and make it Fire/Fighting. The typing is traditionally used for physical mons, but a special-based user with Inferno/Focus Blast coverage would be killer. Its new weakness to Flying hurts, but neutrality to Stealth Rock would be great, and quad-resistance to Bug would be great flavor for being the LeBron to our Durant.
custom ability on heatmor: ballin'
 
I honestly feel less and less wanted. When I said things were getting less fun a while back, I didn't think I'd actually lose this much enthusiasm... at least not this fast.

Maybe this is just a rough spot... I dunno.

Discussion has gotten a lot less casual and people are really starting to expect well-polished, competitively balanced megas. I can see how this would suck the fun out of it for people more interested in the creation aspect of this rather than the metagame/competitive aspect. Overall, we want an end result that will be appealing to a large number of people, so I think this is a good change.
 
96px-626Bouffalant.png

Normal ----> Normal

Reckless/Sap Sipper/Soundproof ----> Hustle

95/110/95/40/95/55 ----> 95/155/115/55/115/55 (--/+45/+20/+15/+20/--)

New Moves: Hone Claws

Mega Bouffalant is a very powerful wallbreaker, capable of using its Hustle-boosted attacks do deal massive damage. While Hustle increases Attack by 50%, it lowers the user’s Accuracy by 20%, which is why Hone Claws was added to Bouffalant’s movepool. Hone Claws boosts Accuracy as well as Attack, meaning that Mega Bouffalant becomes an even more terrifying attacker upon using a Hone Claws.
 
My idea for Mega Bouffalant was already done and, well, I'm just too lazy right now... PM The Pizza Man your votes



Current Slate
druddigon.gif

Mega Druddigon
Type: Dragon-> Dragon
Ability: Rough Skin/Sheer Force/Mold Breaker-> Hazardous Hide (improved Rough Skin that gives 1/3 recoil on physical hits instead of 1/8; that is, the amount of recoil taken in moves like Double Edge. I suggest we replace Umbreon's ability with this as well, as otherwise Rocky Helmet on the normal version causes far more passive damage)

New Moves: Spiky Shield, Slack Off

HP: 77 -> 77
Atk: 120 -> 150 (+30)
Def: 90 -> 130 (+40)
SpA: 60 -> 60 (+0)
SpD: 90 -> 115 (+25)
Spe: 48 -> 53 (+5)

Flavor Concept: Druddigon's wrists/claws and the tip of its tail get the same rough red casing as its head.

Competitive Concept: Judge Drudd can go in a ton of directions. It already has three great abilities, and its physicality makes it perfect for the likes of Tough Claws, Intimidate, Moxie, and new ability Brute Force. I think it's hard to go wrong with this mega and I'm excited to see what direction we take it.

I've decided to focus on Druddigon's gargoyle-like nature as a defensive mon. Its new ability doubles Rough Skin's passive damage bonus (plain old Rough Skin is generally inferior to a standard mon with Rough Skin and Rocky Helmet), and this combines with its newfound Spiky Shield to totally punish contact moves. Moreover, Slack Off has been added to keep the passive pain coming, and its buffed defense makes Drudd a hard mon to kill.

I really wanted to give Drudd secondary Rock typing for flavor but...I mean it's just awful defensively. And we already have two Dragon/Ground mons, one of which can run Rough Skin and Rocky Helmet, so that option's out. So instead, our craggy friend maintains its still-wonderful pure Dragon typing. Dragon Tail, Roar, and Glare continues to give Drudd awesome utility, and its wide offensive movepool is supplemented by Sucker Punch to overcome its piddling speed.
Druddigon (Druddigonite)
Type: Dragon -> Dragon/Rock
Abilities: Rough Skin, Sheer Force (Mold Breaker) -> Solid Rock
New Moves: Swords Dance, Defog, Roost

HP: 77 -> 77
Atk: 120 -> 140 (+20)
Def: 90 -> 130 (+40)
SpA: 60 -> 70 (+10)
SpD: 90 -> 130 (+40)
Spe: 48 -> 38 (-10)
BST: 485 -> 585

Honestly, Druddigon should've been like this in the first place. It's a real threat under Trick Room and a valuable supporter with access to Stealth Rock, Defog, and Glare. A unique typing does leave it with unfortunate weaknesses, however these are mitigated by Solid Rock and its bulk.
Mega Druddigon
Type: Dragon -> Dragon/Rock
Abilities: Rough Skin, Sheer Force (Mold Breaker) -> Levitate
New Moves: Defog, Roost, Coil

HP: 77 -> 77
Atk: 120 -> 145 (+25)
Def: 90 -> 135 (+45)
SpA: 60 -> 65 (+5)
SpD: 90 -> 135 (+45)
Spe: 48 -> 28 (-20)

It becomes a gargoyle statue, complete with hovering flight. It gains coil because it gets Snake Glare and has basalisk style features and coil REALLY needs more users, especially those with STAB Stone Edge. It's better than giving DD because it's slow as hell.

Levitate is highly useful as well.
Mega Druddigon
Type: Dragon -> Dragon
Abilities: Rough Skin/Sheer Force/Mold Breaker -> Tough Claws
New Moves: Bulk Up, Drain Punch, Poison Jab

HP: 77 -> 77
Atk: 120 -> 140 (+20)
Def: 90 -> 125 (+35)
SpA: 60 -> 60
SpD: 90 -> 125 (+35)
Spe: 48 -> 58 (+10)
BST: 485 -> 585

Tough Claws is a pretty generic ability, but it allows Mega Druddigon to be able to hit hard and also get better defenses to take advantage of its support movepool. Druddigon learns Fighting-type moves like Superpower and Revenge by leveling up, so Bulk Up and Drain Punch allow it to further distinguish its movepool from that of the typical Dragon.
Mega Druddigon

Type: Dragon -> Dragon/Steel
Ability: Rough Skin/Sheer Force/Mold Breaker -> Flash Fire
New Moves: Roost, Sacred Fire

HP: 77 -> 77
Atk: 120 -> 160 (+40)
Def: 90 -> 115 (+25)
SpA: 60 -> 75 (+15)
SpD: 90 -> 100 (+10)
Spe: 48 -> 58 (+10)

Flavor Concept: Some of its Dex entries state that “the skin on its face is harder than a rock,” and what’s harder than rock? Steel. Other Dex entries read “it warms its body by absorbing sunlight with its wings.” Absorbing sunlight yields Flash Fire; wings yield Roost. Sacred Fire is added because Dragons are almost inherently sacred and fire-related, and it goddamn needs a good Fire-type physical attack.

Competitive Concept: Physical tank capable of absorbing all kinds of status with its fortunate type/ability combination. With insured longevity in the form of Roost, Druddigon can spread status and deal heavy damage with Sacred Fire, while also attacking with the likes of Earthquake and Iron Head. Other viable moves include Sucker Punch for priority, Dragon Claw for STAB, and SR for hazard setting; Roost+3 attacks is probably its best set.

252+ Atk Mega Druddigon Dragon Claw vs. 4 HP / 0 Def Mega Charizard X: 306-362 (102.6 - 121.4%) -- guaranteed OHKO
252+ Atk Mega Druddigon Sacred Fire vs. 252 HP / 232+ Def Skarmory: 162-192 (48.5 - 57.4%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Mega Druddigon Iron Head vs. 252 HP / 0 Def Azumarill: 202-238 (50 - 58.9%) -- guaranteed 2HKO
Mega Druddigon
Type: Dragon>>>Dragon/Rock
Ability: Sheer Force
Stats: 77/120/90/60/90/48>>>77/160/110/60/110/68
Movepool: +Dragon Rush +Rock Polish
Mega Druddigon
Type: Dragon -> Dragon/Fire
Abilities: RoughSkin/SheerForce/MoldBreaker -> Adaptability
New Moves: N/A

HP: 70 -> 77
Atk: 120 -> 150 (+30)
Def: 90 -> 115 (+25)
SpA: 60 -> 80 (+20)
SpD: 90 -> 115 (+25)
Spe: 48 -> 48 (+0)
BST: 485 -> 585

Flavor Concept: The wings on it now resemble the sun and its skin is more jagged.

Competitive Concept: So a general stat improvement across all except for Speed. It's more along the lines of a pure slow wall breaker with its improved offenses and Adaptability. Considerable bulk as well which can make it a prime candidate for Sticky Web or Trick Room teams. Cleric support will keep this going in the long run to do damage.
Mega Druddigon
Typing: Dragon ----> Dragon/Steel
Abilities: Rough Skin/Sheer Force/Mold Breaker ----> Photovoltaic (Chlorophyll clone)
BST: 77/120/90/60/90/48 ----> 77/135/135/60/110/68
New Moves: Bulk Up, Iron Head, Wild Charge

By reworking the wings into solar panels, Mega Druddigon become some sort of syborg-gargoyle-thingy. Dragon/Steel is an awesome defensive typing, being neutral to Fairy, Dragon and Fire, Dragon and Steel types' respective weaknesses, and is only weak to Fighting and Ground, both of which have mostly physical users, thus Mega Druddigon's higher Def. Photovoltaic allows it to have a decent speed while still maintaining bulk, and 135 Atk isn't bad either, letting it use Bulk Up to buff up its Atk and Def. However, outside sunlight Mega Druddigon has a medicore speed, and can be easily outsped.



golurk.gif

Mega Golurk
Type: Ground/Ghost -> Ground/Ghost
Ability: Iron Fist/Klutz/No Guard-> Gravity Pull (Gravity is in effect while the user is on the field, grounding foes and decreasing evasion of all mons by 2 stages; Fly, Sky Drop, Bounce, Jump Kick, Hi Jump Kick, Splash, Telekinesis, and Magnet Rise cannot be used)
New Moves: Bulk Up, Shadow Sneak, Mach Punch

HP: 89 -> 89
Atk: 124 -> 169 (+45)
Def: 80 -> 105 (+25)
SpA: 55 -> 55 (+0)
SpD: 80 -> 110 (+30)
Spe: 55 -> 55 (+0)

Flavor Concept: Golurk's bandage comes loose, unleashing a spectral aura around its armor.

Competitive Concept: Oh, if only Golurk was Ghost/Ground instead of Ground/Ghost, we could make it Ghost/Steel, or Ghost/Fighting. But no dual-type Pokemon has ever changed its primary type through evolution, barring birds to maintain Flying a a secondary type, so as I already said, our Ground/Ghost golem stays.

But that's hardly a bad thing. Using its phantasmal powers and its affinity to the earth, gravity increases when Mega Golurk comes to play. Not only does its Ground STAB now hit all foes regardless of Flying type or Levitate, but the evasion drop acts as a pseudo-No Guard, allowing our golem to keep swinging with Dynamic Punch and Stone Edge. Its STAB Ghost/Ground coverage under Gravity is nigh-unstoppable, resisted only by Normal/Grass, Grass/Dark and the nonexistent Normal/Bug and Bug/Dark (barring new Megas of ours).

Improved bulk and an immunity to Normal, Fighting, and Electric help make Golurk a pretty great tank. Further assisting is the newly-added Bulk Up (unfortunately Curse doesn't work the way it does on non-Ghosts); while an all-out attacker set could do fine, Golurk can also invest entirely in its HP and superior Special Defense for a Bulk Up set, with new priority tools Shadow Sneak or Mach Punch for speed, Drain Punch for recovery, and powerful Earthquake STAB. Or, Golurk can maintain its niche as a spinblocking Rapid Spin blocker, using STAB Shadow Sneak off its incredible base attack to keep the Lati defoggers at bay.

But all is not well for our valiant automaton. Gravity hits both ways, and Golurk's weakness to the likes of Hydro Pump and Will o Wisp is compounded by their now-perfect accuracy against it. Scald is also still a hassle, and Golurk remains weak to Pursuit and Knock Off (even if it doesn't knock off its stone) as well as the common Ghost type coverage it so benefits from offensively. Still, though, with constant Gravity at its back and a newly-optimized movepool, Golurk has a new lease on the afterlife.
Golurk (Golurkite)
Type: Ground/Ghost -> Ground/Steel
Abilities: Iron Fist, Klutz (No Guard) -> Iron Fist
New Moves: Volt Switch, Meteor Mash, Bullet Punch

HP: 89 -> 89
Atk: 124 -> 164 (+40)
Def: 80 -> 120 (+30)
SpA: 55 -> 55
SpD: 80 -> 120 (+30)
Spe: 55 -> 55
BST: 483 -> 583

Golurk is a great bulky attacker. While it can no longer spinblock, it functions as a pivot that can switch in to many different types of attacks and deal some heavy damage. Bullet Punch makes for some nice STAB priority and a greatly boosted attack makes up for a lack of boosting moves.
Golurk
Type: Ground/Ghost -> Ground/Ghost
Abilities: Iron Fist, Klutz (No Guard) -> Grounded
New Moves: Mach Punch, Bulk Up, Shadow Sneak

HP: 89 -> 89
Atk: 124 -> 149 (+25)
Def: 80 -> 100 (+20)
SpA: 55 -> 55
SpD: 80 -> 115 (+35)
Spe: 55 -> 75 (+20)

Concept: Mega Golurk goes from having good neutral STAB coverage to absolutely AMAZING! Only Sawsbuck resists the combo. If Levitators are included however, then Hydreigon also resists; there are no Bug/Normals or Bug/Dark save for possibly a few megas.

Instead of coverage, it gains some priority and stat boosting capabilities instead. To have neutral coverage, all it needs with its STAB is Ice Punch. The question is, what moveset? Do you ignore boosting in favor of a second priority or even consider Phantom Force (you probably shouldn't.)

What of Stealth Rocks and Drain Punch? There are hard, HARD choices to make here, but I guarantee if you choose this Golurk, you'll have something powerful on your hands.
Mega Golurk
Type: Ground/Ghost -> Ground/Ghost
Abilities: Iron Fist/Klutz/No Guard -> No Guard
New Moves: Zap Cannon
HP: 89 -> 89
Atk: 124 -> 154 (+30)
Def: 80 -> 105 (+25)
SpA: 55 -> 55
SpD: 80 -> 105 (+25)
Spe: 55 -> 75 (+20)
BST: 483 -> 583

Just uses its decent defenses and unique typing and immunities to set up Stealth Rock, use Earthquake, and abuse No Guard. Zap Cannon to make up for there not being any good physical Ghost moves. With regards to flavor, Golurk can do a lot of weird stuff already plus it learns Thunderbolt and Charge Beam, so why not Zap Cannon?

The stat boosts are generally proportionate to its existing distribution, with +20 Speed to place it in a speed tier where it can surprise some things with full investment or naturally outspeed more walls.
Mega Golurk
Type: Ground/Ghost -> Ground/Fighting
Ability: Iron Fist/Klutz/No Guard -> No Guard
New Moves: None

HP: 89 -> 89
Atk: 124 -> 169 (+45)
Def: 80 -> 90 (+10)
SpA: 55 -> 70 (+15)
SpD: 80 -> 90 (+10)
Spe: 55 -> 75 (+20)

Flavor Concept: The seal on Golurk’s chest is removed, which “makes its internal energy go out of control.” It then stops at nothing to fight and protect its people, so I added the Fighting type.

Competitive Concept: This thing gets insane coverage and high base power STAB backed by a crazy base 169 attack. I’d personally run a set of DynamicPunch/Earthquake/Ice Punch/Fire Punch, but Rock Polish, Zen Headbutt, and ThunderPunch all deserve honorable mentions for hitting specific targets.

-1 252+ Atk Golurk Ice Punch vs. 4 HP / 0 Def Landorus-T: 320-380 (100 - 118.7%) -- guaranteed OHKO
252+ Atk Golurk Fire Punch vs. 252 HP / 0 Def Mega Scizor: 328-388 (95.3 - 112.7%) -- 75% chance to OHKO
252+ Atk Golurk Dynamic Punch vs. 4 HP / 0 Def Mega Charizard X: 201-237 (67.4 - 79.5%) -- 37.5% chance to OHKO after Stealth Rock
Mega Golurk
Typing: Ground/Ghost ----> Ground/Ghost
Abilities: Iron Fist/Klutz/No Guard ----> Grounded (All immunities to Ground are ignored when user is on the field.)
BST: 89/124/80/55/80/55 ----> 89/159/130/55/105/45
New Moves: Shadow Claw, Automize

This one is designed as a Spinblocker that can also scare out Defoggers. Grounded makes it so Flying types, Levitate, Air Balloon etc. lose their immunity to Ground, and considering most of the Defoggers are either Flying type or have Levitate, this is a huge boon against them. Skarmory can't really switch in, as it will swiftly be 2HKOed; Mega Charizard Y gets OHKOed instead. Most other Defoggers fare the same, with only Mandibuzz able to escape the 2HKOes. it also has a much better bulk, able to live a CB Dragonite's Outrage with only full investment in HP. While its Speed is lowered slightly, it also has Automize to boost its speed and can attempt to sweep.



bisharp.gif

Mega Bisharp
Type: Dark/Steel-> Dark/Steel
Ability: Defiant/Inner Focus/Pressure -> Swordsmaster (Moves with high critical hit ratios always achieve a critical hit; can we please make the ability do this, folks? If not, still, going with Swordsmaster).
New Moves:

HP: 65 -> 65
Atk: 125 -> 155 (+30)
Def: 100 -> 125 (+25)
SpA: 60 -> 70 (+10)
SpD: 70 -> 90 (+20)
Spe: 70 -> 85 (+15)

Flavor Concept: Bisharp's helmet blades multiply into a crown, and its hand blades grow jagged.

Competitive Concept: Defiant Bisharp is amazing in this meta, so as per the OP, I'm giving its mega a different niche. Its power, bulk, and speed are all enhanced, but its ability takes the most advantage of moves not commonly found in Defog-blocking Bisharp's bag of tricks; Swordsmaster Night Slash, Psycho Cut, and X Scissor hit far harder than their non-bladed counterparts.

This doesn't mean Bisharp can't abuse Defiant before mega evolving, but with only four moves to choose from, it has to decide whether to optimally kill Defoggers and cause mischief with its specialized moveset, or hit hard as hell through Swordsmaster at the cost of maybe not having that crucial priority, or item removal, or Pursuit trapping to do its standard form's job.
Bisharp (Bisharpite)
Type: Dark/Steel -> Dark/Steel
Abilities: Defiant, Inner Focus (Pressure) -> Vampiric Blade
New Moves: none

HP: 65 -> 65
Atk: 125 -> 135 (+10)
Def: 100 -> 120 (+20)
SpA: 60 -> 60
SpD: 70 -> 100 (+30)
Spe: 70 -> 110 (+40)
BST: 490 -> 590
Bisharp is already very viable. Upon Mega Evolution, Bisharp becomes far more agile. It has more of an outright sweeping role without relying on Sucker Punch and although it's weaker than LO Bisharp, it is more durable and can restore health thanks to its new ability.
Bisharp (Bisharpite)
Type: Dark/Steel -> Dark/Steel
Abilities: Defiant, Inner Focus (Pressure) -> White Flag (Waves a White Flag that prevents the use of all fighting moves while in play, even from itself.)
New Moves: Screech

HP: 65 -> 65
Atk: 125 -> 145 (+20)
Def: 100 -> 130 (+30)
SpA: 60 -> 60
SpD: 70 -> 95 (+25)
Spe: 70 -> 95 (+25)

Concept: Still a shonen hero or whatever, Bisharp becomes more peace oriented. His new ability is an outright Imprison on all fight moves... but this effects him as well. In a sense, Bisharp loses huge coverage by locking out Fight moves, and Screech doesn't help much in good ways. In a sense, this means Mega Bisharp has a double edge sword as it cannot easily get through other Bisharp. It becomes defensive with a splayed helmet that looks like a castle head... but it's still a sentai whatevermacalit. Regular Bisharp has a coverage enabled niche and can get around more things.

Fire/Dark, Water/Dark, Steel/Fight, Elec/Dark, Elec/Fight, Fire/Fight, Water/Fight and Steel/Dark types resist the STAB combo effectively, most would've been handled decently by Brick Break.
Mega Bisharp
Type: Dark/Steel -> Dark/Steel
Ability: Defiant/Inner Focus/Pressure -> Filter
New Moves: None

HP: 65 -> 65
Atk: 125 -> 145 (+20)
Def: 100 -> 145 (+45)
SpA: 60 -> 95 (+35)
SpD: 70 -> 95 (+25)
Spe: 70 -> 45 (-25)

Flavor Concept: Pawniard, Bisharp, Mega Bisharp. Pawn, Bishop, King. The King Bisharp uses its protection forces to take only 75% damage from supereffective strikes.

Competitive Concept: Mega Bisharp undertakes a more defensive role than its normal counterpart. Filter won’t save it from much, but there’s a few specific cases in which it works. Bisharp can also put off Mega Evolving if it wishes to acquire a Defiant boost first.

252+ Atk Technician Breloom Mach Punch vs. 252 HP / 0 Def Filter Mega Bisharp: 234-279 (70 - 83.5%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothitelle Hidden Power Fighting vs. 252 HP / 4 SpD Filter Mega Bisharp: 270-321 (80.8 - 96.1%) -- guaranteed 2HKO

+1 252+ Atk Mega Bisharp Knock Off (97.5 BP) vs. 4 HP / 0 Def Landorus-T: 309-364 (96.5 - 113.7%) -- 75% chance to OHKO
+1 252+ Atk Mega Bisharp Sucker Punch vs. 0 HP / 0 Def Mega Manectric: 280-331 (99.6 - 117.7%) -- 93.8% chance to OHKO
Mega Bisharp
Typing: Dark/Steel ----> Dark/Steel
Abilities: Defiant/Inner Focus/Pressure ----> Swordsmaster (Boosts Blade, Cut, Slash, and Sword moves by 1.5x)
BST: 65/125/100/60/70/70 ----> 65/170/85/80/60/120
New Moves: Sacred Sword, Leaf Blade

Bisharp looks sooo much like a Kamen Rider it can't be more obvious. Especially Kamen Rider Accel. So, I kind of based Mega Bisharp on Accel's Trial form, in which it loses armor in favor of more speed. Mega Bisharp now is much faster than before, able to outspeed many opponents without using Sucker Punch, and its Atk is buffed straight up to 170, which is among the higher ones of the megas. With the addition of Sacred Sword and Leaf Blade, it has most of the move boosted by Swordsmaster, and with its speed and high Atk, it can make good use of them. However, Mega Bisharp's bulk becomes downright medicore in return, which makes it easy to faint. It loses at least 70% HP to CB Ledian's Mach Punch. LEDIAN. Basically, any Mach Punch users can ruin it easily. Special attackers can also target Mega Bisharp's even frailer special side.



bouffalant.gif

Mega Bouffalant
Type: Normal-> Normal/Ground
Ability: Reckless/Sap Sipper/Soundproof -> Speed Boost
New Moves: Bulk Up

HP: 95 -> 95
Atk: 110 -> 150 (+40)
Def: 95 -> 120 (+25)
SpA: 40 -> 40 (+0)
SpD: 95 -> 120 (+25)
Spe: 55 -> 65 (+10)

Flavor Concept: Bouffalant's amazing afro is shaved down to a mohawk.

Competitive Concept: Bulky but slow, with no resistances, Bouffalant is a mediocre force. But this thing's a buffalo, dammit, and what do buffalo do? They charge! While they're slow to start, once you get a buffalo going, you'll be hard-pressed to stop its rampage.

As it runs and runs, and as aided by its new, sleeker hairdo, Bouffalant gains Speed Boost to slowly buff its low starting speed. Meanwhile, its attack and defenses have been buffed, and a new secondary Ground type (indicative of its rumbling through the plains) not only gives nice STAB on Earthquake, but some handy resists to play with.

Sap Sipper is a great primary ability here, as Bouffalant can switch in on a Grass move for a free Attack boost before Mevolving. On top of Earthquake and its signature Head Charge, Bouffalant has coverage in Wild Charge, Megahorn, and Superpower, as well as moves that aid specific team weaknesses like Iron Head for fairies or Zen Headbutt for...whatever you'd need that for. Moreover, the buffalo gets Swords Dance to launch its Attack to incredible heights, but I also gave it Bulk Up for a slower but bulkier boost befitting its flavor as a gradual threat.

Ground typing wasn't given solely for resists and STABs, though; a Speed Booster with 95/110/110 defenses, 150 attack, and Swords Dance/Bulk Up to boot, needs something that can take it down lest it get too OP. Ground adds Ice Shard and Aqua Jet to Mach Punch for three big priority weaknesses. And, as mentioned, its starting speed is slow enough that it takes a few rounds to really get going. But once this Mega Bouffalant revs up, it'll be a hell of a thing to stop.
Bouffalant (Bouffalite)
Type: Normal -> Normal
Abilities: Reckless, Sap Sipper (Soundproof) -> Rock Head
New Moves: Head Smash, Submission, Curse

HP: 95 -> 95
Atk: 110 -> 160 (+50)
Def: 95 -> 115 (+20)
SpA: 40 -> 40
SpD: 95 -> 115 (+20)
Spe: 55 -> 65 (+10)
BST: 490 -> 590
Bouffalant receives some more recoil moves - at least the ones that make sense for it. With Rock Head, it can hit opponents hard without sacrificing its great bulk.
Bouffalant (Bouffalite)
Type: Normal -> Normal/Rock
Abilities: Reckless, Sap Sipper (Soundproof) -> Sap Sipper
New Moves: Head Smash, Stealth Rock, Milk Drink

HP: 95 -> 95
Atk: 110 -> 140 (+30)
Def: 95 -> 145 (+50)
SpA: 40 -> 40
SpD: 95 -> 145 (+50)
Spe: 55 -> 25 (-30)

Concept: Mega Bouf takes an entirely different route from and becomes a bulky Rock Setter. Its afro accidentally got a perm with cement, which is enough to be a mega evolution. Now it's a rock type with grass immunity. 95/145/145 is an excellent defensive spread and it has a speed stat it won't use anyway. It also gets Milk Drink: you can drink Buffalo Milk and eat Buffalo cheese. It's quite tasty. If goats can get it, then an animal that is in the bovinae family can get it as well. Just don't ask questions and accept your healing move!
Mega Bouffalant
Type: Reckless/Sap Sipper/Soundproof -> Momentum Absorb (This Pokemon is immune to Volt Switch, U-Turn, and Parting Shot)
Ability: Normal -> Normal
New Moves: Slack Off

HP: 95 -> 95
Atk: 110 -> 150 (+40)
Def: 95 -> 150 (+55)
SpA: 40 -> 55 (+15)
SpD: 95 -> 115 (+20)
Spe: 55 -> 45 (-10)

Flavor Concept: Bouffalant grows a very thick coat with which it can absorb great amounts of damage and completely stop any attempts by the opponent to switch out with moves. Additionally, the fur frequently renders it tired, hence Slack Off.

Competitive Concept: The number one momentum killer in the whole competitive realm of Pokemon. Mega Bouffalant enjoys stopping Pokemon like Talonflame and Megatric right in their tracks before retaliating with powerful STAB Return or the annoying switch-boosted Pursuit. Options beyond the three listed moves include Revenge, EQ, Toxic, Poison Jab, and even Wild Charge to fux with Skarm. SD can also be used if you feel the need to set up.

252+ Atk Technician Mega Scizor Bullet Punch vs. 248 HP / 0 Def Mega Bouffalant: 84-100 (21.3 - 25.4%) -- 0.3% chance to 4HKO
252+ Atk Life Orb Bisharp Knock Off vs. 248 HP / 0 Def Mega Bouffalant: 105-125 (26.7 - 31.8%) -- guaranteed 4HKO

252+ Atk Mega Bouffalant Revenge (60 BP) vs. 4 HP / 0 Def Bisharp: 320-380 (117.6 - 139.7%) -- guaranteed OHKO
252+ Atk Bouffalant Pursuit (80 BP) vs. 0 HP / 0 Def Gothitelle: 224-264 (79.7 - 93.9%) -- 43.8% chance to OHKO after Stealth Rock
Mega Bouffalant

Normal ----> Normal
Reckless / Sap Sipper / Soundproof ----> Reckless
95 / 110 / 95 / 40 / 95 / 55 (490) ----> 95 / 140 (+30) / 130 (+35) / 40 / 130 (+35) / 55
New Moves: Flare Blitz

Mega Bouffalant becomes a very sturdy wall breaker of sorts, as having excellent 95 / 130 / 130 defenses can take hits as he dishes them out with his massive 140 base Attack. Reckless makes Head Charge and Wild Charge much more powerful, and the addition of Flare Blitz lets him take on Steel-types not weak to Earthquake much more easily. Since he already gets Swords Dance, Bouffalant can perform a seriously powerful wall breaking set, though his lack of recovery, lack of resistances other than a Ghost immunity, and his horrendous Speed make it tough to take on offensive teams.
Mega Bouffalant

Normal ----> Normal

Reckless/Sap Sipper/Soundproof ----> Hustle

95/110/95/40/95/55 ----> 95/155/115/55/115/55 (--/+45/+20/+15/+20/--)

New Moves: Hone Claws

Mega Bouffalant is a very powerful wallbreaker, capable of using its Hustle-boosted attacks do deal massive damage. While Hustle increases Attack by 50%, it lowers the user’s Accuracy by 20%, which is why Hone Claws was added to Bouffalant’s movepool. Hone Claws boosts Accuracy as well as Attack, meaning that Mega Bouffalant becomes an even more terrifying attacker upon using a Hone Claws.
 
Let's take a look at the next slate:

Braviary could use a little boost in speed while maintaining Defiant. That'd be terrifying to face. We'll need to be careful with its stat distribution, however. Quick Attack would be a fun addition as well.

I'd like to see Mega Mandibuzz have the tools to dismantle a bunch of the newly-created physical Megas. It already has a cool typing and stat distribution, so perhaps an ability like Indimidate wouldn't go amiss.

I don't care what you say; I'm giving Heatmor Mold Breaker. Perhaps it could use a few more moves and a big increase to speed.

I'm hoping that the musketeers all get Megas with a consistent theme. Fire Absorb would be a great ability for the four because it helps the less-viable ones the most. It doesn't help Keldeo that much, it prevents burns on Terrakion, and it removes a weakness on the other two. Cobalion in particular would love Fire Absorb because it would be a hard counter to Talonflame. Flavorwise, they have been known to rescue people from fires. A cool addition to make them all viable would be Glare; all but Keldeo would get it because Keldeo is based on the by-far youngest musketeer.
 
I don't think we have a bulky Normal/Flying yet... Let's change that with Mega Braviary : D
And while clapyourhands mentioned this a while ago, I already planned for a Fire/Water Heatmor weeks ago. Also, still a mixed attacker.
 
As I said, very pro Gale Wings Braviary and No Guard or Contrary Heatmor as a special or mixed firefighter.

I really wanted to give Mandibuzz Unaware just to be miserable, but the original ability name is the unflavorful "Doofus." I would be totally into Magic Guard then to make Mandy the ultimate defogger, switching in on rocks without care and resisting Bisharp's Dark STAB. Also, Mega Mantine, is Mega Mandibuzz your cousin or something?

All about making the musketeers a group and I think the Fire Absorb idea is inspired. I'll edit this or make a new post as I contemplate on what I want for these mons (Swordsmaster as is certainly in contention as awesome group flavor and optimizing their signature Sacred/Secret Sword).
 
We should also take into account Heatmor's decent 97 Attack and great Physical movepool with things like Sucker Punch and Superpower. I'd love to see a mixed Fire/Water with Steam Eruption (if we're allowed to give mons unreleased moves that is). Maybe increase speed by a lot, but Heatmor needs a large boost in both attacks if we want it to be viable.

I'm a fan of Magic Guard on Mandibuzz. It seems like an upgraded Overcoat, which only protected from a select few status moves (powder, spore, and weather). Magic Guard also lets Mandibuzz use Brave Bird more freely, as it no longer gets worn down by recoil. It also gives it more free turns, as it can't get worn down by Toxic or Leech Seed, which gives it free turns switching in on things like Mega Venusaur.

Braviary gets Bulk Up, reliable recovery and high-power moves, and can force a lot of switches with its base 123 Attack. As such, I'm thinking we boost SpD and Spe by a lot and put some into Attack and Defense to make it the ultimate Bulk Up user. It can come in on many popular Pokemon like Mega Venusaur, Mega Tyranitar (not using Stone Edge), Gengar and others with its increased bulk, force them out and get a Bulk Up off. This also lets it use Superpower more than once, as the stat depletion is reverted by Bulk Up. I'm not sure for abilities, but it needs something majestic.

Cobalion is similar to Heatmor and Braviary in that it has a niche - a physically bulky fast pivot - but is restricted to the niche because of its suboptimal stats. For example, it only has a base 90 Attack, and that needs to be changed. Its 91/72 Special defense isn't great either (252 SpA Gengar Focus Blast vs. 4 HP / 0 SpD Cobalion: 344-406 (106.1 - 125.3%) -- guaranteed OHKO); even less than Braviary's 100/75. All of the members of the Swords of Justice have the same stat numbers but allocated into different stats; for example, Cobalion has base 129 Defense, Terrakion has base 129 Attack, Virizion has base 129 Special Defense, and Keldeo has base 129 Special Attack. They also all have base 108 Speed and basae 91 HP. As such, I think we should change their similar stats in the same way. By that I mean if we boost Cobalion's Defense by 11 to 140, we should do the same (or at least similar) to Terrakion's Attack, Virizion's Special Defense, and Keldeo's Special Attack. This might limit creativity for the other three a little bit, but it keeps the idea that they are all parts of the Swords of Justice. Since their stats are all the same but just mixed around, I figure that doing the same to their megas is justified (ha). Changing their ability to something else related to justice or swords that's more competitively viable than Justified for four Fighting-types is also appreciated, but not really necessary for a 680 BST mon.
 
Status
Not open for further replies.
Back
Top