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

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Mega Pachirisu
Type: Electric -----> Electric
Ability: Run Away, Pickup, Volt Absorb -----> Dirt Eater (Ground type Volt Absorb. Unlike Levitate, it won't prevent spikes damage, but it will prevent spikes setup. It also won't save you against Arena Trap but cares not about Gravity.)
New Moves: Slack Off
Stats: 60/45/70/45/90/95 --> 60/45/125/45/140/90

Concept: There's little point in doing actual damage here. Your best bet is to play support using his newly acquired Hibernative laziness to slowly wittle your enemies with Nuzzle/Super Fang/Volt Turn Combo.

THERE IS LITERALLY NO OTHER MOVESET, BUT IT WORKS!

252 Atk Mega Tyranitar Stone Edge vs. 252 HP / 252+ Def Pachirisu: 120-142 (37 - 43.8%) -- guaranteed 3HKO after sandstorm damage

That's right, Mega Tyranitar, with STAB, cannot breach a fucking dirt eating squirrel! Mega TTar for NU!

+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Pachirisu: 153-180 (47.2 - 55.5%) -- 75.4% chance to 2HKO

Mega Pinsir also sucks now!


Bring Dugtrio! Worst that Pachi can do is wittle with SFang and while Duggy Hones in your face endlessly before Stoning you.
 
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Mega Pachirisu
Type: Electric -----> Electric
Ability: Run Away, Pickup, Volt Absorb -----> Dirt Eater (Ground type Volt Absorb. Unlike Levitate, it won't prevent spikes damage, but it will prevent spikes setup. It also won't save you against Arena Trap but cares not about Gravity.)
New Moves: Slack Off
Stats: 60/45/70/45/90/95 --> 60/45/125/45/140/90

Concept: There's little point in doing actual damage here. Your best bet is to play support using his newly acquired Hibernative laziness to slowly wittle your enemies with Nuzzle/Super Fang/Volt Turn Combo.

THERE IS LITERALLY NO OTHER MOVESET, BUT IT WORKS!

252 Atk Mega Tyranitar Stone Edge vs. 252 HP / 252+ Def Pachirisu: 120-142 (37 - 43.8%) -- guaranteed 3HKO after sandstorm damage and Leftovers recovery.

That's right, Mega Tyranitar, with STAB, cannot breach a fucking dirt eating squirrel! Mega TTar for NU!

+2 252 Atk Aerilate Mega Pinsir Return vs. 252 HP / 252+ Def Pachirisu: 153-180 (47.2 - 55.5%) -- 17.6% chance to 2HKO after Leftovers recovery

Mega Pinsir also sucks now!


Bring Dugtrio! Worst that Pachi can do is wittle with SFang and while Duggy Hones in your face endlessly before Stoning you.

Megas can't hold Leftovers
 
Fixed, but that still isn't an assured 2HKO, and Pachi can slack off in their faces and just keep biting and nuzzling them.
 
Mental Power and 114 Base Special Attack would essencially put Mega Mothim at a Base 280 SAtk. Imma show a calc with Base 255SAtk, as it's the highest available on Showdown's Calculator:

252+ SpA Mothim Hurricane vs. 252 HP / 0 SpD Skarmory: 225-264 (67.3 - 79%) -- guaranteed 2HKO
252+ SpA Mothim Hurricane vs. 252 HP / 252+ SpD Mega Venusaur: 426-504 (117 - 138.4%) -- guaranteed OHKO
O_o
I'll do a more accurate calc by swaping Mega-Mothim's attack and special attack, giving it huge power, changing hurricane to a physical move, and finally swapping the defense and special defense of Skarmory and Mega-Venisaur...
252+ Atk Huge Power Mothim Hurricane vs. 252 HP / 0 Def Skarmory: 240-283 (71.8 - 84.7%) -- guaranteed 2HKO
252+ Atk Huge Power Mothim Hurricane vs. 252 HP / 252+ Def Mega Venusaur: 458-540 (125.8 - 148.3%) -- guaranteed OHKO
...wow... Too broken.
 
I find it entertaining how everyone criticizes Valmanway's Mothim for being too OP, but ignore mine even though it is 100x more broken
 
Mega Mothim
Bug / Flying ----> Bug / Flying
Swarm / Tinted Lens ----> Mineral Dissolve (Rocks do no damage and heal the user by 1/4. This includes Stealth Rocks which are then removed, and sand, which is also removed.
70 / 94 / 50 / 94 / 50 / 66 ----> 70 / 104 / 90 / 104 / 90 / 66
New Moves: Hurricane, Heatwave, Work Up

Concept: Mothim isn't going to be destroying the metagame, but he is going to stop you from rocking his world. Mineral Dissolve make him immune to all hazards and gives a very welcome immunity. As it stands, Mothim will still have problems, namely its nonexistent speed, and the fact that 70/90/90 defenses can only get you so far. Still, the Rock immunity is tremendous, as it literally walls Terrakion's every move except the very rare HP Ic. It also walls Breloom who cannot use Rocks on it, and must consider Thunder Punch and its terrible coverage. Rhyperior must have Ice Punch! You get the idea. The number of things this thing puts a damper on is huge, though 104 itemless offenses aren't going to shatter anyone's meta any time soon.
 
Well I changed my Mega Mothim's stats a bit. Hopefully it's less broken now. :/
I never knew it was possible to break Mothim. At the same time, it didn't have Sleep Powder so it really couldn't spend time boosting. If you dropped speed and special attack just by 10 rather than what you did I wouldn't have called it broken. Quiver Dance does jack shit to something with a remarkably low defense like Mothim. At that point base 100s could have outsped it and killed it even if you put those 20 points into the two defenses.
 
Mega Cherrim (Cherrimite)
Type: Grass -> Grass
Abilities: Fire Gift (Inverse of Flower Gift, stat boostwise, and it gains a fire type secondary as well.)
New Moves: Earth Power, Will o Wisp

HP: 70 -> 70
Atk: 60 -> 60
Def: 70 -> 85 (+15)
SpA: 87 -> 130 (+43)
SpD: 78 -> 100 (+22)
Spe: 85 -> 105 (+20)


Concept: Simple as can be, Cherrim becomes so sun baked that it catches fire. That's right, Cherrim gets a second way to play in the sun and out. Granted, it's almost entirely superior under sunlight, but it has its niche of not being rock weak when it's not sunny, but fortunately, it only gains its fire type after it touches the field, meaning it will not take extra damage from Stealth Rocks. On the flip side, it won't resist water or ground. Even still, it's got potential somehow if you can make it work. More importantly, fun factor of being unique.
 
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Mega Mothim
Typing: Bug/Flying ----> Bug/Ghost
Abilities: Swarm/Tinted Lens ----> Technician
BST: 70/94/50/94/50/66 ----> 70/99/60/139/65/91
New Moves: Mud Shot, Vacuum Wave, Draining Kiss

Mega Mothim is, basically, an improved Mothim with decent coverage. Technician boosts a lot of moves in Mega Mothim's movepool, including Silver Wind, Omnious Wind, Electroweb, Confusion, Air Cutter, Twister (lol), and the newly added Mud Shot, Draining Kiss and Vacuum Wave. This allows Mega Mothim to cover about every single type combinations, and Quiver Dance helps boosting its not exactly high Sp.Atk. Mothim is still pretty frail however, and can be taken out by priority users easily, unless you're weak to Fighting and the opposing Mega Mothim has Vacuum Wave.

Mega Pachirisu
Typing: Electric ----> Electric/Grass
Abilities: Run Away/Pickup/Volt Absorb ----> Volt Absorb
BST: 60/45/70/45/90/95 ----> 60/45/95/80/120/105
New Moves: Calm Mind, Giga Drain, Ice Beam

About the only thing Pachirisu is good at is its Sp.Def, so I decided to change Mega Pachirisu into a bulky special set-up attacker. The special bulk isn't really that great, but good enough to only be 3HKOed by Mega Manectric's Flamethrower. Hell, not even Chandelure's Fire Blast get to OHKO Mega Pachirisu. Calm Mind allows Mega Pachirisu to boost its Sp.Def further, while boosting its Sp.Atk at the same time. However, it is completely walled by Heatran and Mega Venusaur even at +2, and can be easily fainted in return.
 
I have my submissions all set for the next slate. Might vote during this slate, seems fun. Was kind of expecting a lot of UU level megas here, but I'm seeing a lot of good Mothim ideas as well as pachiirisu concepts.
 
I kind of want to submit. But there's no point in Wormadam, since that one automatically belongs to clapyourhands, Mothim will forever be outclassed, and Pachirisu is just garbage. Might try Cherrim out tomorrow, seeing a lack of those.
 
Mega Cherrim (Cherrimite)
Type: Grass -> Grass
Abilities: Fire Gift (Same as Flower Gift but it gains a fire type as a secondary as well.)
New Moves: Earth Power, Will o Wisp

HP: 70 -> 70
Atk: 60 -> 60
Def: 70 -> 90 (+20)
SpA: 87 -> 130 (+43)
SpD: 78 -> 95 (+17)
Spe: 85 -> 105 (+20)


Concept: Simple as can be, Cherrim becomes so sun baked that it catches fire. That's right, Cherrim gets a second way to play in the sun and out. Granted, it's almost entirely superior under sunlight, but it has its niche of not being rock weak when it's not sunny, but fortunately, it only gains its fire type after it touches the field, meaning it will not take extra damage from Stealth Rocks. On the flip side, it won't resist water or ground. Even still, it's got potential somehow if you can make it work. More importantly, fun factor of being unique.
You sure you don't want to mae it boost SpA i sun instead of Atk?
 
I'll do better than that, I'll outright inverse the stats... what was Gamefreak smoking?!
with your speed boost, you could give him chlorophyll or something... Give him serious speed in sunlight so you can work on other stats. EDIT: crap, don't do that, I want to... lol
 
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Had some spare time decided to do Cherrim

Mega Cherrim
Type: Grass -> Grass / Ice
Ability: Refridgerate
New Moves: Earthquake, Double-Edge, Quick Attack

HP: 70 -> 70
Atk: 60 -> 105 (+45)
Def: 70 -> 80 (+10)
SpA: 87 -> 92 (+5)
SpD: 78 -> 93 (+15)
Spe: 85 -> 110 (+25)

Concept: Where do cherries go... on Vanilluxe which is a playful way to add ice typing and Refridgerate. Mega Cherrim is designed to be an ice type mega pinsir. While it has a terrible defensive typing if it sets up SD it can be incredible threatening with Refridgerate boosted ice attacks combined with good ground type coverage and Refridgerate quick attack for priority. While sacrificing some of Cherrim original flavor this mega can perform an interesting and new role in the metagame.

Edit: Added 5 speed so that Cherrim can land a petal blizzard v, Terrakion/Keldeo.
 
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Eh, whatever. I'll play this one. EDIT:(i literally threw this together in like 20 minutes)

Mega Cherrim
Type: Grass -> Grass/Fire
Ability: Chlorophyll
70/60/70/87/78/85 -> 70/60/70/137 (+50)/90 (+12)/123 (+38)
New Moves: Fire Blast, Spore, Fiery Dance

Concept: This is sunshine cherrim at his full potential. Flavor-wise, the new typing and emphasis on sunshine is fun, but so is his reclaiming of Chlorophyll, which his prevolution had, it puts an emphasis on how plants have a sort of cycle of seeding and growing again. Think of this as the new cherubi that fell from the cherrim i guess. Boasting a seriously amped special attack and a lot more speed, Mega Cherry is meant to be in sunlight. Especially with chlorophyll and his new fire moves (plus it makes solar beam more viable as well). His new typing cancels out a lot of weaknesses he would have had as Grass and Fire complement each other nicely.
Here's a potential set I see:
Mega Cherrim @ Cherrimite
Ability: Chlorophyll
EVs: 252 SAtk / 124 SDef / 124 Spd
Modest Nature
- Morning Sun
- Fire Blast
- Fiery Dance
- Solar Beam

something like this could prove to be a nice Special Wall (partially) that can dish out some speedy special damage... although it does require someone else to part the clouds and show the sun. too bad he won't get specs with being a mega and all...
 
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Hmmmm. Personally, one cherrim submission stands out. But how do we want Mega Cherrim to Look like aesthetic wise? I mean, with its sun basking attitude, it should definitely be Grass / Fire. Something like this below.

mega_cherrim_by_dragonith-d6hocel.png

"This plant is on fay-iiirrrrrrrrrrrrrree. This plant is on fay-iiirrrrrrrrrrrrrree hu-ohhh." (Pkmn version of This Girl is on Fire)

Mega Cherrim:

Stats: 70/60/70/87/78/85 => 70 / 70 (+10) / 70 (+10) / 122 (+35) / 113 (+35) / 95 (+10)
Ability: Flame Body
Newly obtained Moves: Powder, Quiver Dance, *Petal Shield
Petal shield - It protects the user from contact moves and gives its opponent a burn. (Simply, it's a king's sheld clone that gives a burn instead of -2 attack drops)
 
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Mothim

Typing: Bug / Flying -----> Bug / Flying
Abilities: Swarm / Tinted Lens -----> Adaptability
BST: 70/94/50/94/50/66 -----> 70/94/80/104/80/96

Quiver Dance Adaptability sweeper. The combination is different from other QD sweepers, and unlike the likes of Venomoth or Volcorona, Mothim sucks enough that Adaptability likely won't break it. Bug is a shit STAB to abuse with Adaptability, and while Flying is better, Mothim still takes 50% damage from SR (unlike its competition Venomoth, who only takes 25%). 70/80/80 defenses are frail for a Mega, and 96 Speed falls short of the 100 mark, making it necessary for a player to predict a switch-in in order to get Mothim in without dying. Lack of priority makes it easy to take out even after it sets up, unlike fellow Bug/Flying-type Pinsir. For a general idea of how strong Mega-Mothim can be if used correctly, however, take this damage calc for comparison: 252+ SpA Adaptability Mothim Bug Buzz vs. 4 HP / 0 SpD Mega Tyranitar in Sand: 212-252 (61.9 - 73.6%) -- guaranteed 2HKO. With QD: 252 Atk Mega Tyranitar Stone Edge vs. 0 HP / 0 Def Mothim: 940-1108 (334.5 - 394.3%) -- guaranteed OHKO. And this is under sand. It's not unstoppable--it loses Tinted Lens, letting it be walled hard by Steel, and its aforementioned just-short Speed and SR weakness makes it easier to take out than expected. Mothim's Mothim, but at least this set makes it usable.

Cherrim

Typing: Grass -----> Grass
Abilities: Flower Gift -----> Flower Gift
BST: 70/60/70/87/78/85 -----> 70/115/70/87/108/100
Moves: Flamethrower

Same Cherrim but better (and probably no form change). Flower Gift gives Cherrim 172.5 Attack and 162 Special Defense under sun. 100 Speed ties it with a number of OU Pokemon. We have enough Grass/Fire Megas reliant on sun, IMO.
 
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Hmmmm. Personally, one cherrim submission stands out. But how do we want Mega Cherrim to Look like aesthetic wise? I mean, with its sun basking attitude, it should definitely be Grass / Fire. Something like this below.

mega_cherrim_by_dragonith-d6hocel.png

"This plant is on fay-iiirrrrrrrrrrrrrree. This plant is on fay-iiirrrrrrrrrrrrrree hu-ohhh." (Pkmn version of This Girl is on Fire)

Mega Cherrim:

Stats: 70/60/70/87/78/85 => 70 / 70 (+10) / 70 (+10) / 122 (+35) / 113 (+35) / 95 (+10)
Ability: Flame Body

I'll edit this later.
I'd like to make custom art for mega concepts, if I had the available tools.
 
Cherrim

Typing: Grass -----> Grass
Abilities: Flower Gift -----> Flower Gift
BST: 70/60/70/87/78/85 -----> 70/115/70/87/108/100

Same Cherrim but better (and probably no form change). Flower Gift gives Cherrim 172.5 Attack and 162 Special Defense under sun. 100 Speed ties it with a number of OU Pokemon. We have enough Grass/Fire Megas reliant on sun, IMO.
I was going to do something similar here, but I was going to add some coverage because Normal/Grass coverage really doesn't help it much. Probably like Knock Off (since that's the new in-thing to use in the Gen 6 Meta) or something so it's not COMPLETELY walled by steel types.
 
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