hear me out....
Ability: Suction Cups or Truant or something bad.
sticky hold.
hear me out....
Ability: Suction Cups or Truant or something bad.
IdkPokémon don't get ate abilities that they can't gain STAB off of. That is how it's been handled exclusively since inception, I don't see this mod deviating from that design philosophy either, so I suggest trying a different option if you feel Manectric has to be buffed (idrc tbh, Manectric hasn't been good since Gen 6 ended)
Better question is WHY do we have to buff Mega Manectric specifically. Lots of bad Megas why does Manectric need this over others.Idk
Without custom abilities or overlapping with my Mega Eelektross suggestion, I don't see that as a possibility. No Hidden Power really hurt Manectric and Electric types in general. There is a reason why only one Electric is OU in this Petmod, which had to have a custom ability too.
I'm just gonna tell you to wait for DLC because there's quite a few mons that are gonna cause mega gren some issues but yes, the mon is annoyingafter spending a whole day playing ladder ive come to the conclusion that mega greninja is possibly the most annoying to play against pokemon ever
i enjoy the metagame but i seriously consider quitting every time i go against one
How is it hard to keep up with? I understand not knowing exactly how the ability works but can't you just look at the first list if it's an ability that is out of the norm? It was fun theory-crafting with the mons + some are going to just be unusable (Like Malamar, that poor thing is never going to be able to do anything). Plus I feel like this is just going to ruin the point of the entire Pet mod.One last thing. Custom abilities are really annoying to keep up with and the council wants the metagame to be a suitable fan service to everyone who wants to experiment with the new megas, so starting on DLC release, custom abilities (including modified Corrosion for Mega Victreebel) will be out. More on that soon.
How is it hard to keep up with? I understand not knowing exactly how the ability works but can't you just look at the first list if it's an ability that is out of the norm? It was fun theory-crafting with the mons + some are going to just be unusable (Like Malamar, that poor thing is never going to be able to do anything). Plus I feel like this is just going to ruin the point of the entire Pet mod.
due to the popularity of this petmod, theres a wider audience to consider when making changes. Custom abilities initially would help give perceived weak megas a chance to shine, but none of the abilities really "made" any megas i.e. they didnt help enough, and for some cases their effects werent obvious unless you looked them up on the builder, such as Ion Battery and Leader of the Pride (being Mega Pyroar's old ability, which is Orichalchum Pulse but for Special Attack). And most abilities are probably not that hard to code since its just copy pasting existing code and modifying some bits and pieces to make the ability work.I know Dhelmise said that theres more on the ability removal coming soon, but I'm impatient and stupid, so can someone explain how "custom abilities are really annoying to keep up with"? I dont rly mind the change, just wanna understand. Like is it annoying because you now feel like you have to make customs for the new mons and thats a lot of work? Or do custom abilities have some extra work behind them after theyre already made and implemented? Does someone here that has worked with custom abilities in the past know this? Just curious, not critical.
Also thanks for all the work thats going into this. Imo its a really fun meta.
How is it hard to keep up with? I understand not knowing exactly how the ability works but can't you just look at the first list if it's an ability that is out of the norm? It was fun theory-crafting with the mons + some are going to just be unusable (Like Malamar, that poor thing is never going to be able to do anything). Plus I feel like this is just going to ruin the point of the entire Pet mod.
get me a pet mod with nothing
i personally support killing all the interesting megas who had a chance at viability & being fun /s
I know Dhelmise said that theres more on the ability removal coming soon, but I'm impatient and stupid, so can someone explain how "custom abilities are really annoying to keep up with"? I dont rly mind the change, just wanna understand. Like is it annoying because you now feel like you have to make customs for the new mons and thats a lot of work? Or do custom abilities have some extra work behind them after theyre already made and implemented? Does someone here that has worked with custom abilities in the past know this? Just curious, not critical.
I feel like Sheer force would still be a better option for Gatr, I don't know if with Life orb in base hits harder but I do know it gains more physical bulk so I think that would be a somewhat decent improvement/side-gradeGuts / Rough Skin, felt of all the abilities they had access to these would make the most sense, Dragon's Maw admittedly rubs me the wrong way and Strong Jaw is NOT doing shit on a Pokemon with two biting moves
Me personally I would give it Prankster, may or may not be the best but I think it could work.: Defiant, said to be as feisty as ever, Shed Skin is still very much a viable option tho
I think sheer force would work for Mega-nite, despite what others have said, may or may not be too broken but I think it could work?Gale Wings, launching off priority Hurricanes or Air Slashes is very funny and I feel it makes more sense than the lore-tethered Magearna-tied Soul-Heart
Mega Pidgiot usage go up to kill diet Rillaboom on steroids with a slight breeze /jGrassy Surge
Rillaboom is what this metagame needs. People annoyed over Greninja and whatever random HO Gremlin can just click Grassy Glide! Fairly strong fat-breaker with its impressive stats and offensive movepool. When I look at Mega Chesnaught being given defensive abilities I'm genuinely just thinking "I would rather just have base Chesnaught and a different Mega". So now its unique enough to not be considered a side-grade option.
yah upon hearing that I think Sheer Force is better bc Mega Nite is trying to kill you as quickly as possibleI think sheer force would work for Mega-nite, despite what others have said, may or may not be too broken but I think it could work?
I think it’s because it makes teambuilding harder for someone coming in.I know Dhelmise said that theres more on the ability removal coming soon, but I'm impatient and stupid, so can someone explain how "custom abilities are really annoying to keep up with"? I dont rly mind the change, just wanna understand. Like is it annoying because you now feel like you have to make customs for the new mons and thats a lot of work? Or do custom abilities have some extra work behind them after theyre already made and implemented? Does someone here that has worked with custom abilities in the past know this? Just curious, not critical.
Also thanks for all the work thats going into this. Imo its a really fun meta.
For abilities my suggestions would be the following.
Triage / Natural Cure
Loosely based of the core concept of the Ange (gifting of Eternal Life), It should still have abilities based off healing. Triage has a more offensive approach, being a very great response against some of those wacky Dragons and the elusive Greninja since Draining Kiss coming off a 155 Special Attack stat hits like a truck against those sweepers and breakers. Natural Cure is a more defensive lean, acting as a proto-blob of sorts with its utility movepool and special bulk. Being able to absorb paralysis is a great differentiator to its competitor Clefable.
Storm Drain
I'm going to be different from a lot of the Electricity-based suggestions and suggest more something aquatic. Storm Drain essentially will be trading the Ground immunity of base Eelektross for a Water-immunity for another Greninja and Starmie soft check and to be a really strong Scald and Thunder Wave absorber against the Slowtwins. Also dissuades Volcanion from just brainlessly clicking Steam Eruption for free. And for people worried about the power drop with no Ion Battery you have a way to get it back, just have to put some work in for your broken clicker now.
Sheer Force / Mold Breaker
Really mediocre sweeper in general so I think Sheer Force giving it added power to overwhelm Clefable and Slowbro (via Iron Head and Throat Chop respectively) gives it nice compensation. Mold Breaker can play a slightly similar role but more focused towards it being able to go through Dragonite and Clefable.
Defiant
This can now be a great option to fit on webs teams as a form of removal punishment. Also lets Hawlucha bypass Aegislash's King Shield without having to play the Mind Games. Salamence and Krookodile's Intimidate were also annoying for it so this is still helpful. Stamina can also work but I think it doesn't actually do anything significant and I much prefer it having Defiant because of how its release trailer went.
Beast Boost / Magic Bounce
Now I don't actually think its going to get Beast Boost but the ability semi-fits with it being based off an eldritch horror. Beast Boost should give it a more HO lean when compared against Hoopa Unbound (who can't actually snowball) and its a lot more flexible than having just Contrary (Speed Boosting Beast Boost + Bulk Up, Fat Stored Power Stuff, Fast Stored Power, Nasty Plot, etc). Magic Bounce also gives Malamar a more defensive role since it can now deny Spikes from Skarmory which again differentiates it from Hoopa Unbound.
Pressure / Toxic Debris
Pressure is meant to synergize with its toolkit of being an annoying fat guy with Knock, Sludge Bomb, Strength Sap, Encore, Toxic Spikes, etc. Toxic Debris, with more direct results, can also do this and is probably more obvious but Pressure is my #twocents.
Grassy Surge
Rillaboom is what this metagame needs. People annoyed over Greninja and whatever random HO Gremlin can just click Grassy Glide! Fairly strong fat-breaker with its impressive stats and offensive movepool. When I look at Mega Chesnaught being given defensive abilities I'm genuinely just thinking "I would rather just have base Chesnaught and a different Mega". So now its unique enough to not be considered a side-grade option.
Firstly there's nothing wrong with multiple Megas sharing the same ability.I think Triage should be given to Mega Meganium, not Mega Floette. Simply because Meganium wants to be a bulky wall that can spam healing moves while still threatening sweepers weak to its STABS, namely Mega Greninja, since it can spam priority Giga Drain, Synthesis and even Leech Seed.
252 SpA Triage Meganium-Mega Giga Drain vs. 0 HP / 0 SpD Greninja-Mega: 314-372 (110.1 - 130.5%) -- guaranteed OHKO
Mega Greninja needs at least max HP and a +spd nature to avoid the OHKO, and thats only if the Meganium isnt +spa itself.
meanwhile Mega Floette
252+ SpA Triage Floette-Mega Draining Kiss vs. 0 HP / 0 SpD Greninja-Mega: 246-290 (86.3 - 101.7%) -- 12.5% chance to OHKO
252+ SpA Triage Floette-Mega Giga Drain vs. 0 HP / 0 SpD Greninja-Mega: 244-288 (85.6 - 101%) -- 6.3% chance to OHKO
If Mega Floette doesn't run a +SpA nature, it always 2HKO's, so im still partial to Fairy Aura Mega Floette. I know in the example you said regular Greninja and not Mega Greninja, but my point is if you want a Greninja check through priority heal moves, Mega Meganiumwould be better suited for the role. The only real upside to Triage Mega Floette is in Gunk Shot matchups, because
252+ Atk Greninja-Mega Gunk Shot vs. 0 HP / 0 Def Floette-Mega: 314-370 (108.6 - 128%) -- guaranteed OHKO
Greninja needs to be max attack +atk nature to OHKO no defense or HP Floette, and Floette usually runs max HP anyway
252+ Atk Greninja-Mega Gunk Shot vs. 252 HP / 0+ Def Floette-Mega: 286-338 (81.2 - 96%) -- guaranteed 2HKO
252+ Atk Greninja-Mega Gunk Shot vs. 252 HP / 0 Def Floette-Mega: 314-370 (89.2 - 105.1%) -- 31.3% chance to OHKO
Meganium, no matter what, gets OHKO'd by max attack Mega Greninja Gunk Shot
252+ Atk Greninja-Mega Gunk Shot vs. 252 HP / 252+ Def Meganium-Mega: 364-432 (100 - 118.6%) -- guaranteed OHKO
So again, Fairy Aura, imo, would be great here. Although Natural Cure wouldnt be half bad.
Again I think we are misunderstanding how some of the theorized interactions are supposed to work for my suggestions. It is true that Mega Eelektross scares out most water types, but it HATES trying to come in on them. If it takes a burn or accrues too much damage trying to check them, its slower speed tier means it will eventually lose to those waters. Storm Drain gives Eelektross gives it significantly more switch ins (and punishment to the opponent) than Earth Eater in this regard (I'm not entirely sure how this ability makes sense for Eelektross anyways since its identity is "Eel" not "no weaknesses", otherwise Game Freak would've hard coded Levitate in the game just for it). The grounds we have Eelektross doesn't even like to take on anyways, but even then it still has Levitate as a base ability if truly needed to mind-game.I'm kind of into the idea of Storm Drain given im a VGC player, but the main issue with Storm Drain Mega Eel is that most Water types run from Mega Eel anyway, and i'd rather give Mega Eel something a bit more unique then doubling down on its generally favorable Water type matchups in the tier. While the case against Mega Starmie is tempting, I think its better to have a conversation about whether Mega Starmie should be in OU first once the DLC drops. Earth Eater makes the most sense, since its a direct upgrade to Levitate except against Spikes/TSpikes and still retains its identity of "no weaknesses"
Stamina would make it an excellent setup sweeper with Bulk Up + Brave Bird and Body Press as if it was a double dancer. it can use Roost to heal any damage and Taunt to deal with Aegislash and anything else that likes to spam status moves on it. forcing opponents to attack it, which is exactly what Stamina wants. It also means Intimidate is less impactful, since Krook keels over to Body Press and Salamence has to run Hurricane to OHKO it unless its specially bulky.
I'm really really confused how people think that Body Press is going to do anything in this metagame when Clefable is really good, Mega Greninja is really good, mixed attackers are really good, the Slowtwins are really good, etc. Over-relying on Body Press seems beyond inconsistent.While i do agree Rillaboom would immensely improve the metagame, I think Dauntless Shield would actually give it an interesting playstyle as an endgame cleaner. You can keep Chesnaught in its base form for Bulletproof, then mega later in the game when you want to clean up with Body Press.
i think Dynamic Punch just aligns with its new Fighting type. It makes some sense with its arms.What about Barbaracle and No Guard? They gave it Dynamic Punch in the ZA Boss fight. (For some reason)
Could be foreshadowing that it will get No Guard. I also think that's more unique than Tough Claws, just as a concept.
Biblicacle (Barbaracle-Mega) (M) @ Barbaracite
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Dynamic Punch
- Shell Smash
- Poison Jab
True. Plus, without the damage bonus it does struggle a bit. Dazzling would be hilarious, although that may be one of the least "Dazzling" appearing mons I have ever seen. Maybe a new ability with the dazzling effect?i think Dynamic Punch just aligns with its new Fighting type. It makes some sense with its arms.
No Guard would be decent, but I think Barbaracle needs more than accurate Stone Edges and Cross Chops (it doesn't get usable Dynamic Punch).
The biggest issue is the fact that it's not Water/Fighting instead. Rock/Fighting makes Barbaracle more susceptible to priority like Bullet Punch and Aqua Jet, and Barb lacks any contact Rock moves to use with Tough Claws. With Water/Fighting you'd get STAB Liquidation/Close Combat to abuse, then hit resists like Gyarados with Stone Edge.
But since we can't change the typing or use custom abilities, I think the best option would be Adaptability or Dazzling, both of which fit Mega Barb thematically. They also solve at least 1 issue with Barb. Adaptability proving boost to its Rock moves and Dazzling handling priority.
I think renaming of abilities still counts as custom abilities. If not, that'd make giving Megas abilities a bit easier.True. Plus, without the damage bonus it does struggle a bit. Dazzling would be hilarious, although that may be one of the least "Dazzling" appearing mons I have ever seen. Maybe a new ability with the dazzling effect?