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

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Wormadam-P
Type: Bug/Grass -> Bug/Grass
Abilities: Anticipation/Overcoat -> Protective Cloak (Reduces super effective damage by 1/2)
HP: 60 -> 60
Atk: 59 -> 59
Def: 85 -> 105 (+20)
SpA: 79 -> 160 (+81)
SpD: 105 -> 125 (+20)
Spe: 36 -> 15 (-21)
BST: 424 -> 524
Moves: +Tail Glow, +Earth Power, +Power Gem
 
Guys, I think that Gamefreak is only going to make Megas for Hoenn Pokemon whose names begin with an S, so it's probably okay to do most of Hoenn
 
Guys, I think that Gamefreak is only going to make Megas for Hoenn Pokemon whose names begin with S, so it's probably okay to do most of Hoenn

MEGA SILCOON CONFIRMED!!!
We could just make mega evolutions for all of Hoenn though and delete them if they receive real mega evolutions.
 
How does Brute Force work again? Are Special attacks still calculated using their SpD (and your Atk)?

Anyways,
infernape.gif

Infernape (Infernapite)
Type: Fire/Fighitng -> Fire/Fighting
Abilities: Blaze (Iron Fist) -> Natural Cure
New Moves: Storm Throw, Circle Throw

HP: 76 -> 76
Atk: 104 -> 114 (+10)
Def: 71 -> 85 (+14)
SpA: 104 -> 124 (+20)
SpD: 71 -> 105 (+34)
Spe: 108 -> 130 (+22)
BST: 534 -> 634

"It tosses its enemies around with agility. It uses all its limbs to fight in its own unique style." So now Infernape gets Storm Throw and Circle Throw. But what use could it possibly have for Circle Throw, a phazing move?

None with its current stats... hence the added bulk. It can function as a nice offensive pivot, like Mega Manectric, but with a fast WoW at its disposal. I was going to give it Regenerator but we have enough of those (including another Fighting type, Mienshao) so I went with Natural Cure. That way Paralysis isn't the end of the world.

Mega Infernape plays a very different role from Infernape, and a generally unique one with a combination of bulk and offense, being a Fire type neutral to SR and with resistances to Fire, Dark, Ice, and Steel.


rampardos.gif

Rampardos (Rampardosite)
Type: Rock -> Rock
Abilities: Mold Breaker (Sheer Force) -> Brute Force
New Moves:

HP: 97 -> 97
Atk: 165 -> 205 (+40)
Def: 60 -> 75 (+15)
SpA: 65 -> 65
SpD: 50 -> 75 (+25)
Spe: 58 -> 78 (+20)
BST: 495 -> 595

Rampardos will absolutely wreck your shit.


wormadam.gif

Wormadam-P (Wormadamite)
Type: Bug/Grass -> Psychic/Grass
Abilities: Anticipation (Overcoat) -> Magic Guard
New Moves: Leech Seed, Psyshock

HP: 60 -> 60
Atk: 59 -> 59
Def: 85 -> 125 (+40)
SpA: 79 -> 119 (+40)
SpD: 105 -> 155 (+50)
Spe: 36 -> 6 (-30)
BST: 424 -> 524

Wormadam gets a ton of Psychic moves already and can trade away nasty 4x weaknesses to Fire and Flying for a less terrible one to Bug. Its speed drops to nothing because all it does is kinda hang there. Already gets Psychic so why not toss in Psyshock too?


wormadam-sandy.gif

Wormadam-S (Wormadamite)
Type: Bug/Ground -> Psychic/Ground
Abilities: Anticipation (Overcoat) -> Magic Guard
New Moves: Spikes, Zen Headbutt

HP: 60 -> 60
Atk: 79 -> 119 (+40)
Def: 105 -> 155 (+50)
SpA: 59 -> 59
SpD: 85 -> 125 (+40)
Spe: 36 -> 6 (-30)
BST: 424 -> 524

Same as above, but with stats mirrored. It's more of a hazard setter than anything.


wormadam-trash.gif

Wormadam-S (Wormadamite)
Type: Bug/Steel -> Psychic/Steel
Abilities: Anticipation (Overcoat) -> Magic Guard
New Moves: Metal Burst, Psyshock, Zen Headbutt

HP: 60 -> 60
Atk: 69 -> 89 (+20)
Def: 95 -> 140 (+45)
SpA: 69 -> 89 (+20)
SpD: 95 -> 140 (+45)
Spe: 36 -> 6 (-30)
BST: 424 -> 524
 
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Mega Infernape
Typing: Fire/Fighting ----> Fire/Fighting
Abilities: Blaze/Iron Fist ----> Reckless
BST: 76/104/71/104/71/108 ----> 76/160/80/113/74/133
New Moves: Wild Charge, High Jump Kick

Following the fact that Infernape is based on Sun Wukong, Mega Infernape gains Reckless as its ability, and both Wild Charge and High Jump Kick as coverage. With the added speed, Mega Infernape now acts as a nuke, but dies off pretty fast due to its medicore defenses.

Mega Rampardos
Typing: Rock ----> Rock/Dark
Abilities: Mold Breaker/Sheer Force ----> Sand Force
BST: 97/165/60/65/50/58 ----> 97/190/70/68/65/105
New Moves: Knock Off

Mega Rampardos is basically a stronger, faster yet frailer Mega Garchomp. The added Dark typing does cause Rampardos to get absolutely murdered by Mach Punch, but STAB Knock Off is pretty cool. Sand Force boosts Rampardos' Ground- and STAB Rock-type attacks, which means if you don't want Mega Rampardos to kill off itself, Stone Edge actually have a 96.1% chance to 2HKO 252 HP/232+ Def Skarmory in Sand. Of course. you can just use Head Smash and nuke the opposing team.
 
Wasn't planning on submitting this slate, but threw this together because something had to be done.

wormadam.gif

Wormadam-P

Typing: Bug / Grass -----> Bug / Grass
Abilities: Anticipation / Overcoat -----> Compost (Grass-type Water Absorb clone)
BST: 60/59/85/79/105/36 -----> 60/59/115/115/145/30
New Moves: Stockpile, Bug Buzz

wormadam-sandy.gif

Wormadam-S

Typing: Bug / Ground -----> Bug / Ground
Abilities: Anticipation / Overcoat -----> Dirtpile (Ground-type Water Absorb clone)
BST: 60/79/105/59/85/36 -----> 60/115/145/59/115/30
New Moves: Stockpile, Bug Buzz

wormadam-trash.gif

Wormadam-T

Typing: Bug / Steel -----> Bug / Steel
Abilities: Anticipation / Overcoat -----> Scrap Heap (Steel-type Water Absorb clone)
BST: 60/69/95/69/95/36 -----> 60/92/125/92/125/30
New Moves: Stockpile, Bug Buzz

Bagworms store things, so they get Stockpile. Competitively, it lets them boost defenses. Bug Buzz so that they aren't left completely screwed STAB-wise on the special side. Each of their abilities revolves around gathering a certain material to replenish health. Rather straightforward.

I wanted to do 'nape but no time. =(
Gon bless u handsy
 
Mega Infernape
Type: Fire/Fighitng -> Fire/Flying
Abilities: Blaze/Iron Fist -> Regenerator
New Moves: Sacred Fire, Brave Bird, Roost
HP: 76 -> 76
Atk: 104 -> 130 (+26)
Def: 71 -> 90 (+19)
SpA: 104 -> 94 (-10)
SpD: 71 -> 154 (+83)
Spe: 108 -> 90 (-18)
BST: 534 -> 634

Mega Infernape will be a massive force in the OU tier. Boasting a good base 130 Attack, two extremely potent STAB moves in Sacred Fire and Brave Bird, a massive 154 base Special Defense, a wonderful ability in Regenerator, and reliable recovery in Roost, Mega Infernape is a resilient bulky attacker capable of 2HKOing the majority of Pokemon in the tier. While its STAB moves get excellent neutral coverage, Mega Infernape's typing also gives it a glaring 4x weakness to Rock-type moves, especially Stealth Rock, meaning it can't switch in easily. This weakness is not as bad as it appears, though, as the buff to Defog introduced a new means of removing Stealth Rock, which is generally more reliable than Rapid Spin and Magic Bounce ever were. But even with this buff, Mega Infernape's 4x weakness to Rock-type moves is still exploitable, as most Rock-type moves will fell it in one or two hits.
 
Mega Infernape
Type: Fire/Fighitng -> Fire/Flying
Abilities: Blaze/Iron Fist -> Regenerator
New Moves: Sacred Fire, Brave Bird, Roost
HP: 76 -> 76
Atk: 104 -> 130 (+26)
Def: 71 -> 90 (+19)
SpA: 104 -> 94 (-10)
SpD: 71 -> 154 (+83)
Spe: 108 -> 90 (-18)
BST: 534 -> 634

Mega Infernape will be a massive force in the OU tier. Boasting a good base 130 Attack, two extremely potent STAB moves in Sacred Fire and Brave Bird, a massive 154 base Special Defense, a wonderful ability in Regenerator, and reliable recovery in Roost, Mega Infernape is a resilient bulky attacker capable of 2HKOing the majority of Pokemon in the tier. While its STAB moves get excellent neutral coverage, Mega Infernape's typing also gives it a glaring 4x weakness to Rock-type moves, especially Stealth Rock, meaning it can't switch in easily. This weakness is not as bad as it appears, though, as the buff to Defog introduced a new means of removing Stealth Rock, which is generally more reliable than Rapid Spin and Magic Bounce ever were. But even with this buff, Mega Infernape's 4x weakness to Rock-type moves is still exploitable, as most Rock-type moves will fell it in one or two hits.
Told you it was a bird, Rosen
 
Wasn't planning on submitting this slate, but threw this together because something had to be done.

wormadam.gif

Wormadam-P

Typing: Bug / Grass -----> Bug / Grass
Abilities: Anticipation / Overcoat -----> Compost (Grass-type Water Absorb clone)
BST: 60/59/85/79/105/36 -----> 60/59/115/115/145/30
New Moves: Stockpile, Bug Buzz

wormadam-sandy.gif

Wormadam-S

Typing: Bug / Ground -----> Bug / Ground
Abilities: Anticipation / Overcoat -----> Dirtpile (Ground-type Water Absorb clone)
BST: 60/79/105/59/85/36 -----> 60/115/145/59/115/30
New Moves: Stockpile, Bug Buzz

wormadam-trash.gif

Wormadam-T

Typing: Bug / Steel -----> Bug / Steel
Abilities: Anticipation / Overcoat -----> Scrap Heap (Steel-type Water Absorb clone)
BST: 60/69/95/69/95/36 -----> 60/92/125/92/125/30
New Moves: Stockpile, Bug Buzz

Bagworms store things, so they get Stockpile. Competitively, it lets them boost defenses. Bug Buzz so that they aren't left completely screwed STAB-wise on the special side. Each of their abilities revolves around gathering a certain material to replenish health. Rather straightforward.

I wanted to do 'nape but no time. =(

I think this is a great idea, but wouldn't it be better if those abilities were a clone of Storm Drain? :)
 
Mega Infernape
Type: Fire/Fighitng -> Fire/Flying
Abilities: Blaze/Iron Fist -> Regenerator
New Moves: Sacred Fire, Brave Bird, Roost
HP: 76 -> 76
Atk: 104 -> 130 (+26)
Def: 71 -> 90 (+19)
SpA: 104 -> 94 (-10)
SpD: 71 -> 154 (+83)
Spe: 108 -> 90 (-18)
BST: 534 -> 634

Mega Infernape will be a massive force in the OU tier. Boasting a good base 130 Attack, two extremely potent STAB moves in Sacred Fire and Brave Bird, a massive 154 base Special Defense, a wonderful ability in Regenerator, and reliable recovery in Roost, Mega Infernape is a resilient bulky attacker capable of 2HKOing the majority of Pokemon in the tier. While its STAB moves get excellent neutral coverage, Mega Infernape's typing also gives it a glaring 4x weakness to Rock-type moves, especially Stealth Rock, meaning it can't switch in easily. This weakness is not as bad as it appears, though, as the buff to Defog introduced a new means of removing Stealth Rock, which is generally more reliable than Rapid Spin and Magic Bounce ever were. But even with this buff, Mega Infernape's 4x weakness to Rock-type moves is still exploitable, as most Rock-type moves will fell it in one or two hits.
So many things wrong with this.
-Why Flying type? Fire/Fighting was perfectly fine for Infernape, and I don't see any signs of how Infernape could be Flying.
-Why the speed drop? Shouldn't Infernape get MORE speed?
-Speaking of drops, only SPEED can drop.
-Infernape isn't supposed to be Specially Defensive. Infernape=/=Ho-Oh. So why that MASSIVE buff to Special Defense?
-Speaking of Infernape=/=Ho-Oh, Why Sacred Fire? I understand the recoil of Flare Blitz and all, but Fire Punch exists. And Infernape gets it.
-Regenerator is OK, but shouldn't it retain Iron Fist?
-Brave Bird? Infernape=/=Blaziken
-I understand the need for reliable recovery, but really? Roost?
 
So many things wrong with this.
-Why Flying type? Fire/Fighting was perfectly fine for Infernape, and I don't see any signs of how Infernape could be Flying.
-Why the speed drop? Shouldn't Infernape get MORE speed?
-Speaking of drops, only SPEED can drop.
-Infernape isn't supposed to be Specially Defensive. Infernape=/=Ho-Oh. So why that MASSIVE buff to Special Defense?
-Speaking of Infernape=/=Ho-Oh, Why Sacred Fire? I understand the recoil of Flare Blitz and all, but Fire Punch exists. And Infernape gets it.
-Regenerator is OK, but shouldn't it retain Iron Fist?
-Brave Bird? Infernape=/=Blaziken
-I understand the need for reliable recovery, but really? Roost?
So many things wrong with this.
-Why Flying type? Fire/Fighting was perfectly fine for Infernape, and I don't see any signs of how Infernape could be Flying.
-Why the speed drop? Shouldn't Infernape get MORE speed?
-Speaking of drops, only SPEED can drop.
-Infernape isn't supposed to be Specially Defensive. Infernape=/=Ho-Oh. So why that MASSIVE buff to Special Defense?
-Speaking of Infernape=/=Ho-Oh, Why Sacred Fire? I understand the recoil of Flare Blitz and all, but Fire Punch exists. And Infernape gets it.
-Regenerator is OK, but shouldn't it retain Iron Fist?
-Brave Bird? Infernape=/=Blaziken
-I understand the need for reliable recovery, but really? Roost?
joke_over_your_head.jpg
 
Mega Infernape
Type: Fire/Fighitng -> Fire/Flying
Abilities: Blaze/Iron Fist -> Regenerator
New Moves: Sacred Fire, Brave Bird, Roost
HP: 76 -> 76
Atk: 104 -> 130 (+26)
Def: 71 -> 90 (+19)
SpA: 104 -> 94 (-10)
SpD: 71 -> 154 (+83)
Spe: 108 -> 90 (-18)
BST: 534 -> 634

Mega Infernape will be a massive force in the OU tier. Boasting a good base 130 Attack, two extremely potent STAB moves in Sacred Fire and Brave Bird, a massive 154 base Special Defense, a wonderful ability in Regenerator, and reliable recovery in Roost, Mega Infernape is a resilient bulky attacker capable of 2HKOing the majority of Pokemon in the tier. While its STAB moves get excellent neutral coverage, Mega Infernape's typing also gives it a glaring 4x weakness to Rock-type moves, especially Stealth Rock, meaning it can't switch in easily. This weakness is not as bad as it appears, though, as the buff to Defog introduced a new means of removing Stealth Rock, which is generally more reliable than Rapid Spin and Magic Bounce ever were. But even with this buff, Mega Infernape's 4x weakness to Rock-type moves is still exploitable, as most Rock-type moves will fell it in one or two hits.
post-26305-Its-like-youre-begging-me-to-h-3W6X.gif
 
infernape.gif


Mega Infernape (Infernapeite)
Typing: Fire/Fighting ------> Fire/Fighting
Abilities: Blaze/Iron Fist ------> Flash Fire
Stats: 76/104/71/104/71/108 ------> 76/129/91/129/91/118
New Moves: Aura Sphere

Description

Mega-Nape has got a boost in all of its department, becoming a mixed attacker with more fire power and more bulk to offer to its trainer. Its only new move, Aura Sphere, is a good alternative to Focus Blast, being way less powerful but way more accurate at the same time; its brand new ability makes it capable of absorbing fire moves and threatening will-o-wisps, gaining a boost from them (since "It uses unique fighting moves with fire on its hands and feet", I thought it would be good for it to have this ability)

THREATS
Fast water types are still a problem: Mega-Nape has only GK and T-Punch to hit them supereffectively, which aren't going to do much (unless they're really fat). Same goes for Flying ones, even tho Stone Edge can handle them way better.

rampardos.gif


Mega Rampardos (Rampardosite)
Typing: Rock ------> Rock/Steel
Abilities: Mold Breaker/Sheer Force ------> Tough Skull (just another name for Multiscale)
Stats: 97/165/60/65/50/58 ------> 97/195/85/75/75/68
New Moves:

Description

Mega-Rampardos has become way better than its normal counterpart: more bulk, more fire power (like it was needed), and 2 new good news for its tanking ability. Firstly, it got a new secondary typing, which makes it 4x weak to Ground and Fighting, but it also make it neutral to Grass and Steel and resistant to Psychic, Fairy, Bug, Dragon types. Besides, his new ability Tough Skull reduces damage at full HP, making it capable to tank like every hit and strike back veeeery hard. Both of those ideas came from Dex entries: "Its skull is as hard as iron" and "If two were to smash their heads together, their foot-thick skulls would keep them from fainting."

THREATS
Rampardos is a pure "hit-and-run" wallbreaker; he won't be able to take too much hits, once that Tough Skull is no longer active, and its pitiful speed Stats isn't really going to help this big, huge Dinosaur.
 
I still can't stress Wormadam unity enough.

Either way, here mine are.


General new move: Burmy can learn Sticky Webs
Spr_5b_413.png
Wormadam-Plant

Typing: Bug/Grass --> Bug/Grass
Ability: Anticipation/Overcoat --> Spread Pollen (+1 Priority for grass moves)
New Moves: Leech Seed, Sleep Powder, Stun Spore
Stats: 60/59/85/79/105/36 --> 60/59/125(+40)/115(+36)/145(+40)/20(-16)

Spr_5b_413G.png
Wormadam-Sand

Typing: Bug/Ground --> Bug/Ground
Ability: Anticipation/Overcoat --> Landslide (Ground moves +1 priority)
New Moves: Spikes, Sand Tomb, Rototiller

Stats: 60/79/105/59/85/36 --> 60/115(+36)/145(+40)/59/125(+40)/20(-16)


Spr_5b_413S.png
Wormadam-Trash

Typing: Bug/Steel --> Bug/Steel
Ability: Anticipation/Overcoat --> Quick Silver (Steel Moves +1 priority)
New Moves: Shift Gear, Gear Grind, Iron Defense
Stats: 60/69/95/69/95/36 --> 60/87(+18)/135(+40)/87(+18)/135(+40)/20(-16)


Concept: The unifying theme is abusing the namesake of their secondary type by doing it somewhat defensively and offensively. Priority Leech Seed and powders can be annoying, and priority spikes ensure they go up. Priority Shift Gear and Iron Defense means you should focus on SpDef on Steel Worm. They're slow, but the abilities are meant to circumvent that. Just watch out for birds. Also, Sticky Web.
 
I want to try out as well
flareon.gif

Flareon
Typing: Fire
Notable Abilities: Flash Fire/Guts -> Fur Coat
Stats: 65 / 130 / 60 / 95 / 110 / 65 -> 65 / 170 / 100 / 110 / 110 / 110
New Moves: Outrage, Wild Charge
Flareon takes now a few hits a lot better and has somewhat of a reliable coverage move in Outrage and Wild Charge. It should do a very nice work-up set now.

rapidash.gif

Rapidash
Typing: Fire -> Fire/Fairy
Notable Abilities: Flash Fire -> Pixilate
Stats: 65 / 100 / 70 / 80 / 80 / 105 -> 65 / 165 / 90 / 70 / 95 / 115
New Moves: Quick Attack
I tried to put as few atk-points as I could to make Pixilate Quick Attack and Return not broken. Its typing represents its transformation into a pegasus with a horn which I forgot what it was called again.

Approved by Hollywood
For the love of all that is holy don't post anything without first reading the post in the title and finding out the current slate of mons submissions are open for!!!!
 
LkdlGZ0.png

Mega Infernape
Fire/Fighting -> Fire/Fighting
Blaze/(Iron Fist) -> Mold Breaker
76/104/71/104/71/108 -> 76/134/86/149/91/108
Moves: N/A

Upon Mega-evolving Infernape grows muscles. He becomes strong. He simply doesnt give a shit about opponents Abilities anymore. If he wants to roast that Hetran with an Overheat, he does just that. If Mega Venusaur comes with his fat body saying "My fat makes me Fire-resistant", Mega Infernape crushes through that fat ass with his Flare Blitz.

OK, on a more serious note; Fire/Fighting is a solid offensive typing, offering Infernape good coverage with it's dual STAB's. In my opinion, one of Inarnape's biggest niches in the OU metagame is it's ability to deal with stall to a certain extent. With this Mega-evolution, I believe Infernape can truly shine as one of the best stallbreakers, as well as a very threatening offensive Pokemon as well.

When it comes to stats, i decided to focus mainly on the offensive stats. With enormous attack stats on both sides of the spectrum, Mega Infernape will become a potent mixed attacker. It's biggest stat boost is in it's Special Attack, because it needs to be able to severely dent the bulkiest mixed walls like Mega Venusaur , without full inventment. On the other hand, it needs a good attack stat to take down Chansey and Heatran, who otherwise walls the special Mega Infernape. I decided to not increase it's Speed, even though it's Infernape's highest stat, and it might not sound good flavour wise, but I believe it would make Mega Infernape too overpowered, as it simply wrecks everything once it's in it's Mega forme (since it would basically outspeed everything not called Deoxyz-S).

A set like this may be used:

Infernape @ Infernite
Ability: Blaze -> Mold Breaker
Nature: Naive/Hasty
EV's: 152 Atk / 100 SAtk / 252 Spe
- Flare Blitz
- Close Combat
- Overheat
- Hidden Power [Grass]

100 SpA Mold Breaker Mega Infernape Overheat vs. 252 HP / 0 SpD Mega Venusaur: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
100 SpA Mold Breaker Mega Infernape Hidden Power Grass vs. 252 HP / 0 SpD Quagsire: 372-440 (94.4 - 111.6%) -- 68.8% chance to OHKO
152 Atk Mold Breaker Mega Infernape Close Combat vs. 252 HP / 252+ Def Eviolite Chansey: 494-584 (70.1 - 82.9%) -- guaranteed 2HKO
152 Atk Mold Breaker Infernape Close Combat vs. 252 HP / 0 Def Heatran: 356-422 (92.2 - 109.3%) -- 56.3% chance to OHKO
 
as far as adding moves go (say, I'm working on Lopunny for the future slate) if I add a new typing to the mon, (again, Lopunny being just Normal, I want Mega Lop to be Normal/Dark) can I add a larger set of moves that would seem reasonable for said mon to have once given the new mega-typing, or am I only able to put on a couple new moves?
 
as far as adding moves go (say, I'm working on Lopunny for the future slate) if I add a new typing to the mon, (again, Lopunny being just Normal, I want Mega Lop to be Normal/Dark) can I add a larger set of moves that would seem reasonable for said mon to have once given the new mega-typing, or am I only able to put on a couple new moves?
Up to 3 new moves, no exceptions.

Also why the hell would you make Lopunny a Dark type? Dark is a fine typing but how does it fit at all?
 
Also, you can't do Torkoal because I reserved it back when you could and submitted it, but acestriker19 never updated the OP with this info. He never did it for my Bastiodon, either, which lead to the dilemma we had with the last slate.

it's like you guys don't want me submitting Megas or something
 
as far as adding moves go (say, I'm working on Lopunny for the future slate) if I add a new typing to the mon, (again, Lopunny being just Normal, I want Mega Lop to be Normal/Dark) can I add a larger set of moves that would seem reasonable for said mon to have once given the new mega-typing, or am I only able to put on a couple new moves?
You can add up to three new moves, so long as they don't contradict flavor (Hydro Pump on Typhlosion, for example), and they must also be reasonable additions.

*Edit

Greninja'd by Mega Mantine
 
rampardos.gif

Mega-Ramparados
Type: Rock -> Rock
Ability: Mold Breaker/Sheer Force -> Rock Head
Stats: 97/165/60/65/50/58 -> 97/215 (+50)/70 (+10)/95 (+30)/60 (+10)/58

Ramparados is a very interesting pokemon. He is a glass canon for sure. 97/60/50 defenses are horrible. But he has one of the highest attack stats in the game. In fact, he has the third highest attack stat of all non-mega pokemon! This pretty much expands upon what he already was. He is a slow wallbreaker with horrible defenses. Rock head has flavor, and I don't even need to explain why. But, it is also a HUGE help to his wallbreaking skills. With rock head he has a 150 bp stab move with the only drawback being it's 80% accuracy. Just let that soak in. 150 base power stab move coming off of a gigantic 215 attack stat (now best attack in the game. Yay!). If you still don't grasp the true power of this, just let the calcs speak for me.

252+ Atk Rampardos Head Smash vs. 252 HP / 252+ Def Eviolite Chansey: 526-619 (74.7 - 87.9%) -- guaranteed 2HKO
252+ Atk Rampardos Head Smash vs. 252 HP / 184+ Def Gliscor: 256-303 (72.3 - 85.5%) -- guaranteed 2HKO after Poison Heal
252+ Atk Rampardos Head Smash vs. 252 HP / 232+ Def Skarmory: 229-270 (68.5 - 80.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Rampardos Head Smash vs. 252 HP / 4 Def Deoxys-D: 262-310 (86.1 - 101.9%) -- 12.5% chance to OHKO
252+ Atk Rampardos Head Smash vs. 252 HP / 0 Def Mega Venusaur: 331-391 (90.9 - 107.4%) -- 43.8% chance to OHKO


252+ Atk Rampardos Head Smash vs. 252 HP / 0 Def Giratina: 339-400 (67.2 - 79.3%) -- guaranteed 2HKO after Leftovers recovery
F***ing giratina. Yeah.
+6 252+ Atk Rampardos Head Smash vs. lvl 1 -6 0 HP / 0- Def Ledyba: 1493412-1756956 (13576472.7 - 15972327.2%) -- guaranteed best move ever

But, no matter how powerful he is, he is still very slow and frail. His typing also leaves him wide open to priority due to being weak to fighting and water. However even he isn't going to fall at the slightest touch. His bulk is just enough to take some neutral hits and counterattack with some safety. And you even have rock polish if you want to try to sweep. So he isn't limited to just wallbreaking. He is definitely a powerful pokemon and can help out any team that is having a hard time against stall (or talonflame).
 
It'll make sense once I post it.
Well, the rules still apply. And, well, this is why we vote on the Megas. Make a good point and we may end up using yours in the end.

Getting back on topic, guys, I honestly feel like you should throw your votes for the different Wormadam forms to the same people. So, say you vote for Person X, Y, and Z in that order for Wormadam-S. You will also vote for Person X, Y, and Z in that order for Wormadam-P (and Wormadam-T). Let's give the Megas for the different forms to the same person. In other words, vote for a set of Wormadams not a la carte between the different people.
 
Infernape
Fire/Fighting
Ability: Blaze/Iron Fist --> Technician
Stats: 76/104/71/104/71/108 --> 76/140/81/140/71/126
New Moves: Bullet Seed, Mud Shot
Infernape has all the makings of a great Technician user. It has STAB priority on both sides of the Physical/Special Split, a plethora of STAB and coverage options that are 60 power or below and excellent boosting moves. Infernape can finally make good use of Vacuum Wave now and can run fully special sets without a problem. It will probably be best used as a mixed attacker with Work Up, but like its normal form, it will have many sets to choose from. Flame Wheel, Mach Punch, Bullet Seed, Rock Blast, Flame Charge, Aerial Ace, Power-up Punch, Low Kick and Double Kick are some new good options on the physical side while Incinerate, Vacuum Wave, Grass Knot and Mud Shot are options for the special set.
Rampardos
Rock/Dragon
Ability: No Guard
Stats: 97/165/60/65/50/58 --> 97/185/100/65/70/78
New Moves: Dragon Dance, Cross Chop, Dragon Rush
I initially wanted to do Rock Head or Reckless, but I didn't want to copy everyone else, so I settled on No Guard. Stone Miss no more! With No Guard, Iron Tail, Zen Headbutt, Head Smash and stuff. It has enough bulk to set up now and enough speed to abuse Dragon Dance or Rock Polish. No Guard distinguishes it from Tyrantrum.
 
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