Pet Mod Megas for All v7 - Kalos concluded! | Please read the first post! | Fully playable through Kalos Slate 10!

How to nerf Mega Dragapult:
Right now, Dragapult is a Monster. My ideas to nerf it are....
  • Change Ability from Trace to Aftermath. The ability has much less power than Trace, at the cost of being mediocre.
  • Remove Recover. This is simple.
  • Change Typing to Dragon/Dark or Dragon/Psychic.
  • Make the Speed Stat Boost be +10, and give defenses a +25 and +20 boost each. This ends the fact that Dragapult Mega'd Outspeeds Most things except priority, and it becomes a bit bulkier.
 

Talonflame
Fire, Flying
Executioner
78, 81, 101, 84, 99, 156
Pursuit
Comp: With executioner, it can now pick off weakened foes, and pairing well with sr and spikes. it also got pursuit, to trap mons that arre switching out in fear of an executioner-boosted flare blitz or brave bird.

Archeops
Rock, Dragon
Meteor feathers (if using an physical attack, gets neuroforce effect. if using special ones, gets tinted lens effect)
75, 160, 95, 154, 75, 110
Power gem
Comp: With stats similar to the mighty rayquaza, it gets the ko on many mons with giant 160 and 154 offensive stats. it can be still considfered somewhat frail, due to bad defensive typing and low hp.

Luxray
Electric, Dark
Adaptability
80, 155, 114, 105, 99, 70
Drill run
Comp: it now has adaptability-boosted crunches and wild charges, all of this while possessing good attack and defenses. i made it into an slow breaker, so tr can also have an powerful mega.
 
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guys we hit the character limit

Hey again, everyone!! The submission phase is over now - it's time to vote on your favorite submissions and decide which ones are added to the mod! C:

:luxray: Mega Luxray
:luxray: Mega Luxray

New Typing: Electric/Dark

New Ability: Mischievous Glare: (Intimidate clone. Upon Mega Evolving, lowers the opponent’s Special Attack by one stage.)

New moves: Parting Shot, Taunt, Encore, Obstruct, Knock Off

HP: 80 - - >80 (unchanged)
Atk: 120 - - >150 (+30)
Def: 79 - - >99 (+20)
SpA: 95 - - >105 (+10)
SpD: 79 - - >89 (+10)
Spe: 70 - - >100 (+30)
BST: 523 - - >623 (+100)

One of my favorite Pokémon to use competitively is Incineroar, mostly because it gets Intimidate, and can combine that with Parting Shot. You pivot in, lower stats, and pivot out. So I thought I could do that here - and make it even better!
Switch in base form Luxray with Intimidate, Mega Evolve, then use Parting Shot. You have just lowered both of the opponent's attacking stats by 2!
Normally with a pivoter like this, you might want it to be bulky and slow, so that whatever is coming next is not damaged, right? (Like inkbug's Mega Vaporeon and Gothitelle.) Well, I feel like that matters a bit less when it is Parting Shot, because it lowers the opponent's attacking stats. I also think that can pressure the opponent to switch out. I gave it Encore, which for a weird utility pivoter like this, feels essential.
I think Obstruct fits, since it’s Dark-Type and lowers stats, which is what this thing does best.
Knock Off gives it the best Dark move, letting it hit harder upfront than Crunch or Throat Chop. (also, as inkbug pointed out, cats like to knock things off of tables) This thing could be really fun to use, and incredibly annoying to fight. (I also feel like this gives off some serious cat energy)
:Luxray:
Mega Luxray
New Ability: Rivalry/Intimidate/Guts --> Bright Eyes (This pokemon's electric attacks will always hit)
New Type:
Max Lightning - Electric-type

HP: 80
ATK: 120 --> 140 (+20)
DEF: 79
SPA: 95
--> 140 (+45)
SPD:
79
SPE: 70 --> 105 (+35)

New Moves:
Volt Tackle, Close Combat, Volt Switch
Mega Luxray :luxray:
New Typing: Electric ----> Electric / Ice (I know, kinda weird, b-but please h-hear my explanation!!!!)
New Ability: Rivalry / Intimidate / Guts ----> Strong Jaw
New Stats:
HP: 80 ----> 80
Attack: 120 ----> 175 (+55)
Defense: 79 ----> 79
Special Attack: 95 ----> 95
Special Defense: 79 ----> 79
Speed: 70 ----> 115 (+45)
Base Stat Total: 523 ----> 623 (+100)
New Moves: Glare, U-turn
Weight: 42.0 kg (92.6 lbs) ----> 48.5 kg (106.9 lbs)
Height: 1.4 m (4'07") ----> 1.6 m (5'02")

Flavor Description: Luxray's name etymology and appearance (according to its Bulbapedia page) are directly and mostly related to lynxes. Most of these animal species (mainly the Eurasian and Canadian ones) are found in temperate and boreal areas. With that in mind, Mega Luxray heavily draws inspiration on them design-wise; it inherits the Ice typing from the cold habitats, developing a thick layer of blue-grayish fur over all of its body. All of Luxray's animal inspirations (lion, tiger, lynx) are carnivore predators among the largest; Mega Luxray's teeth, therefore, becomes incredibly lethal killing tools in tandem with its superb vision, its upper canines now popping off its mouth like a saber-toothed tiger, and its dentition being capable of crushing things as hard as an automobile with ease. Glare was, in my opinion, an automatic addition to its movepool because of many Pokédex entries mentioning the x-ray vision capabilities of its eyes, while U-turn refers to the hit-and-run capability of many predators.

Competitive Description: From a competitive standpoint, regular Luxray is nothing short of horrible. Although it hits very hard and has reasonable coverage, its pure Electric-typing doesn't give it any favors whatsoever, it's awfully slow for a legitimate wallbreaker, and almost all other fully-evolved Electric-type Pokemon outclass it viability and role-wise. STAB BoltBeam coverage was unexistant in OU for eight generations (don't bring up Arctozolt or Rotom-refrigerator because they're bad), so I decided to build Mega Luxray's concept around that very unique yet still unexplored niche. With Strong Jaw, the rather useless "elemental fangs" now become an integral part of Mega Luxray's viability, turning into very reliable 97.5 BP STAB moves that, when coupled with a very good base 115 Speed, enable Mega Luxray to cripple many defensive and offensive cores (Toxapex + Corviknight + Clefable, Tapu Bulu + Keldeo + Heatran, among others) by itself due to how good speedy BoltBeam coverage is. Strong Jaw also grants Mega Luxray access to boosted coverage moves in Fire Fang, Crunch, and Psychic Fangs; Superpower is also an option despite not being boosted. The newly gained moves in Glare and U-turn augments Mega Luxray's utility and unpredictability, allowing it to take further advantage of the switches it potentially forces.

It still has its obvious flaws, starting with its meager attacking power (which is still below-average; a whopping 175 base Attack was needed for STAB Thunder / Ice Fang to reach the power level of Mega Sharpedo's Crunch, for example), weakness to priority Mach Punch, mediocre bulk, and vulnerability to virtually any Choice Scarf user in the metagame. However, I think this approach gives Luxray a much needed, proper spotlight in the most prestigious Smogon tier.
:luxray: Mega Luxray
New Ability
: Rivalry / Intimidate / Guts -> Tough Claws
Type: Electric -> Electric / Dark
Stone Name: Luxitite

New stats:
HP: 80 -> 80
Attack: 120 -> 155 (+35)
Defense: 79 -> 92 (+13)
Special Attack: 95
Special Defense: 79 -> 100 (+21)
Speed: 70 -> 101 (+31)
(623 BST)

Sample Set
Luxray @ Luxitite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Zing Zap
- Swords Dance
- Ice Fang
- Crunch

New moves: Zing Zap , Swords Dance
Description: Luxray, ever since its creation, has always been pure, unadulterated, smelly, worse than garbodor, garbage. People also wanted it to be a dark type. I fixed those flaws. Luxray is now a pretty darn viable wallbreaker, being able to speedcreep the base 100 speed tier, having amazing attack further boosted by tough claws, swords dance, and an actually good electric move.
Mega Luxray
New Ability: Intimidate/Rivalry/Guts ----> Electric Surge
New Typing: Electric/Dark

New Stats:

HP: 80 ----> 80
Attack: 120 ----> 170 (+50)
Defense: 79 ----> 79
Special Attack: 95 ----> 125 (+30)
Special Defense: 79 ----> 79
Speed: 70 ----> 90 (+20)
Base Stat Total: 523 ----> 623 (+100)

New Moves: Close Combat, Zing Zap
Description: Still a Physical Attacker, small boosts to Defenses, medium boosts to Attacking Stats and Speed
Appearance: Luxray's Fur Becomes Electrically Charged, as Ir grows Claws, and its tail becomes slightly larger.
:Luxray: Mega Luxray
New Ability
: No Guard
Type: Electric

New stats:
HP: 80 -> 80
Attack: 120 -> 160 (+40)
Defense: 79 -> 99 (+20)
Special Attack: 95 -> 115 (+20)
Special Defense: 79 -> 99 (+20)
Speed: 70 -> 70
BST: 523 -> 623

New moves: None
Description: No Guard is a fitting ability for Mega Luxray when you look at its Pokedex entries; no one can hide from its X-ray vision eyes. No Guard makes its coverage moves Play Rough and Iron Tail much more reliable while also boosting its STAB Thunder for mixed sets. Increased bulk allows it to set up an Agility more safely, especially when you factor Intimidate pre-mega.
High power? Middling speed? No strong priority? Oh yeah, it's time.

:ss/luxray:
Mega Luxray
Type:
Electric
Ability: Ambush (if the user moves before the target, the user's moves will always crit)
Stats:
HP: 80​
Att: 160 (+40)​
Def: 89 (+10)​
SpA: 125 (+30)​
SpD: 89 (+10)​
Spe: 80 (+10)​

I went with a crit over a straight damage boost because I thought it would be more interesting, and because cats often hunt with decisive surprise attacks at weak spots like throats, and striking at a weak spot is kinda the whole flavor of critical hits. Ambush may be a less extreme Fisheous Rend on every move on something with base 160 Attack, but I think it's still balanced because
  • It's less extreme
  • It can't be stacked with Choice Band, Choice Scarf, or Strong Jaw
  • Outside of Superpower, none of Luxray's moves are particularly strong
  • Ground-type Pokemon exist
Like the Galarian fossils, Mega Luxray is great against slow fat teams but meh against fast offensive teams. There are also three moves in particular that let Mega Luxray use this effect in ways the fossils can't.
  • Quick Attack lets it get the damage boost against faster opponents. It may be a 40 power move without STAB, but it's something.
  • Besides getting a damage boost against slower foes, Ambush also gives a damage boost against foes switching in. Volt Switch capitalizes on this greatly, and is further bolstered by Mega Luxray's good Special Attack.
  • Because Ambush is gives crits instead of direct damage multipliers, it lets Mega Luxray ignore the Attack drops from Superpower.
:ss/luxray:
:luxray: Mega Luxray
New Ability
: Electric Steps (Intrepid sword clone, when this pokemon mega-evolves/is switched-in, its speed increases by 1 stage)
Type: Electric

New stats: 80/135/99/115/104/90
HP: 80 (+0)
Attack: 120 --> 135 (+15)
Defense: 79 --> 99 (+20)
Special Attack: 95 --> 115 (+20)
Special Defense: 79 --> 104 (+25)
Speed: 70 --> 90 (+20)
(BST) 523 --> 623

New moves: Fusion Bolt, Close Combat, Swords Dance
Description: Mega-Luxray becomes a fantastic sweeper with that automatic +1 speed, Swords dance and Fusion Bolt as a powerful electric STAB. If you don't like it as a sweeper, it can also be a good pivot, mixed attacker with electro ball or revenge killer. That +1 speed makes it very versatile in what it can do. It also becomes the fastest mega with that +1 speed and it has good bulk overall and intimidate pre-mega so it's far from frail either. It hits hard with Fusion Bolt and that 135 base attack but pokemons that resist electric should be able to take it on pretty well since it has pretty bad coverage options.
:Luxray:
Luxray-Mega
Stone Name: Luxrite
Electric->Electric/Fighting
Intimidate/Rivalry/Guts->Raider (buffed Technician, moves of 70 BP or lower have their power multiplied by 1.5.)
HP: 80->80 (+0)
Attack: 120->169 (+49)
Defense: 79->89 (+10)
Special Attack: 95->95 (+0)
Special Defense: 79->89 (+10)
Speed: 70->101 (+31)
New moves: Storm Throw, Plasma Fists, Bulk Up, Mach Punch, Bulldoze, Flame Charge
So I was thinking about Luxray concepts earlier today and I got real tired of it because I felt like it had no coverage, no concepts that made sense outside of Dark type, and well, let’s just say I was very disinterested. But I was thinking and a thought came to my mind: Technician Storm Throw. I was like “WAIT THAT’S SO SICK!” And then I went to work. Mega Luxray does several things very well. Technician boosts its STAB Mach Punch and Storm Throw, as well as coverage like Night Slash and Bulldoze. Plasma Fists gives it a reliable Electric STAB and Bulk Up adds a means of boosting its own power. I gave it a very good Attack stat of 169 and a speed tier that lets it outrun 100s always, while also augmenting its bulk enough that I feel comfortable saying it is respectable, especially with Intimidate. In the spoiler will be relevant moves this guy has access to:
Bold=New
Plasma Fists, Bulk Up, Storm Throw, Mach Punch, Bulldoze, Flame Charge, Agility, Bite, Charge, Crunch, Facade, Fire Fang, Ice Fang, Iron Tail, Night Slash, Play Rough, Protect, Psychic Fangs, Quick Attack, Rising Voltage, Rest, Roar, Sleep Talk, Shock Wave, Snarl, Spark, Substitute, Superpower, Throat Chop, Thunder, Thunderbolt, Thunder Wave, Toxic, Volt Switch
So you can see this guy has plentiful coverage, a means of pivoting, a means of boosting, priority, and some quality utility options. In doubles it’s super fun too I think. Tons of fun techs with this guy like Technician Flame Charge/Bulldoze depending on what you value and STAB priority is nice too.

Design-wise, I’d say that Luxray goes bipedal, with a muscular upper body and arms and kinda dons a wrestler type look like Incineroar. So it’d kinda look like a cross between Zeraora and Incineroar.

Set name: Pivot
Luxray@Luxrite
252 Atk, 4 SpD, 252 Spe
Ability: Intimidate
Jolly/Adamant Nature
Move 1: Plasma Fists/Spark
Move 2: Storm Throw
Move 3: Volt Switch
Move 4: Bite/Bulldoze/Mach Punch/Iron Tail/Play Rough/Psychic Fangs/Roar/Snarl/Toxic/TWave/Quick Attack/Night Slash/Flame Charge/Ice Fang/Fire Fang(lol)

Set name: Bulk Up
Luxray@Luxrite
252 Atk, 4 SpD, 252 Spe
Ability: Intimidate
Jolly/Adamant Nature
Move 1: Bulk Up
Move 2: Storm Throw
Move 3: Plasma Fists/Spark
Move 4: Substitute/Bite/Bulldoze/Mach Punch/Iron Tail/Play Rough/Psychic Fangs/Roar/Snarl/Toxic/TWave/Quick Attack/Night Slash/Flame Charge/Ice Fang/Fire Fang (also lol)

Set name: All-out Attacker
Luxray@Luxrite
252 Atk, 4 SpD, 252 Spe
Ability: Intimidate
Jolly/Adamant Nature
Move 1: Plasma Fists/Spark
Move 2: Storm Throw
Move 3: Bite/Bulldoze/Mach Punch/Iron Tail/Play Rough/Psychic Fangs/Snarl/Volt Switch/Quick Attack/Night Slash/Flame Charge/Ice Fang/Fire Fang
Move 4: Bite/Bulldoze/Mach Punch/Iron Tail/Play Rough/Psychic Fangs/Snarl/Volt Switch/Quick Attack/Night Slash/Flame Charge/Ice Fang/Fire Fang
(Obviously choose the most valuable coverage to you here)
* BitBitio kind of implied that they wanted to change this to something else, but I don't think they ended up doing so. Let me know if you'd like me to update this!
:ss/luxray:
Mega Luxray
New Ability
: Strong Jaw
Type:

New stats:
HP: 80
Attack: 120 -> 160 (+40)
Defense: 79
Special Attack: 95 -> 130 (+35)
Special Defense: 79
Speed: 70 -> 95 (+25)
(BST 623)
New moves: Sucker Punch, Swords Dance, Close Combat
Description: WIP
Mega Luxray

New Ability: Sphinx (If this pokemon inflicts status on another pokemon, its speed stat is raised by 2 stages).
Type:

New stats:
HP: 80
Attack: 120 -> 145 (+25)
Defense: 79 -> 109 (+30)
Special Attack: 95
Special Defense: 79 -> 124 (+45)
Speed
: 70
(BST 623)
New moves: Will-O-Wisp, Morning Sun, Flare Blitz, Bulk Up
Flavor Description: Luxray mega-evolves into a oozing sphinx-like creature. It's eyes hollow out, and it sheds most of its fur. It assumes a position lying on the ground. Mega Luxray, despite its horrified, glossy-eyed look, is actually pretty chill.
Set Description: I wanted to create a defensive pokemon with a quad weakness - as I think it's a pretty cool niche in pokemon (Ferrothorn, Gliscor, etc). The cat is quad-weak to ground. Mega-Luxray boasts impressive defense stats and a good attack, but it's low speed means you will need to inflict status if you want to go fast. Luxray had access to twave and toxic, so I thought adding wisp to give it 3 options was a smart addition. I gave it morning sun to give a recovery option, as something like sub/morning sub/toxic could be a heinous, albeit viable set. Finally, I gave it bulk up as a set it can run to sweep without needing speed. With all of that being said, most of the time, toxic + breaking with Flare Blitz and Wild Charge will be this pokemon's bread and butter.
:Luxray:
Mega Luxray
New Ability: Rivalry/Intimidate/Guts --> Infiltrator
New Typing: Electric/Fire

New Stats:
HP: 80
ATK: 120 --> 150 (+30)
DEF
: 79 --> 109 (+30)
SPA
: 95 --> 105 (+10)
SPD
: 79 --> 109 (+30)
SPE
: 70

New Moves: Pursuit, Flare Blitz, Flame Charge, Parabolic Charge, Heat Wave

Description:
a lot of luxray's flavor text is about seeing things through walls, so it definitely would not be fooled by a substitute right?

the fire typing kinda makes it pretty weak to a lot of defensive types unfortunately, but it really threatens steel-types especially, and it also saves it from being hindered too badly by will-o-wisps. luxray's main attacking moves are all recoil too, and it hasn't got much recovery, so it could hypothetically run a special build for the modest draining capability of parabolic charge among other things.

a kinda slow pursuit user who resists u-turn And volt switch is also not something i think we have yet? (pursuit does activate for pivoting moves if you're slower:


If the target is using U-turn, Volt Switch or Parting Shot, Pursuit's special effect will activate only if the user of Pursuit would usually act later than the target (its power will only be doubled in that case).


i wasnt aware of this till recently, but its a fun and potentially useful detail!)


/


Ability: Lockdown (If the opponent is faster and switches out when Mega Luxray is active on the field, they are paralyzed.)

HP: 80
Atk: 120
Def: 94 (+15)
SpA: 95
SpD: 114 (+35)
Spe: 125 (+50)
New Moves: Parting Shot, Glare

Reasoning:

Luxray can see through solid objects. It will instantly spot prey trying to hide behind walls, even if the walls are thick.

Ladies and gentlemen, I give you: a unique way to maintain speed control. This Mega Luxray is fantastic at completely ruining Scarfers and naturally faster targets, all the while having a respectable defensive typing and pre-Mega Intimidate with 80/94/114 defenses. Not only can it be a cool offensive component, but it has a lot of defensive application as well, letting it act as an overall good glue and a solid hurdle to Ghost/Dark spam.

Parting Shot is added to its arsenal to capitalize on switches, and to provide a useful pivoting option that supports offensive teammates more readily.

I know on paper this ability is completely busted, and you have reason to think that: but let me explain some of my design choices to balance it.. Not only does it have a huge speed tier to make underspeeding most targets an issue, however, it is fitted with a U-turn weakness, as well as an undesirable weakness to Ground, Fighting, and Fairy moves. Also given it can be prone to chip damage due to being a pivot unable to use HDB, it can be run down pretty easily. Offensively, although base 120 attack isn't anything to scoff at, it has no boosting options, nor does it have high BP moves to take advantage of it with, mitigating use as a breaker.

Flavor:

Mega Luxray's eyes become much more specialized, and its mane of fur contains more glowing, fluctuating patterns as it uses electricity.

Dex Entry:

Mega Luxray's eyes are filled with a paralyzing energy. Upon locking upon a target, they are inflicted with a debilitating paralysis that locks them in place. It often times uses this to compromise targets that attempt to run away and/or hide from it.
:luxray: Mega Luxray

New Ability: Galvantize

Type: Electric



New stats:

HP: 80

Attack: 150 (+30)

Defense: 84 (+10)

Special Attack: 115 (+20)

Special Defense: 79

Speed: 110 (+40)

(BST: 623)



New moves: Body Slam, Double Edge, Grass Knot.

Description: Who doesn't like Luxray? Everyone does, except the competitive community. The main issue with any physically oriented electric type (bar Zerazora) is that they lack a viable STAB move. Thunder Punch/Wild Charge are both pretty underwhelming, so i thought, who needs electric moves at all? Galvanize, along with Body Slam, Double Edge, and the previously (mostly) useless Quick Attack give Luxray the ability to use that sky high attack stat.



The other stats were pretty standard. 40 in speed to put Luxray in a usable speed tier, notably outspeeding the Urshis, Mew, Volcarona, and Rilla. 20 in SpA allows Luxray to run a mixed set with the newly acquired Grass Knot. I figured Grass Knot was a fairly widespread coverage that'd only end up hitting the odd fat hippo.



Pretty standard "X mon, but better" but its my first time posting so, whatever. Thanks for having me!
:luxray:
Mega Luxray
New Ability
: Noble Rage (If uses a recoil-inducing move, Attack raised by 1, after move is used.)
Type: Electric / Rock

New stats:
HP: 80
Attack: 160 (+40)
Defense: 89 (+10)
Special Attack: 95
Special Defense: 89 (+10)
Speed: 110 (+40)
(BST: 623)

New moves: Head Smash, Stealth Rock
Description: Designed to be a extremely powerful and dangerous attacker, has extremely high attack with a very good speed, allowing it to sweep teams effectively. Taking advantage of its strongest Electric-type move and turning it into a benefit, Luxray can quickly spiral out of control after an attack boost or two. (Note that it can only 2HKO Gigalith-Mega while a +Nature Gigalith has 50% chance to OHKO back.)
However, being forced to use recoil-inducing moves for maximum gain and somewhat low defenses means it can be revenge killed by strong attackers, especially after some chip. (Head Smash, while strong, takes out over 25% HP on a Gigalith-Mega!). However, smart moves on the part of the player could allow it to sweep teams easily. (By saving attack bonuses!)
It’s typing further complicates matters, with it being easily abusable by common offensive Pokemon like Rillaboom and Kommo-O.
* you can also vote for かたわれ時 as Hodaka, as per their profile, if you're unable to type their name

Luxray
Electric, Dark
Adaptability
80, 155, 114, 105, 99, 70
Drill run
Comp: it now has adaptability-boosted crunches and wild charges, all of this while possessing good attack and defenses. i made it into an slow breaker, so tr can also have an powerful mega.

:archeops: Mega Archeops
:archeops: Mega Archeops

New Typing: Rock/Dragon

New Ability: Berserker: (Similar to Berserk. When this pokemon reaches 1/2 hp or less, its Attack is raised by 2 stages, its Defense and Special Defense are lowered by 1 stage, and it falls under the effect of Taunt.)

New Moves: None

HP: 75 - - >75 (unchanged)
Atk: 140 - - >165 (+25)
Def: 65 - - >90 (+25)
SpA: 112 - - >132 (+20)
SpD: 65 - - >85 (+20)
Spe: 110 - - >120 (+10)
BST: 567 - - >667 (+100)

I don't usually include new dex entries for my megas, but I feel like I have to for this one.

When this Archeops Mega Evolved, it overcame its fear, and will now battle even harder when things look bleak. When badly injured, it enters an unstoppable rage, forgoing any strategy or technique in exchange for raw strength.

So yeah, that's just about all there is to say about it. Archeops already gets all of the Dragon moves, including Outrage, which fits the flavor perfectly. Dragon, Rock, and Ground (it gets Earthquake) is perfect neutral coverage, (except for Bronzong with Levitate,) which is cool.

Appearance, because I actually have an idea: Slightly rounder maybe, stands on the ground on two legs but still has wings; wings are shaped more like a dragon's wings, is spiked. It’s not a small flying dragon, it’s a big dragon that smacks things.
:archeops: Mega Archeops
New Ability
: Defeatist -> Erosion
(-ate clone: Rock type moves become Water-type and get an additional x1.2 boost. In addition, the move Stealth Rock's effectiveness will be based on that of the Water-type instead of that of Rock-type.)
Type:
-->


New stats:
HP: 75
Attack: 140 -> 150 (+10)
Defense: 65 -> 95 (+30)
Special Attack: 112 -> 135 (+23)
Special Defense: 65 -> 76 (+11)
Speed: 110 ->136 (+26)
(667 BST)

New moves: Brave Bird, Hurricane, Power Gem, Beat Up
Flavour: Aight before anything, the reasoning behind it becoming a Water type is because is most Archaeopteryx (dinosaur which Archeops is obviously based on) fossils have been found in marine sediments and when alive the animal it inahbited in tiny islands. This mega would attempt returning Archeops to its original state like Aerodactyl's did, but it instead turns it almost water-like due to it dying underwater, if that even makes sense lol.
Competitive Role: This is a full on mixed wallbreaker and probably one of the few megas out there that might be taken in consideration to have instead of Mega Pert in a rain team, as it is already fast as fuck and can break through teams with ease with just Erosion boosted Head Smashes and 100% accurate Hurricanes. Not only that but you can kinda play around Stealth Rock, as Erosion changes its effectiveness upon mega evolving, meaning that you can decide when to set them up depending on the opposing team. It is not faster than Mega Lycanroc Day and Dusk or electric types such as Zeraora or Mega Jolteon so take that into account if you're planning on using it over pert tho.
:Archeops:
Mega Archeops
New Ability: Defeatist --> No Guard
New Type:
Stone Edge - Rock-type
,
Flying-type

HP: 75
ATK: 140 --> 170 (+30)
DEF: 65 --> 80 (+15)
SPA: 112
--> 152 (+40)
SPD:
65 --> 80 (+15)
SPE:
110

New Moves: Hurricane
Mega Archeops
New Ability: Defeatist ---->Emergency Exit
New Typing: Rock/Dragon

New Stats:

HP: 75 ----> 75
Attack: 140 ----> 150 (+10)
Defense: 65 ----> 105 (+40)
Special Attack: 112 ----> 122 (+10)
Special Defense: 65 ----> 105 (+40)
Speed: 110 ----> 110 (+0)
Base Stat Total: 567 ----> 667
New Moves: Outrage, Scale Shot
Description: With Plus Attack, Outrage + Emergency Exit, Mega Archeops Focuses on Dealing as much damage as possible, then getting out of there. Scale Shot is to Increase Speed that I didn't boost.
:Archeops:
Archeops-Mega
Stone Name: Archeonite
Rock/Flying
Defeatist->Hesitant (On the first turn this Pokémon is in battle after a switch or mega evolution, this Pokémon can only use status moves.)
HP: 75->75 (+0)
Attack: 140->176 (+36)
Defense: 65->45 (-20)
Special Attack: 112->176 (+64)
Special Defense: 65->45 (-20)
Speed: 110->150 (+40)
New moves: Diamond Storm, Aeroblast, Work Up

This guy is a good wallbreaker that just clicks buttons. Held back by common priority weaknesses and low bulk paired with Hesitant forcing it to run Taunt and/or Protect letting opponents take advantage of it and you have a pretty solid, but not busted, Mega to run especially on HO.
:Archeops: Mega Archeops
New Ability
: Fatigue: At the end of every turn, Defense and Special Defense are lowered by 1 stage each.
Type: Rock/Flying

New stats:
HP: 75 -> 75
Attack: 140 -> 170 (+30)
Defense: 65 -> 65
Special Attack: 112 -> 162 (+50)
Special Defense: 65 -> 65
Speed: 110 -> 130 (+20)
BST: 567 -> 667

New moves: None
Description: Archeops has overall high stats so I want to give it a hindering ability without removing its competitive viability. It has high mixed offensive stats and an improved Speed tier, but it won't be able to take hits anymore after a few turns. It's also very prone to priority moves.
:ss/Archeops:
Mega Archeops
Type:
Rock/Flying
Ability: Defeatist
Moves: Dual Wingbeat, Meteor Beam
Stats:
HP: 75​
Att: 150 (+10)​
Def: 105 (+40)​
SpA: 117 (+5)​
SpD: 105 (+40)​
Spe: 115 (+5)​

So many of y'all's Mega Archeopses fucking terrify me. You do realize that even with its hindering ability, Archeops isn't a complete dud like Slaking and Regigigas?
  • BW: RU with a niche in UU
  • XY: NU with a niche in RU
  • SM: PUBL (no niche in NU)
It may not be the best, but it's consistently too good for the lowest tier.

Anyway, this Mega Archeops keeps Defeatist, and aims to work around it. Specifically, because its bulk is no longer paper-thin, it's actually capable of maybe taking a hit or two without having its offenses stripped from it. It also gets a small speed boost, pushing it out of the crowded 110 speed tier. I also gave it some Isle of Armor tutor moves since it's currently not in the game. Most notably, Dual Wingbeat gives it a usable Flying STAB, especially since it can no longer make use of Acrobatics as a Mega.
:ss/archeops:
:archeops: Mega Archeops
New Ability
: Territorial: Activates the No Retreat status on switch-in or mega. (Only the no switching part, not the omniboost, if possible, make it unable to switch using u-turn)
Type: Rock/Dragon

New stats: 75/170/75/150/75/122
HP: 75 (+0)
Attack: 140 --> 170 (+30)
Defense: 65 --> 75 (+10)
Special Attack: 112 --> 150 (+38)
Special Defense: 65 -->75 (+10)
Speed: 110 --> 122 (+12)
(BST) 567 --> 667

New moves: Draco Meteor, Thunderbolt, Ice Beam, Hydro Pump, Power Gem, (Dual Wingbeat), (Meteor Beam), (Air Slash). (Moves in () are moves archeops will get with DLC 2 so they don't count toward the move limit.)
Description: "It runs better than it flies. It catches prey by running at speeds comparable to those of an automobile." The pokedex often states the fact that Archeops is bad at flying. This is the reason Mega-Archeops sheds its flying type for the dragon typing. I also decided the territorial ability because archeops without a bad ability is a really crazy pokemon. The logic behind Territorial is that animals will NOT let another one take their territory under ANY circumstance. That doesn't mean this Archeops would be bad though. It gets really high attack and special attack and a speed stat that matches Tornadus-Therian's and it has u-turn if you want a way to deal with its ability. Anyways Mega-Archeops becomes a high-risk high-reward mixed attacked with really good special coverage (will change that if it's too much) and a good support movepool with moves such as taunt, stealth rock, tailwind and defog. There are no true counters to it but kind of like nidoking, if it doesn't have the right coverage move, it can get walled by certain pokemons. Potentially really strong pokemon but it could always just get 1 kill and die because your opponent has a zeraora in the back to outspeed and KO it.
Mega Archeops

New Ability: Discourse (When this pokemon enters the field, all other pokemon on the field have their ability swapped to contrary)
Type:

New stats:
HP: 75
Att: 140
Def: 65 -> 150 (85)
SpA: 112
SpD: 65 -> 75 (10)
Spe: 110 -> 115 (5)
BST: 567 ----> 667

New moves: None.
Flavor Text: Mega Archeops digs its tail into the ground and grows legs. It seemingly reclines into a seated position and extends his arms in a presenter-like fashion. Mega Archeops also sports a more refined look, with scales resembling a bow tie pattern replacing his former skin.
Set Description: Looking at Archeops' moveset, I was astounded. For something most notable for a cheesy acrobatics set, Archeops' access to moves like stealth rock, roost, toxic, earthquake, uturn, and a host of special attacking moves made it clear to me that I was going to change the gameplan that Archeops had, and not embolden its original gameplan. I have turned Mega Archeops from a blitzing suicide pokemon to a defensive behemoth and set up discourager. I have always wanted options to discourage setup outside of your usual Ditto impostor countersweep and passive, predictable taunt. Mega Archeops is able to switch in on a nasty plot from something like Alakazam nasty plot and ruin the day of a ladder player. However, it can just as easily get predicted and the opponent can swap into their rotom-heat and gain boosting overheats. The ability is very fun, and also would be double the fun in doubles, as the shenanigans are endless with a partner pokemon. I changed the typing to ground to provide more of a defensive backbone, as ground/flying is a more well rounded typing in general - with a modest 2 weaknesses. Semi equal stats allow it to have diversity in the sense that it can run earth power/earthquake, etc. It would be a fine staple on bulkier teams, with access to uturn, roost, stealth rocks, and toxic. It could be considered too similar to Gliscor, but I think where Gliscor is all about passive recovery, Mega-Archeops would take a much more active role in the sense that it prevents set up sweep and decreases the need of haze - while not being broken in the sense that it can be exploited! Enjoy!
:ss/archeops:
Mega Archeops
Type:
Rock/Flying ---> Rock/Ground
Ability: Defeatist ---> Quick Feet
Stats:
HP:
75 ---> 75
Attack: 140 ---> 170 (+30)
Defense: 65 ---> 65
Special Attack: 112 ---> 137 (+25)
Special Defense: 65 ---> 65
Speed: 110 ---> 155 (+45)
BST: 567 -> 667
Added Moves: High Horsepower, Triple Axel
Description: Archeops apparently runs better than it flies, so I focused this mega more on that aspect. Competitively, Archeops has a great offensive typing and amazing offensive stats, but it's extremely frail and its ability is essentially useless.
:Archeops:
Mega Archeops
New Ability: Defeatist --> Weak Armor
New Typing: Rock/Flying (unchanged)

New Stats:
HP: 75
ATK: 140 --> 160 (+20)
DEF
: 65 --> 105 (+40)
SPA
: 112 --> 132 (+20)
SPD
: 65 --> 105 (+40)
SPE
: 110 --> 90 (-20)

New Moves:
None for now

Description:
continuing with archeops' gimmick of it getting weaker as it takes damage, this archeops has to get hit in order to really go off, since its speed has been reduced -- but uh, getting hit by basically anything when you're a rock/flying type is really hazardous to begin with :'D

archeops doesnt get swords dance or anything, and its main boosting option is hone claws -- which is incredibly nice for it, since that guarantees its stone edges to hit, and now it has the bulk to actually initially set up! but it's also only a +1, which is definitely tamer than giving it a 'free' +2. and i guess you could setup agility or something on base form, but its base form's defenses are awful, i know i personally wouldnt feel safe doing that :'D


/


Ability: Second Wind (User's attacking stats are halved above 50% hp.)

HP: 75
Atk: 190 (+50)
Def: 65
SpA: 127 (+15)
SpD: 65
Spe: 145 (+35)
New Moves: Fire Blast, Dual Wingbeat, Brave Bird

Reasoning:

So, let's be real: Archeops is a crazy mon offensively, and I just made it crazier with these insane stats; so, what's the scoop? Well, it's held back by Defeatist in its main form, and I feel something similar should be applied to its Mega. Though, the issue with that is that making this run Defeatist as normal would just make it just as underwhelming, so I decided to give this a bit of a twist by flipping Defeatist to balance that and reward smart play. The gimmick with this is pretty simple, but one that I feel might be pretty cool in execution. Pre-mega, you stay in your normal form, keeping your solid offensive stats, and once you're knocked below half, you mega evolve and become stronger, and much, much more potent.

My Mega Archeops rewards good HP management. You can use your explosive recoil attacks to get into Defeatist range intentionally, and Mega evolve to get even beefier and launch even more nuclear attacks, though risk being KO'd, or you can use your nuclear attacks to get into range and then consistently throw off weaker, yet stat boosted attacks. You can run Roost, but that becomes somewhat awkward post-Mega, as you can potentially cripple your own stats in the process; though, you also have speedy U-turns as well. Stealth Rock is still an issue though, meaning you have to be careful with switches, but you can even take advantage of that, too; it's a high risk, high reward Pokemon!

Lastly, I gave it reliable Flying STAB in Dual Wingbeat, another recoil move in Brave Bird, and better Fire coverage in Fire Blast to hit such things as Ferrothorn more effectively.

Flavor:

Its body takes a much more snake-like tone with a much longer tail and longer appendages as a homage to its origin, and it grows an extra pair of wings. It seems more wild and energized than its original counterpart, somehow, with much more wicked eyes on top of this.

Dex Entry:

Mega Archeops strangely conflicts with its base counterpart. While its base counterpart falls apart under pressure, its Mega form seemingly thrives off of a fight or flight complex, and it shows in the way it battles. It is merciless and often times batters and mauls its foes without a second thought.

Archeops
Rock, Dragon
Meteor feathers (if using an physical attack, gets neuroforce effect. if using special ones, gets tinted lens effect)
75, 160, 95, 154, 75, 110
Power gem
Comp: With stats similar to the mighty rayquaza, it gets the ko on many mons with giant 160 and 154 offensive stats. it can be still considfered somewhat frail, due to bad defensive typing and low hp.
 
part two

:talonflame: Mega Talonflame
:talonflame: Mega Talonflame

Typing: Fire/Flying

New Ability: Technician

New Move: Sacred Fire

Stats:
HP: 78 - - >78 (unchanged)
Atk: 81- - >126 (+45)
Def: 71 - - >81 (+10)
SpA: 74 - - >74 (unchanged)
SpD: 69 - - >79 (+10)
Spe: 126 - - >161 (+35)
BST: 499 - - >599 (+100)

Not too much to say here, this was the first one I came up with and I thought of it pretty fast. Technician powers up Dual Wingbeat immensely, making it hit as hard as Brave Bird - without the recoil. Technician also makes Flame Charge hit at 75 bp, making it able to run that as it’s main fire move if it wants. However, now it cannot wear boots, since it has to hold its mega stone. I also added Sacred Fire, in case it wants a physical Fire STAB that is stronger than Flame Charge and doesn’t have recoil. Its stats are sort of meant to reflect its base stats: an attacker that can hit somewhat hard and is very fast.
:Talonflame:
Talonflame-Mega
Stone Name: Talonflite
Fire/Flying
Flame Body/Gale Wings->Jet Shoot (Magic Guard clone, prevents indirect damage)
HP: 78-> 78 (+0)
Attack: 81-> 126 (+45)
Defense: 71-> 86 (+15)
Special Attack: 74-> 74 (+0)
Special Defense: 69-> 84 (+15)
Speed: 126-> 151 (+25)
New Moves: High Jump Kick, Sucker Punch
So Talonflame has traditionally been a solid revenge killer and utility option with a solid typing to back it up. This build aims to adjust and expand on that. Acceptable bulk backed up by great speed and power allows it to stick around and support its team. Gale Wings pre-mega allows it to recover HP with Roost, remove hazards with Defog, or revenge kill in case of emergency. Lastly I took inspiration from its Pokédex entries (When attacking prey, it can reach speeds of up to 310 mph. It finishes its prey off with a colossal kick. Also literally half of the entries talk about kicking stuff haha) to bring over High Jump Kick and I like the overall concept.
:Talonflame:
Mega Talonflame
New Ability: Flame Body/Gale Wings --> Blistering Speed (kinda Liquid voice clone, this pokemons priority moves become fire type and and have their base power multiplied by 1.2)
New Type:
Max Flare - Fire-type
,

HP: 71
ATK: 81 --> 101 (+20)
DEF: 71
SPA: 74
--> 124 (+50)
SPD:
69
SPE: 126 --> 156 (+30)

New Moves:
Extreme Speed, Air Slash
Yes, I know that this is really strong, but it can't even hold boots anymore. So set up stealth rocks and make him suffer if you hate this sub.
:talonflame: Mega Talonflame
New Ability
: Flame Body / Gale Wings -> Reckless
Type: Fire / Flying
Stone Name: Talonflite

New stats:
HP: 78 -> 78
Attack: 81 -> 130 (+49)
Defense: 71 -> 103 (+32)
Special Attack: 74
Special Defense: 69 (nice)
Speed: 126 -> 145 (+19)
(599 BST)

Sample Set
Talonflame @ Talonflite
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Brave Bird
- Roost
- Swords Dance
- Will-O-Wisp

New moves: none
Description: Talonflame has tried so desperately to be relevant since Gen 7 that it found out how to mega evolve. Now, it's descending onto Galar with a VENGEANCE. This mega is aimed to remake Talonflame into the revenge killer god it once was, with the readdition of the old gale wings, a massive speed and attack buff, and more. To be honest, you're gonna need rocks in order to survive Mega Talonflame. The only downsides are that it takes 50% from rocks, but honestly, yall are gonna need all you can get.
Mega Talonflame
New Ability: Flame Body/Gale Wings ----> Flame Blood (Huge Power Clone, Doubles Sp. Atk)
New Typing: Fire/Flying

New Stats:

HP: 78 ----> 78
Attack: 81 ----> 111 (+30)
Defense: 71 ----> 111 (+40)
Special Attack: 74 ----> 90 (+16)
Special Defense: 69 ----> 109 (+40)
Speed: 126 ----> 90 (-26)
Base Stat Total: 499 ----> 599
New Moves: Air Slash. Hyper Voice
Description: Mega Talonflame is now a mixed attacker (though more Sp. Attack than so). The Addition of Air Slash and Hyper Voice was Making Non-Broken STAB with Air Slash and a Normal Special Move with Hyper Voice.
Appearance: Talonflame's Wings become Pure Fire, similar to Charizard G-Max. Its Tail Becomes longer for more Stable Flight and splits off at the bottom.
:Talonflame: Mega Talonflame
New Ability
: Solar Power
Type: Fire/Flying

New stats:
HP: 78 -> 78
Attack: 81 -> 81
Defense: 71 -> 91 (+20)
Special Attack: 74 -> 134 (+60)
Special Defense: 69 -> 89 (+20)
Speed: 126 -> 126
BST: 499 -> 599

New moves: Air Slash
Description: Set Up a Sunny Day and sweep. It has Roost, high Speed, and decent bulk so it can last longer in battle despite the HP loss from Solar Power. Air Slash gives it a reliable Special Flying STAB since sunny weather nerfs Hurricane's accuracy. It also has Solar Beam coverage to hit Water-types. Mega Talonflame can also be run alongside Torkoal so it can start sweeping on the first turn.
:ss/talonflame:
:talonflame: Mega Talonflame
New Ability
: Sand Stream
Type: Flying/Ground

New stats: 78/111/121/74/99/116
HP: 78 (+0)
Attack: 81 --> 111 (+30)
Defense: 71 --> 121 (+50)
Special Attack: 74 (+0)
Special Defense: 69 --> 99 (+30)
Speed: 126 --> 116 (-10)
(BST) 499 --> 599

New moves: Drill Run, Stealth Rock, Stone Edge, Scorching Sands, (Sandstorm)
Description: "To intimidate opponents, it sends embers spewing from gaps between its feathers." This pokedex entry states that Talonflame keeps some kinds of embers in its feathers. For some reason, those embers got replaced with sand and I ended up with this. Sand Stream was the most obvious ability since a bunch of sand will come out every time it flaps its feathers. It also gets high physical bulk since the sand will make it tougher to hurt Talonflame but it's also heavy so its speed is reduced. As for the moves, Drill Run seemed like the only ground type moves a bird could have, Stealth Rock because a lot of ground types get it, Stone Edge because its good coverage and also because a lot of ground types get it, Scorching Sands is useful and another ground type move to use and Sandstorm is flavor.
While I don't have any fond memories of using Talonflame, I did play through Pokemon X and it was a rather easy experience but I thoroughly enjoyed the Pokemon I used. The starter I chose was Fennekin (Didn't want to choose Froakie to be unique and I generally preferred the fox over Chespin) and I liked it! I chose some over good partners like Mega Blastoise (should've chose Bulbasaur but tbf i'm unsure why), Hawlucha, and Sylveon. I don't want to give a whole essay on my gameplay but here's the submission:

Mega Talonflame :talonflame:
Type View attachment 280045 / View attachment 280046
Ability Bird of Prey (Clone of Magnet Pull) - Traps opposing Flying-type Pokemon unless they carry Shed Shell.
Mega Stone Name Talonite
Stats
70 → 70
81 → 81
71 → 71
74 → 134 (+60)
69 → 69
126 → 166 (+40)

New Moves Scorching Sands

Flavour Description "Talonflame mainly preys upon other bird Pokémon. To intimidate opponents, it sends embers spewing from gaps between its feathers." This is stated by its Sword Pokedex entry, given the ability Bird of Prey. It also grows tons of black spots on its wings, the top of its head becomes black, and it gets black stripes wrapped around its body. This intimidates birds even more, as it gives a more fearful look to Talonflame. Beyond that, its claws and talons are also super sharp that it can singlehandedly take on an eagle in a fight.

Competitive Description Mega Talonflame turns into a fast offensive special attacker that can trap and dominate Flying-types such as Corviknight, Skarmory, and Mega Butterfree to name a few due to its abiltiy. 166 Speed is absurdly high and outspeeds Choice Scarf Landorus-T, Zeraora, and non-max Speed Mega Dragapult. One benefit of being a special attacker is the use of HP moves like Ice, which means it can severely damage Landorus-T, Gliscor, and Mega Dragonite. Scorching Sands is a flavorful and alternative option that can be used to hit Heatran and burn Tyranitar/Toxapex on the switch. Still held back by its poor bulk and 4x weakness to Stealth Rock, but thats where its teammates shine. Pokemon like Rillaboom, Mega Kommo-o, and Volcarona greatly appreciate having a decent check to most Flying-types in the tier.
Talonflame @ Talonite
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hurricane
- Hidden Power [Ice]
- Roost / U-Turn / Scorching Sands

This set manages to become an all-out attacker with powerful attacks like Fire Blast and Hurricane to put bulkier Flying-types like Mandibuzz and Zapdos into a 2HKO Range. The last moveslot is super wide, but I think allthese options are useful. Roost is crucial for maintaining longevity, and U-Turn can bring itself out of unfavorable matchups against Pokemon it doesn't want to face. Scorching Sands does what I explained earlier.
Mega Talonflame

Ability:
Flame Body/Gale Wings -> Ring of Fire (All Disaster moves have 1.3x power (list of Disaster moves included))
Typing: Fire/Flying

Stats:
HP: 78
Atk: 81

Def: 71 -> 87 (+18)
SpA: 74 -> 114 (+40)
SpD: 69 -> 86 (+17)
Spe: 126 -> 151 (+25)
BST: 499 -> 599 (+100)

New Moves: Meteor Beam (Flavour: Twister, Inferno)

Flavour: The wings become larger and more flame like, while the body becomes larger and the point on the back of its head becomes a flame. The name for 'Ring of Fire' comes from a hotspot near Japan where there are many earthquakes (which cause tsunamis) and hurricanes, known as the Pacific Ring of Fire.

Competitive: Mega Talonflame's blazing speed tier allows it to fire off a boosted Hurricane against most Pokémon, while being able to utilise a boosted Heat Wave/(unboosted) Overheat. It also has access to Roost as a nice recovery move, or can use U-Turn for momentum. However, it most likely won't be running U-Turn, instead opting for the Ring of Fire-boosted Meteor Beam, which isn't a great move without Power Herb but is it only set up option and things that can switch in turn 2 against a meteor beam really don't like its Hurricanes or Heat Waves. Being able to boost with it isn't easy but gives it a chance to put a large dent or sweep against a team if done correctly.

252 SpA Talonflame Hurricane vs. 0 HP / 0 SpD Landorus-Therian: 256-303 (80.2 - 94.9%) -- guaranteed 2HKO
252 SpA Talonflame Heat Wave vs. 252 HP / 4 SpD Magearna: 324-384 (89 - 105.4%) -- 31.3% chance to OHKO
252 SpA Talonflame Hurricane vs. 252 HP / 252+ SpD Toxapex: 120-142 (39.4 - 46.7%) -- guaranteed 3HKO after Black Sludge recovery
252 SpA Talonflame Hurricane vs. 252 HP / 4 SpD Toxapex: 157-186 (51.6 - 61.1%) -- guaranteed 2HKO
252 SpA Talonflame Hurricane vs. 0 HP / 0 SpD Dracovish: 256-303 (79.7 - 94.3%) -- guaranteed 2HKO
252 SpA Talonflame Hurricane vs. 0 HP / 0 SpD Greninja: 282-333 (98.9 - 116.8%) -- 93.8% chance to OHKO
+1 252 SpA Talonflame Hurricane vs. 0 HP / 0 SpD Volcanion: 348-411 (115.6 - 136.5%) -- guaranteed OHKO
+1 252 SpA Talonflame Hurricane vs. 252 HP / 0 SpD Mew: 319-376 (78.9 - 93%) -- guaranteed 2HKO
+1 252 SpA Talonflame Hurricane vs. 252 HP / 4 SpD Dragapult: 364-429 (95.7 - 112.8%) -- 75% chance to OHKO (Mega Dragapult)

Avalanche
Blizzard
Draco Meteor
Earth Power
Earthquake
Eruption
Fissure
Glaciate
Heat Wave
Hurricane
Inferno
Magma Storm
Magnitude
Meteor Beam
Muddy Water
Rock Slide
Surf
Twister
:sm/talonflame:
Typing:

Ability: Phoenix Feathers –– Any healing this pokemon receives is multiplied by 1.5x
Stats: 78 / 111 (+30) / 86 (+15) / 84 (+10) / 84 (+15) / 156 (+30)
New Moves: N/A
How do you counter SR damage? By outhealing it of course!
Mega Talonflame

New Ability: Revitalize (this pokemon has a status cured when hit by a fairy type attack. Damage ignored).
Type:

New stats:
HP: 78
Attack: 81
Defense: 71 -> 61 (-10)
Special Attack: 74 - 120 (46)
Special Defense: 69 -> 99 (30)
Speed: 126 -> 160 (34)
BST: 499 -> 599

New moves: Moonblast
Flavor Text: The pokemon gains 5 feathers that form a halo around its head. It also becomes ablaze, looking like a phoenix.
Set Description: I wanted to make a fun pokemon here, so a fun pokemon is something that hits super hard. Double stab Hurricanes and Fire Blasts would roast other pokemon. I only decided to give it moonblast as a fun coverage option for something to hit rock types because a phoenix is something that is reborn, and that seemed fairy-like to me. I decided to give it a more crippling rock weakness to be exploited by moving some defense to spdef, as a vast majority of rock type moves are physical. I think the only thing holding this back from being busted is the fact that hurricane and fire blast (or overheat) can miss, and that accelerock obliterates it. The ability was origianlly adaptability, but I thought this was more unique and balanced. Overall, this is pretty simple, but I think it would be super fun when implemented. It's something I think is balanced and I would definitely use in something like natdex. Enjoy!
:ss/talonflame:
Mega Talonflame
Type:
Fire/Flying ---> Fire/Steel
Ability: Flame Body/Gale Wings ---> Takeoff (If this Pokemon switches in when Tailwind is active, it will levitate until it switches out)
Stats:
HP:
78 ---> 78
Attack: 81 ---> 116 (+35)
Defense: 71 ---> 96 (+25)
Special Attack: 74 ---> 94 (+20)
Special Defense: 69 ---> 69
Speed: 126 ---> 146 (+20)
BST: 499 -> 599 (+100)
Added Moves: Iron Head, Drill Run
Description: Talonflame kinda looks like an airplaine, so I made that the theme of this mega. Competitively, Talonflame is greatly helped defensively through its type change and ability, however situational its ability might be (could find some use in M4A Doubles). High Horsepower is also valuable coverage for Rock- and other Fire-types.
:Talonflame:
Mega Talonflame
New Ability: Flame Body/Gale Wings --> Air Current (This Pokemon summons a Tailwind when it enters battle.)
New Typing:
Fire/Flying (unchanged)

New Stats:
HP: 78
ATK: 81 --> 141 (+60)
DEF
: 71
SPA: 74 --> 114 (+40)
SPD
: 69 --> 89 (+20)
SPE
: 126 --> 106 (-20)
(At 252+, an effective speed stat of 684 when Tailwind is active)

New Moves:
None for now

Description:
continuing to play into talonflame's existing gimmick of "conditional priority", this mega makes it reliant on a turn timer rather than talonflame's HP.

even more interesting to me is how it can hypothetically provide team support since it doesn't have to spend a turn using Tailwind; tailwind support for slower team members has always been limited by its small turn counter, but talonflame autosetting it can ease that. however using it in this way means talon also is gonna need spinner support of its own, because holy moly those rocks hurt still.

on its own its still really formidable of course: hilariously fast for the duration of tailwind, with great STABs and solid recovery in Roost. its physical bulk is still pretty low, making it very weak to physical priority users now that it's lacking "real" priority of its own.

the stats can def be revised too-- it doesnt really need to drop speed like that, but i feel like that makes it more interesting mechanically, since it puts you in way more danger when your tailwind runs out?


/


Ability: Target Torch (When the user lands a super effective move on the target, they will be burned.)

HP: 78
Atk: 111 (+30)
Def: 76 (+5)
SpA: 99 (+25)
SpD: 99 (+30)
Spe: 136 (+10)
New Moves: Close Combat, Focus Blast, Vacuum Wave, Calm Mind

Reasoning:

My Mega Talonflame is kind of a weird case, but with it, something I wanted to turn into something of an offensive swiss army knife that better represents what it's based on: arrows. For one, it has fairly well rounded stats, with ok defenses and a pretty solid defensive typing, on top of a great speed tier and boost-able offenses. However, the cream of the crop for me has to be its unique way of spreading burns. Not only does it have an amazing pair of dual STABs to take advantage of its ability with, but it also has U-turn as well letting it nail a myriad of targets while pivoting and spreading a very powerful status. With its ability to spread burns with U-turn and an amazing dual STAB combo, its 78/76/99 defenses are not at all bad, and in some cases can make for a great defensive pivot alongside Roost, or it can even be an offensive pivot, or a set up sweeper! Your call.

Fighting/Flying is an amazing swiss army knife typing that I feel not only makes sense for the aggressive, yet methodical style of hunting Talonflame has, but also has super versatile application that its ability and stat spread ultimately helps to facilitate. Its new moves are all to give it some STAB options, but Vacuum Wave and Calm Mind were very deliberate options. I wanted to give Mega Talonflame the ability to spread priority burns, but also make use of it in order to give it more EV leeway with CM variants. CM is to give it an extra boosting option.

Flavor:

Talonflame's talons and overall frame grows bulkier, however more buoyant, also fitted with many more curved, swirling patterns. Its beak also sharpens. This mega also bears in mind more the arrow motif of the line, making Talonflame more streamlined like a bow and arrow; however, it can still inflict dangerous burns on more vulnerable targets.

Dex Entry:

Mega Talonflame's hunting spirit becomes much more apt and focused with mega energy. It is a much more efficient hunter that is able to lock down and target prey, then swiftly and promptly eliminate them with its high temperature talons and body.

Talonflame
Fire, Flying
Executioner
78, 81, 101, 84, 99, 156
Pursuit
Comp: With executioner, it can now pick off weakened foes, and pairing well with sr and spikes. it also got pursuit, to trap mons that arre switching out in fear of an executioner-boosted flare blitz or brave bird.
(Slight change to BotwNerd745's Luxray by his request to meet stat requirements!
I also got in touch with Stitch98 to ask about nerfing their Archeops a bit, but I noticed waaay too late and it was very short-notice, so they haven't been able to get back to me about it yet. I am so sorry for not addressing this sooner! As soon as they let me know of any changes, I will be happy to add it back!)
again, please yell at me if I messed anything up and/or missed anyone! I will fix it right away!

As usual, voting will last for 48 hours! That should give you plenty of time to decide on a vote - and also to start planning for the next slate!
The poll has also concluded, and we can now announce that slate 14 will be for :bibarel: Mega Bibarel, :staraptor: Mega Staraptor and :kricketune: Mega Kricketune!
To keep the thread organized, I ask that you refrain from posting your submissions here until the submission phase begins, but remember that the Discord is always a fantastic place to discuss ideas and get feedback on your submissions even before the slate opens!

Another small note: we actually have a special themed slate planned for this month!
Because of the timing when we would need it to be playable, we've decided that that should be slate 15, so there's no poll to decide a future slate just yet.
We'll announce the themed slate in question and an upcoming event when the slate 14 submission phase closes!

After a ton of discussion (mostly on the Discord but with the feedback posted here in mind - most of the people who gave suggestions here were also heavily involved in the conversation and seemed to be on board with this approach!), we're also ready to test out our updated Mega Dragapult! The patch is currently still waiting to be approved by Scoopapa (alongside a bugfix patch that should address all of the known bugs - no promises that all of it will work, but I'm hoping we'll have fewer bugs), but the spreadsheet has been updated with the new information.
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
Aaaaaaand the votes are in! (We're getting so many subs now that I had to flip my tables sideways >:O!!!)

:luxray:
Mega Luxray: DrPumpkinz !
:ss/luxray:
Mega Luxray
Type:
Electric
Ability: Ambush (if the user moves before the target, the user's moves will always crit)
Stats:
HP: 80
Att: 160 (+40)
Def: 89 (+10)
SpA: 125 (+30)
SpD: 89 (+10)
Spe: 80 (+10)
I went with a crit over a straight damage boost because I thought it would be more interesting, and because cats often hunt with decisive surprise attacks at weak spots like throats, and striking at a weak spot is kinda the whole flavor of critical hits. Ambush may be a less extreme Fisheous Rend on every move on something with base 160 Attack, but I think it's still balanced because
  • It's less extreme
  • It can't be stacked with Choice Band, Choice Scarf, or Strong Jaw
  • Outside of Superpower, none of Luxray's moves are particularly strong
  • Ground-type Pokemon exist
Like the Galarian fossils, Mega Luxray is great against slow fat teams but meh against fast offensive teams. There are also three moves in particular that let Mega Luxray use this effect in ways the fossils can't.
  • Quick Attack lets it get the damage boost against faster opponents. It may be a 40 power move without STAB, but it's something.
  • Besides getting a damage boost against slower foes, Ambush also gives a damage boost against foes switching in. Volt Switch capitalizes on this greatly, and is further bolstered by Mega Luxray's good Special Attack.
  • Because Ambush is gives crits instead of direct damage multipliers, it lets Mega Luxray ignore the Attack drops from Superpower.
:luxray:3-point votes2-point votes1-point votesTOTAL
BotwNerd745flareon,ink, botw, ausma,war, ultra,3 + 6 + 2 =
11
ChoiceScarfedbit,flareon,5
Mateeuswar,bit,4
iLiekMudkipz_
TheUltraFinderultra,2
MegaFlareon
DrPumpkinzink, ausma, zxg,hema1, dr,kakaks, jon,9 + 4 + 2 =
15
Mossy Sandwichultra, jon,ink, hema1, mossy,6 + 0 + 3 =
9
BitBitiokakaks,bit,5
Stitch98
Hematemasismossy,jon,hema2, zxg,3 + 2 + 2 =
7
inkbugbotw, dr,6
Ausmahema1,war, hema2, mossy, zxg,botw, ausma,3 + 8 + 2 =
13
SunMYSER
かたわれ時hema2,flareon,4
kakakskakaks,dr,3


:talonflame:
Mega Talonflame: RottenInfernape !
Mega Talonflame :talonflame:
Type
1601840794000.png
/
1601840808403.png

Ability Bird of Prey (Clone of Magnet Pull) - Traps opposing Flying-type Pokemon unless they carry Shed Shell.
Mega Stone Name Talonite
Stats
70 → 70
81 → 81
71 → 71
74 → 134 (+60)
69 → 69
126 → 166 (+40)

New Moves Scorching Sands

Flavour Description "Talonflame mainly preys upon other bird Pokémon. To intimidate opponents, it sends embers spewing from gaps between its feathers." This is stated by its Sword Pokedex entry, given the ability Bird of Prey. It also grows tons of black spots on its wings, the top of its head becomes black, and it gets black stripes wrapped around its body. This intimidates birds even more, as it gives a more fearful look to Talonflame. Beyond that, its claws and talons are also super sharp that it can singlehandedly take on an eagle in a fight.

Competitive Description Mega Talonflame turns into a fast offensive special attacker that can trap and dominate Flying-types such as Corviknight, Skarmory, and Mega Butterfree to name a few due to its abiltiy. 166 Speed is absurdly high and outspeeds Choice Scarf Landorus-T, Zeraora, and non-max Speed Mega Dragapult. One benefit of being a special attacker is the use of HP moves like Ice, which means it can severely damage Landorus-T, Gliscor, and Mega Dragonite. Scorching Sands is a flavorful and alternative option that can be used to hit Heatran and burn Tyranitar/Toxapex on the switch. Still held back by its poor bulk and 4x weakness to Stealth Rock, but thats where its teammates shine. Pokemon like Rillaboom, Mega Kommo-o, and Volcarona greatly appreciate having a decent check to most Flying-types in the tier.
Talonflame @ Talonite
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Hurricane
- Hidden Power [Ice]
- Roost / U-Turn / Scorching Sands

This set manages to become an all-out attacker with powerful attacks like Fire Blast and Hurricane to put bulkier Flying-types like Mandibuzz and Zapdos into a 2HKO Range. The last moveslot is super wide, but I think allthese options are useful. Roost is crucial for maintaining longevity, and U-Turn can bring itself out of unfavorable matchups against Pokemon it doesn't want to face. Scorching Sands does what I explained earlier.
:talonflame:3-point votes2-point votes1-point votesTOTAL
BotwNerd745
BitBitiojon,bit,4
ChoiceScarfedmossy,zxg,4
iLiekMudkipz_
TheUltraFinderultra,kakaks,3
MegaFlareonultra,3
Mossy Sandwichbotw,mossy,5
RottenInfernapekakaks, zxg,flareon, dr, jon,ink, ausma, ultra, mossy,6 + 6 + 4 =
16
IsoConflareon, hema2,hema1, war, jon,6 + 0 + 3 =
9
Gravity Monkeyflareon,1
Hematemasisbit,hema2,4
zxgzxgink, ausma, war,zxg,botw,9 + 2 + 1 =
12
inkbugdr.botw, hema1,bit,3 + 4 + 1 =
8
Ausmahema1,ausma, war, hema2,dr,3 + 6 + 1 =
10
kakaksink, kakaks,4


:archeops:
Mega Archeops: Ausma !


/


Ability: Second Wind (User's attacking stats are halved above 50% hp.)

HP: 75
Atk: 190 (+50)
Def: 65
SpA: 127 (+15)
SpD: 65
Spe: 145 (+35)
New Moves: Fire Blast, Dual Wingbeat, Brave Bird

Reasoning:

So, let's be real: Archeops is a crazy mon offensively, and I just made it crazier with these insane stats; so, what's the scoop? Well, it's held back by Defeatist in its main form, and I feel something similar should be applied to its Mega. Though, the issue with that is that making this run Defeatist as normal would just make it just as underwhelming, so I decided to give this a bit of a twist by flipping Defeatist to balance that and reward smart play. The gimmick with this is pretty simple, but one that I feel might be pretty cool in execution. Pre-mega, you stay in your normal form, keeping your solid offensive stats, and once you're knocked below half, you mega evolve and become stronger, and much, much more potent.

My Mega Archeops rewards good HP management. You can use your explosive recoil attacks to get into Defeatist range intentionally, and Mega evolve to get even beefier and launch even more nuclear attacks, though risk being KO'd, or you can use your nuclear attacks to get into range and then consistently throw off weaker, yet stat boosted attacks. You can run Roost, but that becomes somewhat awkward post-Mega, as you can potentially cripple your own stats in the process; though, you also have speedy U-turns as well. Stealth Rock is still an issue though, meaning you have to be careful with switches, but you can even take advantage of that, too; it's a high risk, high reward Pokemon!

Lastly, I gave it reliable Flying STAB in Dual Wingbeat, another recoil move in Brave Bird, and better Fire coverage in Fire Blast to hit such things as Ferrothorn more effectively.

Flavor:

Its body takes a much more snake-like tone with a much longer tail and longer appendages as a homage to its origin, and it grows an extra pair of wings. It seems more wild and energized than its original counterpart, somehow, with much more wicked eyes on top of this.

Dex Entry:

Mega Archeops strangely conflicts with its base counterpart. While its base counterpart falls apart under pressure, its Mega form seemingly thrives off of a fight or flight complex, and it shows in the way it battles. It is merciless and often times batters and mauls its foes without a second thought.
:archeops:3-point votes2-point votes1-point votesTOTAL
BotwNerd745botw,bit,3
Gojiratarausma,3
ChoiceScarfed
TheUltraFinderink, botw, kakaks, flareon,hema1, ultra,jon,12 + 4 + 1
17
BitBitiohema2,bit,dr,6
MegaFlareonzxg,1
DrPumpkinzflareon, dr,war,5
Mossy Sandwichink,ausma, mossy,4
Hematemasisultra, jon,ausma, hema2,hema1,5
zxgzxgzxg,ultra,3
inkbugink, botw, kakaks,3
Ausmamossy, zxg, dr, bit,war, jon,flareon,12 + 4 + 1 =
17
kakakshema1, war,kakaks, mossy,hema2,6 + 4 + 1 =
11

Thank you IsoCon for breaking a tie!

Thank you all once again for your awesome submissions!!!
happycyn.png
 
Last edited:
Congratulations to the winners edit: thank you IsoCon for breaking the tie!!! I'll add these to the patch right away, then add them to the sheet after that. C:
(Really hoping it'll be accepted soon! I'm reasonably sure I've fixed or at least improved all of the known bugs, which will be an exciting opportunity to test every Mega Evolution out at once!! I'll ask Scoopapa again once I've added the new slate.)

As previously announced, the new slate will be for Mega Bibarel, Mega Staraptor and Mega Kricketune!
:dp/bibarel::dp/staraptor::dp/kricketune:

Kricketune and Bibarel both have super low stats, so it's worth making an exception as we did with Mega Butterfree.
For :bibarel: Mega Bibarel and :kricketune: Mega Kricketune, you are not obligated to follow the current stat rules! You still need to have +100 BST, but the rules restricting lowered stats do not apply here.
For Bibarel, you can lower Attack or Special Attack by up to 10 points or lower Defense, Special Defense or Speed to add 20 points to relevant stats of your choice (10 points more than the normal rules allow).
For Kricketune, you can lower Attack or Special Attack by up to 40 points or lower Defense, Special Defense or Speed to add 50 points to relevant stats of your choice (40 points more than the normal rules allow).
This does not apply for Staraptor!

Have fun, everyone!! and may the best Staraptor be UUBL as usual!!
 
avatar_c202f99b419c_512.jpg

Mega Bidoof
New Ability
: Simple/Unaware/Moody-> Strong Jaw
Type:
/


New stats:
HP: 79
Attack: 85 -> 145 (+60)
Defense: 60 -> 80 (+20)
Special Attack: 55 -> 45 (-10)
Special Defense: 60 -> 90 (+30)
Speed: 71
(510 BST)
New moves: Ice Fang,Fire Fang, Thunder Fang, Poison Fang
Normal Sprite

Mega Kriketune
New Ability
: Swarm/Technician -> Harmonious
(When this pokemon uses a sound-based move, it has a 20% chance of raising this pokemon's SpA.)

Type:
,

New stats:
HP: 77
Attack: 85 -> 45 (-40)
Defense: 51 -> 86 (+35)
Special Attack: 55 -> 125 (+70)
Special Defense: 51
Speed: 65 -> 100 (+35)
(484 BST)
New moves: Boomburst, Relic Song
Mega Rillaboom
New Ability
: Intimidate/Reckless -> Aerilate
Type:
All-Out Pummeling - Fighting-type
,
Supersonic Skystrike - Flying-type

Normal Sprite

New stats:
HP: 85
Attack: 120 -> 140 (+20)
Defense: 70 -> 90 (+20)
Special Attack: 50
Special Defense: 60 -> 95 (+35)
Speed: 100 -> 125 (+25)
(585 BST)

New moves: Swords Dance
 
Last edited:
:bw/staraptor:
Staraptor
Dark, Flying
Moxie
85, 160, 105, 65, 65, 105
Darkest lariat
:bw/bibarel:
Bibarel
Normal, Water
Drizzle

79, 85, 60, 85, 60, 141
Nasty plot, Slack off, Flip turn, Weather ball
:bw/kricketune:
Kricketune
Bug, Normal
Reverb (after using an sound move, higher attack stat is boosted by 1)
77, 125, 44, 110, 44, 80
Boomburst, Roar, Recover, Agility
 
Last edited:
View attachment 281401
Mega Bidoof
New Ability
: Simple/Unaware/Moody-> Strong Jaw
Type:
/
--->
(Keep as Normal-Water if this isn't allowed)

New stats:
HP: 79
Attack: 85 -> 145 (+60)
Defense: 60 -> 80 (+20)
Special Attack: 55 -> 45 (-10)
Special Defense: 60 -> 90 (+30)
Speed: 71
(510 BST)
New moves: Ice Fang,Fire Fang, Thunder Fang, Poison Fang, Fishous Rend (It's not outspeeding anything, is it?)
The others are coming later.
H...hey, uh, we aaare gonna veto this, I'm afraid.

You might not know this, but the most problematic part of Dracovish has always been its Choice Band sets. Its Choice Scarf sets may be more consistent - they're often considered the more viable or reliable option due to getting the Fishious Rend boost more often - but Choice Band is what actually got it banned, both in Gen 8 OU and in National Dex. The problem with that set is not its Speed - it's that when it does get the boost, there is no way to stop it. Remember that switching out to something faster doesn't work, because it still gets the boost on switch-ins - if you get Dracovish into battle against anything slower than it (and base 70 is faster than many defensive Pokémon with proper investment!), there is absolutely no stopping it from hitting something on your team at full power.
On the whole, Band Dracovish was banned not because it could always win, had too many good matchups or consistently contributed a lot to its team, but because when it did have a good matchup, the game was basically over at team preview - it damaged the integrity of the tier by requiring that every single team had a dedicated counter (usually a Water Absorb Pokémon that wasn't worth running for any other purpose) or just resigning to lose to it, even though it wasn't necessarily the "best Pokémon" or one of the most common. It's not a matter of being too good - it's just matchup-fishy (vishy?) and uncompetitive.

This Bibarel is one point faster than that, so you can't really claim that its Speed makes it less broken than Dracovish, and it also hits 93% as hard as Choice Band Dracovish.
(And it also has Swords Dance.)
Fishious Rend and Bolt Beak aren't inherently broken moves, but this Mega has exactly what it needs to make it so. I think the only way I would accept this is if you got rid of Strong Jaw and traded it for an Ability that doesn't boost Attack, base power or Speed at all or you could keep this and drop Fishious Rend, because Bibarel is not a fish, does not have gills, and generally has no flavor reason to have such a move.

EDIT---
Mega Rillaboom
New Ability
: Intimidate/Reckless -> Tough Claws
Type:
All-Out Pummeling - Fighting-type
,
Supersonic Skystrike - Flying-type

Normal Sprite

New stats:
HP: 85
Attack: 120 -> 175 (+55)
Defense: 70 -> 90 (+20)
Special Attack: 50
Special Defense: 60
Speed: 100 -> 125 (+25)
(585 BST)

New moves: Swords Dance
I'm sorry - you edited this in while I was typing my last veto, so I didn't see it until after I posted it. This also definitely isn't okay. It hits way too hard with Close Combat, especially for something with that good a Speed tier, and Fighting/Flying is amazing coverage. I would require, like, 130 Attack or less and no boosting Ability.

---

Unrelated update: slate 13 is coded, so it should be playable as soon as the pull request is accepted!
This is the same pull request I keep mentioning that has attempted fixes for all of the bugs in the current version, so I'm very excited for it. Hopefully that will be allowed through in the near future!
(I'm sorry about the wait - I always try to submit patches however efficiently I can, but that doesn't affect how soon it gets accepted and patched in, haha.)
 

inkbug

Maybe the real mega pokemon were the friends we ma
is a Community Contributor
:kricketune:
Mega Kricketune
New Ability: Swarm/Technician --> Dancer
New Typing: Bug/Fighting

New Stats:
HP: 77
ATK: 85 --> 145 (+60)
DEF
: 51 (--)
SPA
: 55 --> 15 (-40)
SPD
: 51 (--)
SPE
: 65 --> 145 (+80)

New Moves
: Drain Punch, First Impression, Power Trip, Dual Wingbeat

Desc: now if youve ever battled me more than once you probably know that oricorio is one of my absolute favorite pokemon to use! i try to run it at least a little bit mixed, so that if it copies something else's swords dance or dragon dance it can still threaten them with it. however oricorio isn't super good at being a mixed attacker!

but never fear, fellow gamers, for at long last kricketune is here to help with THAT problem.

fighting type gives it an edge over steel-type SD users like bisharp and excadrill as well as lowering the impact of stealth rocks, while the addition of Power Trip threatens the likes of DD dragapult and SD aegislash. its speed stat is enough to match pace with basically any dragon dance sweeper, since in order for dancer to work you kinda have to already be faster than the guy youre copying the dance from.

kricketune also has a bit of a leg up on certain quiver dance users, to boot -- since it copies the speed boost from QD, it will still outpace them if it already outspeeds, and its a physical attacker so it ignores the Special Defense boosts. It still instantly dies if it doesn't oneshot them but, hey, not a terrible matchup still!

it's too frail to take more than one hit from basically anything though, and it especially has problems with priority-using boosters that resist first impression.

:bibarel:
Mega Bibarel
New Ability: Simple/Unaware/Moody --> Technician
New Typing: Normal/Water (unchanged)

New Stats:
HP: 79
ATK: 85 --> 95 (+10)
DEF
: 60 --> 105 (+45)
SPA
: 55 (--)
SPD
: 60 --> 105 (+45)
SPE
: 71 (--)

New Moves
: Slack Off, No Retreat, Power Trip*, (Stockpile), (Swallow), (Spit Up)
*this can be dropped if too many added moves

Desc: Simple No Retreat into Technician dual-stab Quick Attack/Aqua Jet. what else is there for me to say! :D
 

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