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

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Why does Mega Manaphy have 150 Attack? Its normal form has always been a special attacker and its physical movepool sucks. It seems like the only reason it's physical is because whomever made it wanted to differentiate it from its non-Mega form but they ended up creating a Mega that is quite lacking in flavor
 
If we wanted to do the average stat Deoxys (taking the rough average for every stat between the Deoxys forms), we base it off of 50/123/80/123/80/144. Yeah, that's going to be Ubers no matter what we do.

Why does Mega Manaphy have 150 Attack? Its normal form has always been a special attacker and its physical movepool sucks. It seems like the only reason it's physical is because whomever made it wanted to differentiate it from its non-Mega form but they ended up creating a Mega that is quite lacking in flavor
Essentially, because we talked it out and any improvement to its special attack or speed would end up becoming ubers because of Tail Glow. I originally had a MUCH different Mega (that ended up abusing Serene Grace with Scald and added Moonblast). The flavor for this Mega ends up being that Manaphy turns from the mere Prince of the Sea to the King of the Sea and so gets a nifty crown and junk and a massive attack (along with the better physical movepool).

This is the problem with trying to make Megas that would be viable for OU and not ubers. I probably would have banned Mew, Celebi, Jirachi, Manaphy, and Victini's stones and when we made an Ubers form made them the way they SHOULD be (I originally had Protean Mew which is nothing but flavor until we settled on this spread and Imposter to make its role completely different on the re-switch)
 
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So I just noticed my winning Slowbro submission is pretty similar and probably outclassed by Mega Slowbro -_-
 
quote:

6/19-6/21
Empoleon
Bibarel
Kricketune
Roserade

today's date: 6/20
I get what you're saying...but what the dates mean is that 6/19 is the submission date, 6/20 is the voting (by PM) and 6/21 is the reveal date. It's a little weird especially since there's no discussion date in it.
 
Do you guys think it would be a good idea to discuss the viability of previously created Megas or should we just focus on making new ones?
 
I feel like when I'm posting results you guys are just watching. WAITING.

empoleon.gif

Winner: Mew King (shoutout to Dilasc for literally losing by 1 vote sorry bae)
Mega Empoleon
Water/Steel -> Water/Steel
Torrent/(Defiant) -> Bulletproof
84/86/88/111/101/60 -> 84/106/118/151/141/30
Moves: Defog and Roost as Egg Moves

So, Empoleon is pretty good in general but it just doesn't have the stats to survive in the power obsessed metagames of the future. I mean Water/Steel is a pretty good typing in general. Pretty much, this is meant to return Empoleon back to OU.

Empoleon is always slow so I destroyed its speed to add to its other stats (though dumped 20 points into attack). It now has nice bulk (a really nice special defense), a Strong Special Attack and Healing in Roost. It also has Bulletproof which is nifty. You'll notice that now it's nearly completely immune to Aura Sphere and Focus Blast which gives it an effective immunity to special fighting.

It's balls slow though so it has a problem with anything faster but it's still very bulky. With a Quiet Nature and 252 HP/252 SpA/4 Def, it's pretty bulky only really taken down by super effective physical attacks. For instance, Excadrill only has a 12.5% chance to OHKO, but Mega Empoleon will OHKO back. Conkledurr takes out over 2/3 of Mega Empoleon with Drain Punch AND it goes faster. Scald with only 3HKO Assault Vest Varieties. I originally had an extra 10 points in its Defense, but then even Excadrill couldn't take it down in one hit and I knew that would be bad.

I did some random calcs as well, Zekrom barely OHKOs it with Bolt Strike. Black Kyurem only 2HKOs it with Fusion Bolt, but Mega Empoleon has a 93.8% shot to OHKO it with Flash Cannon. Choice Band Victini only has a 6.3% chance to OHKO it with V-Create, but Mega Empoleon has a 68.8% shot to OHKO it. Garchomp won't OHKO it, but you should be damn sure that Mega Empoleon does OHKO it back. Also, just for fun, Mega Empoleon WALLS Gengar even those that decide to carry Thunderbolt (which does at most 47%)

The problem is do you want it to be a Utility Mega or do you want to massacre stuff with your attacks? Either way, you probably want Scald and Roost to take care of everything. Ice Beam, Flash Cannon, Stealth Rock, and Defog are all things that it would love to have. But it's a pick two of four. It can't do everything though...and it can't hold items. It also would be picked apart by other physical Megas. But, that's the Achillies Heel that Megas in general face.

bibarel.gif

Winner: Wobblebuns
Mega Bibarel

Typing: Normal/Water --> Ground/Water
Ability: Simple/Unaware/Moody --> Sap Sipper
New Moves: Slack Off, Stealth Rock
Stats: 79/85/60/55/60/71 --> 79/105(+20)/120(+60)/55/100(+40)/51(-20)

Ground/Water is a wonderful typing defensively leaving it with only a weakness to Grass. But now that Bibarel gains access to Sap Sipper upon Mega-evolving, it turns its only weakness to an immunity. Bringing with it an additional attack boost, Mega Bibarel can be quite the tank. But more notable than that is with this resulting plethora of resistances and immunities, this makes Mega Bibarel a really unique counter to many of OU's threats. Thundurus, Breloom, and Mega Charizard Y are just some of the notable threats that can be covered by Mega Bibarel. It's also important to note that non-damaging Grass type attacks like Leech Seed, Stun Spore and Sleep Powder also activates the ability and therefore, can be taken advantage of for a switch-in opportunity. And with that, I guess it helps that it completely blocks out defensive Pokemon like Ferrothorn and Mega Venusaur. Although it can't do much back than just force a switch which is in itself quite a good thing actually. To an extent, this Mega Bibarel looks to be a good anti-meta Pokemon that can wall specific offensive and defensive threats effectively. If your team is struggling with the aforementioned threats, it will surely be an asset as one of your members. To add on to its usefulness, Stealth Rock was added for utility and Slack off for a much needed recovery move.

In a nutshell, it's pretty much what Swampert hoped to be.

To justify its typing and ability by virtue of flavor, I won't overcomplicate things. It's a semi-aquatic rodent; living partly in land and partly in water. For the ability, it would make much more sense if we take the Japanese version of Sap Sipper in context. It's Herbivorous originally; in relation to Bibarel, a beaver's diet usually is composed of tree bark, shoots, twigs and leaves. Beavers are herbivores.

roserade.gif

Winner: Rosenfeldius (by a fucking landslide at that)
Mega Roserade
Type: Grass/Poison >>> Grass/Poison
Stats: 60/70/65/125/105/90 >>> 60/80(+10)/75(+10)/165(+40)/125(+20)/110(+20)
Ability: Poison Point/Natural Cure/Technician >>> Serene Grace
Movepool: +Nasty Plot


Because it's not Mega Venusaur.


Roserade has always been one of my favorite grass types, and there's a few good reasons why:

1. She has hair like Kakashi Hataki.
2. She has a mask. AND a cape.
3. No other grass type plays the same way.

As far as number 3 goes, allow me to explain.

Venusaur, in the past, was a Chlorophyll sweeper. Amoonguss thrives on stall, and Tangrowth walls you to deal. Ferrothorn does whatever the fuck Ferrothorn does, and Breloom smashes faces (or stalls if you're into that). What ROSERADE does, though, is aggressively hazard stack, and destroy whatever tries to stop it with its nearly-unmatched SAtk (for a Grass-type, anyway).

Or, anyway, that's what it USED to do. The power creep of this generation has been a bit strenuous on our masquerading flower girl, and she has little use outside of UU. Hazard stacking is best left to the Deos, Mega Venusaur hits almost as hard and is vastly bulkier, and Amoonguss brutally outclasses her on stall with Regenerator. So what's Roserade to do?

In my opinion, exactly what she used to, only better. Well, to an extent. Hazard stacking, I'm afraid, will never be her selling point in OU, but a couple of other things might, beginning with:


She has the highest SAtk stat out of any Grass type.


Yes, it's true, her Leaf Storm is something to be feared, as it's going to take a huge chunk out of anything that doesn't resist it (bar the blobs):

252+ SpA Mega Roserade Leaf Storm vs. 4 HP / 0 SpD Garchomp: 319-376 (89.1 - 105%) -- 31.3% chance to OHKO
252+ Mega SpA Roserade Leaf Storm vs. 4 HP / 0 SpD Excadrill: 396-466 (109.3 - 128.7%) -- guaranteed OHKO
252+ SpA Mega Roserade Leaf Storm vs. 252 HP / 0 SpD Gliscor: 354-417 (100 - 117.7%) -- guaranteed OHKO

and just for fun:

252+ SpA Mega Roserade Leaf Storm vs. 252 HP / 0 SpD Quagsire: 1584-1864 (402 - 473%) -- guaranteed OHKO

Her Sludge Bomb is also quite powerful:

52+ SpA Roserade Sludge Bomb vs. 252 HP / 252 SpD Mega Venusaur: 135-160 (37 - 43.9%) -- guaranteed 3HKO

And that's to Mega Venusaur, mind you.

HP Fire, as coverage is always good:

252+ SpA Roserade Hidden Power Fire vs. 252 HP / 0 SpD Ferrothorn: 304-360 (86.3 - 102.2%) -- 18.8% chance to OHKO
252+ SpA Roserade Hidden Power Fire vs. 252 HP / 4 SpD Mega Scizor: 344-408 (100 - 118.6%) -- guaranteed OHKO


Now, her SAtk is clearly amazing, but it was already quite good, so what held her back in performing any sort of sweeper role? The answer there would be her mediocre speed. BUT, I have remedied that, and given her an outstanding base 110, outspeeding the vast majority of the tier (fuck you Keldeo).


So, her offenses are unquestionably quite good, but what about her defenses?


Well, I'm afraid to say, her Defense is garbage. Always has been, always will be. Her SPECIAL Defense, however, is quite nice, and should not be overlooked when finding an ideal set. Specially Defensive Roserade is always an option if you desire longevity over power, and she excels there as well:

252 SpA Choice Specs Keldeo Hidden Power Flying vs. 252 HP / 252+ SpD Roserade: 122-144 (37.6 - 44.4%) -- guaranteed 3HKO
252+ SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Roserade: 221-265 (68.2 - 81.7%) -- guaranteed 2HKO
252 SpA Gengar Shadow Ball vs. 252 HP / 252+ SpD Roserade: 81-96 (25 - 29.6%) -- guaranteed 4HKO
252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Roserade: 99-117 (30.5 - 36.1%) -- 43.3% chance to 3HKO

Clearly, she likes taking non-SE hits better than the alternative, but with a combo of Synthesis + raw power, she'll do just fine.


So, now we've got all the numbers n' shit out of the way, let's talk flava.


I thought Serene Grace would be an excellent ability on Roserade. Sludge Bomb now has a 60% chance to poison, you can now add Shadow Ball to her movepool to abuse a 40% chance for a SDef drop, and it fits well aesthetically. Roserade is based off of a patron attending a masquerade ball, so naturally there'd be an air of grace about her, and it certainly seems more fitting than Technician.


I'll be honest, I'm quite looking forward to using Mega Roserade. An OU Grass-type Mega NOT named Mega Venusaur? Sign me right the fuck up.

kricketune.gif

Winner: clapyourhands
Kricketune

Typing: Bug -----> Bug
Abilities: Swarm / Technician -----> Swordsman (boosts cutting and slashing moves by 1.5x)
BST: 77/85/51/55/51/65 -----> 77/135/51/55/51/115
New Moves: Psycho Cut

Swordsman, courtesy of the creator of Mega Samurott, boosts cutting and slashing moves by 1.5x. This gives X-Scissor, Mega Kricketune's main STAB, a great base 120 BP without any drawbacks. Aerial Ace also gets the same boost as it would under Technician, bringing it up to 90 BP, while Night Slash and Psycho Cut both have a nifty 105 BP and high critical hit ratios. With three of these moves and Swords Dance, Mega Kricketune could pull off a decent physical sweeping set. I avoided the Flying-type here because it would put Kricketune in direct competition with Mega Pinsir; similarly, I considered the Steel-type, but that would encroach on Mega Scizor. The 100-point boost was split between Attack and Speed, since Kricketune needs all the help it can get. It's not stellar, but considering that this is Kricketune we're working with, it's a pretty decent upgrade from its base form.

This also begins the submission period for the slate of Infernape, Rampardos, Wormadam-T, and Wormadam-
N
 
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rampardos.gif
Rampardos-Mega
Type: Rock>>>Rock/Fighting
Stats: 97/165/60/65/50/58>>>97/255/80/65/70/28
Ability: Mold Breaker/Sheer Force>>>Brute Force
Movepool: same
The fighting typing is because Rampardos is the spear part of the shield/spear combination of bastardos
+2 252+ SpA Rampardos Ice Beam vs. 252 HP / 0 SpD Hippowdon: 956-1126 (227.6 - 268%) -- guaranteed OHKO
+2 252+ SpA Rampardos Flamethrower vs. 252 HP / 0 SpD Hippowdon: 478-563 (113.8 - 134%) -- guaranteed OHKO
+2 252+ Atk Rampardos Hammer Arm vs. 252 HP / 252+ Def Hippowdon: 390-460 (92.8 - 109.5%) -- 93.8% chance to OHKO after Stealth Rock
+2 252+ Atk Rampardos Hammer Arm vs. 252 HP / 252+ Def Eviolite Chansey: 1614-1898 (229.2 - 269.6%) -- guaranteed OHKO
+2 252+ Atk Rampardos Stone Edge vs. 252 HP / 252+ Def Eviolite Chansey: 807-949 (114.6 - 134.8%) -- guaranteed OHKO
+2 252+ Atk Rampardos Rock Slide vs. 252 HP / 252+ Def Eviolite Chansey: 604-712 (85.7 - 101.1%) -- 87.5% chance to OHKO after Stealth Rock
+2 252+ SpA Rampardos Flamethrower vs. 252 HP / 252 SpD Eviolite Chansey: 187-220 (26.5 - 31.2%) -- 36.4% chance to 3HKO after Stealth Rock
+2 252+ SpA Rampardos Fire Blast vs. 252 HP / 252 SpD Eviolite Chansey: 228-269 (32.3 - 38.2%) -- guaranteed 3HKO after Stealth Rock
+2 252+ SpA Rampardos Blizzard vs. 252 HP / 252 SpD Eviolite Chansey: 228-269 (32.3 - 38.2%) -- guaranteed 3HKO after Stealth Rock
+2 252+ SpA Rampardos Focus Blast vs. 252 HP / 252 SpD Eviolite Chansey: 746-878 (105.9 - 124.7%) -- guaranteed OHKO
252+ Atk Rampardos Rock Slide vs. 252 HP / 252+ Def Unaware Clefable: 201-237 (51 - 60.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Rampardos Stone Edge vs. 252 HP / 252+ Def Unaware Clefable: 267-315 (67.7 - 79.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Rampardos Fire Blast vs. 252 HP / 252+ SpD Unaware Clefable: 173-204 (43.9 - 51.7%) -- 69.5% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Rampardos Blizzard vs. 252 HP / 252+ SpD Unaware Clefable: 173-204 (43.9 - 51.7%) -- 69.5% chance to 2HKO after Stealth Rock and Leftovers recovery
 
Congrats to all the winners. Dilasc's Empoleon submission was great. Maybe next time.

Spr_4p_392.png

Mega-Infernape
Type - Fire/Fighting
Ability - Quick Feet
Stats - 76/145/82/114/82/135 - BST: 634
New moves - Bullet Punch, Sucker Punch


Play style
With most of Infernape's Pokedex entries focused around its speed, a speed related ability stood out as an obvious choice. To avoid the pitfall that is Blaziken, Speed Boost wasn't really a consideration. Quick Feet was the remaining stand out, boosting Infernape's already impressive speed to unstoppable levels. Once statused, Infernape becomes the ultimate revenge killer. With high base attack, a diverse movepool and oodles of priority, most foes will have to take at least one hit. Bullet Punch and Sucker Punch are new additions to Infernape's movepool. Along with Mach Punch they form a very strong priority set. While Infernape does outspeed most of the competition, it is quite frail on both sides; other priority users can remove it quickly.

Mega-Infernape is an excellent answer to fast fragile threats. Other scarfers will rue coming across this foe, with 607.5 speed when fully invested with a speed positive nature. U-turn gives it an avenue of retreat while dealing heavy damage, all while gaining momentum. Toxic Spikes users must beware or else allow Infernape to reach its full potential.

Mega-Infernape falls quickly with its low defences. Physically bulky Pokemon will force the switch each time. Limited switch in opportunities keep Infernape primarily as a revenge killer/late game sweeper, so it won't be able to get stuck into foes as often as you may like. With immunity to burns, statuses are not as easy to come by, until Infernape is statused you must be cautious of potential fast scarfers.
[Disclaimer: Consulted with Arikado when deciding the stats]
Spr_4p_409.png

Mega-Rampardos
Type - Rock
Ability - Thick Headed: The users head based attacks deal 1.3x the damage.
(Headbutt, Iron Head, Head Smash, Zen Headbutt, Head Charge)
Stats - 97/195/75/90/70/68 - BST: 595
New moves - Head Charge


Play Style
Mega-Rampardos continues to along the same line as its regular form, being a devastating physical attacker. The distribution of its new stats had to be heavily disseminated amongst its two defences and special attack to prevent it from being overpowered.

Thick Headed seemed a very good fit for Rampardos thematically. The extra power boost its attack to gargantuan levels, with many solid head moves available to it. Head Smash is its premium move, but comes at a cost. Most Pokemon will be OHKO'd by it, so the recoil will be tremendous. As such, this will put a timer on Rampardos' longevity, should it need to use Rock Head to eliminate its foe.

68 speed was chosen for more than just being a simple 10 point increase. With access to Rock Polish, Rampardos has the chance to become a runaway killer. With maximum investment and a speed positive nature, after one Rock Polish Rampardos is still out sped by base 108 and higher scarfers. This specific speed tier was chosen for the prevalence of the musketeer trio (quartet), which are sometimes scarfed and a good answer to Rampardos.

Mega-Rampardos is difficult to stop once it gets going, but poor defences leave it vulnerable to priority and fast scarfers. Once these are out of the way there is little that can stand in Rampardos'.
Spr_5b_413_s.png

Mega-Wormadam-Plant Cloak
Type - Bug/Grass
Ability - Overcoat
Stats - 60/59/115/109/145/36
New moves - Calm Mind, Recover, Bug Buzz


Play style
Wormadan isn't exactly the best Pokemon stat wise, so I decided to give it a chance it would have to set up. Given its reasonable special attack stat and solid special defence Calm Mind seemed a good choice. Bug Buzz gives a much needed STAB move, as well as the ability to catch out those who try to Substitute on you. Recover is a nice option, especially after a couple Calm Mind boosts. Decent base base physical defence will keep you around for awhile if you invest in it over the stats you intend to boost.

I've kept Overcoat as the ability. Only other one I considered was Leaf Guard, which has a slightly better effect, but is somewhat situational.

A plethora of nice resistances give Wormadan-P plenty of switch in opportunities, but myriad weaknesses (including two 4x) give it a hard time and puts a lot of reliance on its bulk. With so many weaknesses you'll struggle to set up on offensive Pokemon. Bulky Water types, however, are ideal for Wormadam setting up.
Spr_5b_413G_s.png

Mega Wormadam-Sand Cloak
Type - Bug/Ground
Ability - Sand Force
Stats - 60/109/145/59/115/36
New moves - Stone Edge, Recover


Play style
Taking the physical route, compared to Wormadam-Plant Cloak, Swords Dance did not seem to be the best fit for a boosting move. Seeing as I wanted to go for a bulky physical set I decided I needed another way to get it up there. Sand Force seemed a nice choice, giving Wormadam-S a place on sand teams. It can set up a Sandstorm itself, or partner with Tyranitar and easily take those nasty Fighting type attacks.

Stone Edge is added for a nice and powerful coverage move against Flying Pokemon, while Stealth Rocks give versatility to fully defensive sets. Recover is always a nice move for bulky Pokemon, and Wormadam is no exception. Wormadam-S' weaknesses are not as inauspicious as Wormadam-P's, but you only have access to a handful of resistances. Meaning you'll have less of a need for boosted bulk, but many more Pokemon will be able to threaten you.
 
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Type: Fire/Fighting -----> Fire/Fighting
Ability: Blaze/Iron Fist -----> Speed Boost
New Moves: Baton Pass, Brave Bird, High Jump Kick
HP: 76 -> 76
Atk: 104 -> 160 (+56)
Def: 71 -> 80 (+9)
SpA: 104 -> 130 (+26)
SpD: 71 -> 80 (+9)
Spe: 108 -> 108
Flavor Concept: Brave Bird because it’s a bird, Speed Boost because birds are fast, Baton Pass because practically all Speed Boost mons have it, and High Jump Kick because it has powerful legs.
Competitive Concept: Mega Infernape sports an excellent offensive typing and very powerful STAB moves to abuse. 160/130/108 attacking stats are nothing to scoff at, especially when backed by Speed Boost and Swords Dance. It can also play a supporting role by passing on several boosts while still maintaining offensive pressure, but is probably more suited to sweeping with its blistering speed and strong-as-fuck attacks.
Type: Rock -----> Rock
Ability: Blaze/Iron Fist -----> Rock Head
New Moves: None
HP: 97 -> 97
Atk: 165 -> 195 (+30)
Def: 60 -> 100 (+40)
SpA: 65 -> 90 (+25)
SpD: 50 -> 55 (+5)
Spe: 58 -> 58
Flavor Concept: Rampardos' X Dex entry states that “its skull withstands impacts of any magnitude,” which I interpreted as “should be immune to recoil.” The Dex entry is also reflected by its large boost to physical defense.
Competitive Concept: Mega Rampardos is a bitch to face. With an absolutely massive attack stat backed by a recoilless STAB Head Smash, it can demolish most resisting Pokemon. It can even take down opposing Ferrothorn, Forretress, and Skarmory with Fire Blast from its usable base 90 special attack stat. However, Mega Rampardos has a horrid defensive typing and LC-worthy special defense; any decent user of special attacks can quickly KO the dino. Rock Polish can patch its poor speed, but only to a certain extent. However, Mega Rampardos is a phenomenal hit-and-run attack capable of both wallbreaking and sweeping.
Some fun little calculations:
252 Atk Rampardos Head Smash vs. 252 HP / 252+ Def Skarmory: 190-225 (56.8 - 67.3%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Rampardos Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 192-228 (54.5 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Rampardos Head Smash vs. 252 HP / 252+ Def Eviolite Chansey: 442-522 (62.7 - 74.1%) -- guaranteed 2HKO
That’s right- Mega Rampardos can 2HKO the arguably 3 best walls in the OU metagame. It forms a great core with Bisharp because it draws out a lot of Intimidate users.
Lastly, fuck the Wormadams. I’m not dignifying them with mega submissions.
 
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Congrats to all the winners. Dilasc's Empoleon submission was great. Maybe next time.

C:\Users\Jon\AppData\Local\Temp\msohtmlclip1\01\clip_image001.gif


Mega-Infernape

Type - Fire/Fighting
Ability - Quick Feet
Stats - 76/145/82/114/82/135 - BST: 634
New moves - Bullet Punch, Sucker Punch


Play style
With most of Infernape's Pokedex entries focused around its speed, a speed related ability stood out as an obvious choice. To avoid the pitfall that is Blaziken, Speed Boost wasn't really a consideration. Quick Feet was the remaining stand out, boosting Infernape's already impressive speed to unstoppable levels. Once statused, Infernape becomes the ultimate revenge killer. With high base attack, a diverse movepool and oodles of priority, most foes will have to take at least one hit. Bullet Punch and Sucker Punch are new additions to Infernape's movepool. Along with Mach Punch they form a very strong priority set. While Infernape does outspeed most of the competition, it is quite frail on both sides; other priority users can remove it quickly.


Mega-Infernape is an excellent answer to fast fragile threats. Other scarfers will rue coming across this foe, with 607.5 speed when fully invested with a speed positive nature. U-turn gives it an avenue of retreat while dealing heavy damage, all while gaining momentum. Toxic Spikes users must beware or else allow Infernape to reach its full potential.


Mega-Infernape falls quickly with its low defences. Physically bulky Pokemon will force the switch each time. Limited switch in opportunities keep Infernape primarily as a revenge killer/late game sweeper, so it won't be able to get stuck into foes as often as you may like. With immunity to burns, statuses are not as easy to come by, until Infernape is statused you must be cautious of potential fast scarfers.


C:\Users\Jon\AppData\Local\Temp\msohtmlclip1\01\clip_image002.gif


Mega-Rampardos
Type - Rock
Ability - Thick Headed: The users head based attacks deal 1.3x the damage.
(Headbutt, Iron Head, Head Smash, Zen Headbutt, etc)

Stats - 97/195/75/90/70/68 - BST: 595
New moves -

Play Style
Mega-Rampardos continues to along the same line as its regular form, being a devastating physical attacker. The distribution of its new stats had to be heavily disseminated amongst its two defences and special attack to prevent it from being overpowered.


Thick Headed seemed a very good fit for Rampardos thematically. The extra power boost its attack to gargantuan levels, with many solid head moves available to it. Head Smash is its premium move, but comes at a cost. Most Pokemon will be OHKO'd by it, so the recoil will be tremendous. As such, this will put a timer on Rampardos' longevity, should it need to use Rock Head to eliminate its foe.


68 speed was chosen for more than just being a simple 10 point increase. With access to Rock Polish, Rampardos has the chance to become a runaway killer. With maximum investment and a speed positive nature, after one Rock Polish Rampardos is still out sped by base 108 and higher scarfers. This specific speed tier was chosen for the prevalence of the musketeer trio (quartet), which are sometimes scarfed and a good answer to Rampardos.


Mega-Rampardos is difficult to stop once it gets going, but poor defences leave it vulnerable to priority and fast scarfers. Once these are out of the way there is little that can stand in Rampardos'.
I know for a fact Nape isn't in this slate sorry

NEVERMIND
 
Type: Fire/Fighting -----> Fire/Fighting
Ability: Blaze/Iron Fist -----> Speed Boost
New Moves: Baton Pass, Brave Bird, High Jump Kick
HP: 76 -> 76
Atk: 104 -> 160 (+56)
Def: 71 -> 80 (+9)
SpA: 104 -> 130 (+26)
SpD: 71 -> 80 (+9)
Spe: 108 -> 108
Flavor Concept: Brave Bird because it’s a bird, Speed Boost because birds are fast, Baton Pass because practically all Speed Boost mons have it, and High Jump Kick because it has powerful legs.
Competitive Concept: Mega Infernape sports an excellent offensive typing and very powerful STAB moves to abuse. 160/130/108 attacking stats are nothing to scoff at, especially when backed by Speed Boost and Swords Dance. It can also play a supporting role by passing on several boosts while still maintaining offensive pressure, but is probably more suited to sweeping with its blistering speed and strong-as-fuck attacks.
Type: Rock -----> Rock
Ability: Blaze/Iron Fist -----> Rock Head
New Moves: None
HP: 97 -> 97
Atk: 165 -> 195 (+30)
Def: 60 -> 100 (+40)
SpA: 65 -> 90 (+25)
SpD: 50 -> 55 (+5)
Spe: 58 -> 58
Flavor Concept: Rampardos' X Dex entry states that “its skull withstands impacts of any magnitude,” which I interpreted as “should be immune to recoil.” The Dex entry is also reflected by its large boost to physical defense.
Competitive Concept: Mega Rampardos is a bitch to face. With an absolutely massive attack stat backed by a recoilless STAB Head Smash, it can demolish most resisting Pokemon. It can even take down opposing Ferrothorn, Forretress, and Skarmory with Fire Blast from its usable base 90 special attack stat. However, Mega Rampardos has a horrid defensive typing and LC-worthy special defense; any decent user of special attacks can quickly KO the dino. Rock Polish can patch its poor speed, but only to a certain extent. However, Mega Rampardos is a phenomenal hit-and-run attack capable of both wallbreaking and sweeping.
Some fun little calculations:
252 Atk Rampardos Head Smash vs. 252 HP / 252+ Def Skarmory: 190-225 (56.8 - 67.3%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Rampardos Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 192-228 (54.5 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Rampardos Head Smash vs. 252 HP / 252+ Def Eviolite Chansey: 442-522 (62.7 - 74.1%) -- guaranteed 2HKO
That’s right- Mega Rampardos can 2HKO the arguably 3 best walls in the OU metagame. It forms a great core with Bisharp because it draws out a lot of Intimidate users.
Lastly, fuck the Wormadams. I’m not dignifying them with mega submissions.
God fucking dammit

Valzy you're a bad influence
 
Infernape is based in Sun Wukong, the immortal rock monkey that was basically so powerful the gods couldn't contain the raging shitstorm that was he

I don't know how this helps anything
 
Infernape is based in Sun Wukong, the immortal rock monkey that was basically so powerful the gods couldn't contain the raging shitstorm that was he

I don't know how this helps anything
They also deleted his name from the book that contains the record of lives and deaths of people and that's why he's immortal, he can't die because his name can't be crossed in the book since its not there or some shit iirc

its also based on goku
 
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