This is just a small gripe with an Ability choice for a specific Pokémon, but I think it makes more sense both flavor-wise and balance-wise and the fact that the opportunity was missed has had major, arguably negative consequences on the power level of the Pokémon in question, so I really wish it had gone differently:
Why doesn't
Mega Lucario have Mega Launcher? It's an Ability that exists solely to boost the moves with a stronger flavor association to Lucario than any other, including providing a direct incentive to run Aura Sphere (a move which has been heavily associated with Lucario since the beginning) over the otherwise-superior Focus Blast. For that matter, even Mega Lucario's design is (supposedly) meant to reflect a heightened flow of aura through its body or something! Don't ask how it makes sense. It was just on the official site's blurb.
But the thing that makes this even more baffling is... I honestly think Mega Lucario would have been much better balanced if it had Mega Launcher, too! I mean, Mega Lucario was banned to Ubers for two main reasons: it's too difficult to guess whether it's physical or special because both variants are equally viable... and even if it only had one of the two, it would still be a pretty big step up from any other Mega Evolution in power alone (it hits noticeably harder than every other Mega Evolution except Medicham, including the Uber ones, and Medicham alone is a justifiable special case anyway) while also having an excellent Speed tier and two excellent boosting moves. I've used Mega Lucario as a comparison before in Megamax really cool meta please check it out basically as a prime example of what not to do in submissions, because no other Mega Evolution so thoroughly encapsulates every obvious balancing mistake at once.
... so how would Mega Launcher help it?
- Since Mega Launcher doesn't boost its physical moves and only puts Aura Sphere on par with an unboosted Focus Blast, it directly nerfs its damage output by 25% on both sides. This means it's "only" hitting about as hard as Mega Gardevoir... which is still really good, because Mega Gardevoir is one of the hardest-hitting Mega Evolutions anyway (especially with Hyper Voice having no drawback or risk attached - and the same is true of Aura Sphere), and Mega Lucario still has the advantage of being 12 points faster (and a whole lot of important Pokémon fall between them).
- Since Aura Sphere doesn't come at any drawback, but Close Combat does... even with both hitting at the same power level, there is now a clear reason to prefer special sets over physical sets - this lowers the unpredictability factor by creating a "default" assumption, and it mitigates the risk attached to guessing incorrectly by making the less likely option also come at a drawback. Having two totally different sets that were equally viable was one of the biggest reasons Lucario had to be banned, wasn't it? But at the same time, it doesn't compromise Mega Lucario's ability to adapt to metagame trends if any specific reason crops up to prefer physical sets - just like how physical Mega Lucario was more relevant in Ubers because of Xerneas rather than because it had any advantage in isolation - so I think it remains true to its identity and doesn't even move the Mega in that different a direction.
- And since this doesn't entail changing stats at all, you don't even have to worry about where to put the leftovers! My own past notions of how to rebalance Mega Lucario all came with the issue of, like, "oh shoot - I nerfed its physical sets, but now its special sets are even better" or "oh shoot - now it's too bulky, so it's better at setting up," but without relocating any stats and only changing an Ability, there's no such issue with distributing its stats. Honestly, I think half of the problem was just trying to balance a Lucario form with Adaptability of all things in the first place, because there really aren't many stat spreads that don't turn it into some kind of menace.
Conclusion: Mega Launcher both makes perfect flavor sense and significantly improves the competitive balance of Mega Lucario in that it arguably (at least theoretically) fixes everything that made it broken. Game Freak... why did you go and give it Adaptability??
Edit: ohhhh, okay, that makes sense! Thank you for pointing that out!
Why doesn't

But the thing that makes this even more baffling is... I honestly think Mega Lucario would have been much better balanced if it had Mega Launcher, too! I mean, Mega Lucario was banned to Ubers for two main reasons: it's too difficult to guess whether it's physical or special because both variants are equally viable... and even if it only had one of the two, it would still be a pretty big step up from any other Mega Evolution in power alone (it hits noticeably harder than every other Mega Evolution except Medicham, including the Uber ones, and Medicham alone is a justifiable special case anyway) while also having an excellent Speed tier and two excellent boosting moves. I've used Mega Lucario as a comparison before in Megamax really cool meta please check it out basically as a prime example of what not to do in submissions, because no other Mega Evolution so thoroughly encapsulates every obvious balancing mistake at once.
... so how would Mega Launcher help it?
- Since Mega Launcher doesn't boost its physical moves and only puts Aura Sphere on par with an unboosted Focus Blast, it directly nerfs its damage output by 25% on both sides. This means it's "only" hitting about as hard as Mega Gardevoir... which is still really good, because Mega Gardevoir is one of the hardest-hitting Mega Evolutions anyway (especially with Hyper Voice having no drawback or risk attached - and the same is true of Aura Sphere), and Mega Lucario still has the advantage of being 12 points faster (and a whole lot of important Pokémon fall between them).
- Since Aura Sphere doesn't come at any drawback, but Close Combat does... even with both hitting at the same power level, there is now a clear reason to prefer special sets over physical sets - this lowers the unpredictability factor by creating a "default" assumption, and it mitigates the risk attached to guessing incorrectly by making the less likely option also come at a drawback. Having two totally different sets that were equally viable was one of the biggest reasons Lucario had to be banned, wasn't it? But at the same time, it doesn't compromise Mega Lucario's ability to adapt to metagame trends if any specific reason crops up to prefer physical sets - just like how physical Mega Lucario was more relevant in Ubers because of Xerneas rather than because it had any advantage in isolation - so I think it remains true to its identity and doesn't even move the Mega in that different a direction.
- And since this doesn't entail changing stats at all, you don't even have to worry about where to put the leftovers! My own past notions of how to rebalance Mega Lucario all came with the issue of, like, "oh shoot - I nerfed its physical sets, but now its special sets are even better" or "oh shoot - now it's too bulky, so it's better at setting up," but without relocating any stats and only changing an Ability, there's no such issue with distributing its stats. Honestly, I think half of the problem was just trying to balance a Lucario form with Adaptability of all things in the first place, because there really aren't many stat spreads that don't turn it into some kind of menace.
Conclusion: Mega Launcher both makes perfect flavor sense and significantly improves the competitive balance of Mega Lucario in that it arguably (at least theoretically) fixes everything that made it broken. Game Freak... why did you go and give it Adaptability??
Edit: ohhhh, okay, that makes sense! Thank you for pointing that out!
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