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there are only two on the doc, neither of which have chlorophyll. unless there have just been several that were suggested, in which case I do not care. and in the standard game, there are no grass/fire mons out there.
I was looking up some flavour to help me get some ideas for mega Mothim, and it turns out that the adult male form of bag worms (What mothim is based on) don't live for very long, as their mouths are underdeveloped so they can barely eat. This gave me a pretty neat idea to help differentiate Mothim from the other bug/flying types out there.
Mega Mothim
Bug/Flying---->Bug/Flying
Swarm/Tinted Lens ----> Hunger(When HP is below 50%, attack stats are doubled) 70 / 94 / 50 / 94 / 50 / 66 ---> 70/94/70/104/70/116
New Moves:
Hurricane
We have a ton of bug/flying types to go through, not every one can be a samey quiver dance sweeper. I wanted to do something different with mothim, but most routes I went down were reaaally limited by its stealth rock weakness, and I didn't think a type change was justifiable. So, while vaguely keeping with the flavour, I thought I'd let Mothim be probably one of the only mons that can actually take advantage of stealth rock damage.
Mega Mothim can come in on stealth rock and instantly be a huge threat with special attack very close to mega Mawile's attack stat. If it forces something out in the meantime (probably only something locked into a fighting or grass move tbh), it could set up a sub, which would probably be popular to boost its stats outside of stealth rock, or quiver dance, which coupled with the Hunger boost means it would be at +4 within a single turn, at which point even Chansey is very likely to be 2hko'd by hurricane, and guaranteed to after stealth rock.
However, considering mothim will probably at least eat a Seismic Toss when beating chansey, you're left with a 40hp mon with mediocre defenses and a bad type, so really any priority will kill it. On teams lacking this however, mothim is likely to dent a few mons with its good speed tier and huge sp.attk.
And even if it's not great in practice, having a mon that actively discourages the opponent throwing stealth rock on your side of the field is pretty useful.
+4 252+ SpA Mothim Hurricane vs. 252 HP / 4 SpD Eviolite Chansey: 322-381 (45.7 - 54.1%) -- guaranteed 2HKO after Stealth Rock
+4 252+ SpA Mothim Hurricane vs. 252 HP / 252+ SpD Sylveon: 304-358 (77.1 - 90.8%) -- 25% chance to OHKO after Stealth Rock
+4 252+ SpA Mothim Hurricane vs. 252 HP / 252+ SpD Registeel: 136-161 (37.3 - 44.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
registeel new meta btw +4 252+ SpA Mothim Hurricane vs. 252 HP / 0 SpD Aegislash-Shield: 178-210 (54.9 - 64.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
there are only two on the doc, neither of which have chlorophyll. unless there have just been several that were suggested, in which case I do not care. and in the standard game, there are no grass/fire mons out there.
The reason I commented is that one I believe is Bellossom, which evolves with a sun stone, and the other is Sunflora, which literally has the word "sun" in its name. It just feels like we're beating a dead horse here with the Fire/Grass plant theme
The reason I commented is that one I believe is Bellossom, which evolves with a sun stone, and the other is Sunflora, which literally has the word "sun" in its name. It just feels like we're beating a dead horse here with the Fire/Grass plant theme
The reason I commented is that one I believe is Bellossom, which evolves with a sun stone, and the other is Sunflora, which literally has the word "sun" in its name. It just feels like we're beating a dead horse here with the Fire/Grass plant theme
Mega-Pachirisu
Type: Electric -> Electric
Ability: Run Away/Pickup/Volt Absorb -> Volt Absorb
Stats: 60/45/70/45/90/95 -> 60/65 (+20)/90 (+20)/65 (+20)/90/135 (+40)
New Moves: Electrify
Mega-pachirisu's role in OU
Unlike many NU pokemon, this squirrel-like pikachu clone has a few good tricks up it's sleeve. Mostly nuzzle + u-turn to spread paralysis (though others can do it better in OU). This mega does not change pachirisu's role, but it strengthens it greatly. While it may not look like it at first, mega-pachirisu is incredibly annoying to deal with. With it's new-found move in electrify it can easily heal off damage from a slower opponent. And finding a slower opponent is not very hard due to it's ability to paralyze an opponent and it's amazing 135 speed stat. The ability to spread paralysis and heal off of some attackers is a great help to many teams and is extremely annoying thing for an opponent.
The exterminators
The first and most dangerous counter for pachirisu is ground types. They are immune to nuzzle and electrify and can respond to a stab super effective move that will most likely fell her in one attack. Another, while not as deadly, is electric types. They are immune to being paralyzed, but can still be electrified. The last of the common counters is priority. Because priority always makes a move go first, it can't be electrified. However, you can still u-turn/volt switch out and switch to an appropriate counter.
> Feeling Like Shit
> Still force myself to make slate
> Green-Texting on Smogon
> Colorblind so I can't even tell if this is green or not
Current Slate
Mega Mothim
Bug / Flying ----> Bug / Flying
Swarm / Tinted Lens ----> Mental Power, that special version of Huge Power, but I forget what the actual name of it is
70 / 94 / 50 / 94 / 50 / 66 (424) ----> 70 / 94 / 80 (+30) / 94 / 80 (+30) / 106 (+40) (524)
New Moves: none
This is one of the rare occasions where I'll use a Huge Power variant, but Mega Mothim really does need it to stand out. Anyways, with special Huge Power, Mega Mothim is a monstrous threat that can easily rip teams lacking a Steel-type or special wall to shreds. Base 106 Speed isn't too fast, but is far from slow, so you can sweep some teams even without a Quiver Dance boost. Despite raising his defenses, attacks are still going to prove lethal to Mega Mothim, and the pitiful Speed before Mega Evolving will actually be a significant factor that stops him from being broken. In fact, this special Huge Power may not even be enough to make up for the low Speed before Mega Evolving and pitiful defenses, and if you want a free turn to Mega Evolve, you more likely than not need Protect, which takes up a moveslot, so you're down to either forgoing Quiver Dance or an offensive move. But if you can somehow get past these shortcomings, you may very well have one of the most powerful special sweepers crushing souls with ease. Basically, this is a high-risk, high-reward Mega Evolution, and should be treated as such.
Mothim (Mothimite)
Type: Bug/Flying -> Bug/Flying
Abilities: Swarm (Tinted Lens) -> _____ (All attacks restore health equal to 1/2 of damage dealt)
New Moves: Sleep Powder, Hurricane, Heat Wave
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.
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.
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.
Mega Mothim
Bug/Flying---->Bug/Flying
Swarm/Tinted Lens ----> Hunger(When HP is below 50%, attack stats are doubled)
70 / 94 / 50 / 94 / 50 / 66 ---> 70/94/70/104/70/116
New Moves:
Hurricane
We have a ton of bug/flying types to go through, not every one can be a samey quiver dance sweeper. I wanted to do something different with mothim, but most routes I went down were reaaally limited by its stealth rock weakness, and I didn't think a type change was justifiable. So, while vaguely keeping with the flavour, I thought I'd let Mothim be probably one of the only mons that can actually take advantage of stealth rock damage.
Mega Mothim can come in on stealth rock and instantly be a huge threat with special attack very close to mega Mawile's attack stat. If it forces something out in the meantime (probably only something locked into a fighting or grass move tbh), it could set up a sub, which would probably be popular to boost its stats outside of stealth rock, or quiver dance, which coupled with the Hunger boost means it would be at +4 within a single turn, at which point even Chansey is very likely to be 2hko'd by hurricane, and guaranteed to after stealth rock.
However, considering mothim will probably at least eat a Seismic Toss when beating chansey, you're left with a 40hp mon with mediocre defenses and a bad type, so really any priority will kill it. On teams lacking this however, mothim is likely to dent a few mons with its good speed tier and huge sp.attk.
And even if it's not great in practice, having a mon that actively discourages the opponent throwing stealth rock on your side of the field is pretty useful.
+4 252+ SpA Mothim Hurricane vs. 252 HP / 4 SpD Eviolite Chansey: 322-381 (45.7 - 54.1%) -- guaranteed 2HKO after Stealth Rock
+4 252+ SpA Mothim Hurricane vs. 252 HP / 252+ SpD Sylveon: 304-358 (77.1 - 90.8%) -- 25% chance to OHKO after Stealth Rock
+4 252+ SpA Mothim Hurricane vs. 252 HP / 252+ SpD Registeel: 136-161 (37.3 - 44.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
registeel new meta btw
+4 252+ SpA Mothim Hurricane vs. 252 HP / 0 SpD Aegislash-Shield: 178-210 (54.9 - 64.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Cherrim (Cherrimite)
Type: Grass -> Grass/Fairy
Abilities: Flower Gift -> Flower Power (Raises Defense, Special Attack, and Special Defense by 50% under Sun)
New Moves: Earth Power
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
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.
Mega Cherrim
Type: Grass -> Grass / Ice
Ability: Refridgerate
New Moves: Earthquake, Double-Edge, Quick Attack
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.
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...
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.
Pachirisu (Pachirisunite)
Type: Electric -> Electric
Abilities: Run Away, Pickup (Volt Absorb) -> Prankster
New Moves: Taunt
Concept: Cute little bitchmon ready to annoy everyone. Nuzzle/U-Turn/Regenerator is a terrifying combination, as it will most likely paralyze more than half of the opponent's team before it faints. Recover and Regen are added because Pachirisu's tail is capable of generating electricity, on which it sustains itself.
Pachirisu
Type: Electric --> Electric/Fairy
Abilties: Pickup/Run Away/Volt Absorb --> Borrow (Knocks off items when it makes contact with an opponent and steals their effects until it switches out)
New Moves: Play Rough, Wild Charge, Power-up Punch
60/45/70/45/90/95 --> 60/85/90/45/90/135
"The squirrel that Bestoweth shall taketh away" - Jaguar360
So, yeah, what the heck is with that ability? Well, I figured that since Mega Pachirisu can't hold items or Bestow unwanted items, why not make it the opposite of what it once was? "Well why make this stupid ability when there's Knock Off around Jaguar?" Good question. Unlike Knock Off, Pachirisu allows it to actually use the items of its opponents, even multiple ones. (Clarification: Pachirisu won't actually be carrying these items since it has the Pachirisite; it just gains their effects for as long as it stays in.) It would remedy its low attack and bulk slightly by enabling it to gains the effects of the Life Orb, Leftovers, Choice Band, etc. and it could switch out with U-turn when things go wrong (like if it gets a Black Sludge or Choice Specs). It has plenty of moves that work well with the ability like Nuzzle, Super Fang and Power-up Punch. Programmers, let me know if the ability will be too hard to code and I will change my entry.
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.
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.
Mega-Pachirisu
Type: Electric -> Electric
Ability: Run Away/Pickup/Volt Absorb -> Volt Absorb
Stats: 60/45/70/45/90/95 -> 60/65 (+20)/90 (+20)/65 (+20)/90/135 (+40)
New Moves: Electrify
Mega-pachirisu's role in OU
Unlike many NU pokemon, this squirrel-like pikachu clone has a few good tricks up it's sleeve. Mostly nuzzle + u-turn to spread paralysis (though others can do it better in OU). This mega does not change pachirisu's role, but it strengthens it greatly. While it may not look like it at first, mega-pachirisu is incredibly annoying to deal with. With it's new-found move in electrify it can easily heal off damage from a slower opponent. And finding a slower opponent is not very hard due to it's ability to paralyze an opponent and it's amazing 135 speed stat. The ability to spread paralysis and heal off of some attackers is a great help to many teams and is extremely annoying thing for an opponent.
The exterminators
The first and most dangerous counter for pachirisu is ground types. They are immune to nuzzle and electrify and can respond to a stab super effective move that will most likely fell her in one attack. Another, while not as deadly, is electric types. They are immune to being paralyzed, but can still be electrified. The last of the common counters is priority. Because priority always makes a move go first, it can't be electrified. However, you can still u-turn/volt switch out and switch to an appropriate counter.
By the way, let's just say that if in 6 hours, if no one comes around to say anything, you could then send the votes to me. That's because the normal vote counters are preoccupied, but if one of them can come back in time and take your votes, you can send the stuff to him.
Otherwise, you can start discussing Gastrodon, Driftblim, Lopunny, Honchcrow. This might be a fun slate
I think Drifblim could use Speed Boost to compensate for Unburden. This might cause problems because it already has access to CM and Stockpile along with Baton Pass. Maybe a more defensive version of itself with better defenses and Magic Bounce?
Gastrodon could work with Liquid Ooze, while it's nothing bit it does something to deter Leech Seed and Giga Drain.
> Feeling Like Shit
> Still force myself to make slate
> Green-Texting on Smogon
> Colorblind so I can't even tell if this is green or not
Current Slate
Mega Mothim
Bug / Flying ----> Bug / Flying
Swarm / Tinted Lens ----> Mental Power, that special version of Huge Power, but I forget what the actual name of it is
70 / 94 / 50 / 94 / 50 / 66 (424) ----> 70 / 94 / 80 (+30) / 94 / 80 (+30) / 106 (+40) (524)
New Moves: none
This is one of the rare occasions where I'll use a Huge Power variant, but Mega Mothim really does need it to stand out. Anyways, with special Huge Power, Mega Mothim is a monstrous threat that can easily rip teams lacking a Steel-type or special wall to shreds. Base 106 Speed isn't too fast, but is far from slow, so you can sweep some teams even without a Quiver Dance boost. Despite raising his defenses, attacks are still going to prove lethal to Mega Mothim, and the pitiful Speed before Mega Evolving will actually be a significant factor that stops him from being broken. In fact, this special Huge Power may not even be enough to make up for the low Speed before Mega Evolving and pitiful defenses, and if you want a free turn to Mega Evolve, you more likely than not need Protect, which takes up a moveslot, so you're down to either forgoing Quiver Dance or an offensive move. But if you can somehow get past these shortcomings, you may very well have one of the most powerful special sweepers crushing souls with ease. Basically, this is a high-risk, high-reward Mega Evolution, and should be treated as such.
Mothim (Mothimite)
Type: Bug/Flying -> Bug/Flying
Abilities: Swarm (Tinted Lens) -> _____ (All attacks restore health equal to 1/2 of damage dealt)
New Moves: Sleep Powder, Hurricane, Heat Wave
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.
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.
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.
Mega Mothim
Bug/Flying---->Bug/Flying
Swarm/Tinted Lens ----> Hunger(When HP is below 50%, attack stats are doubled)
70 / 94 / 50 / 94 / 50 / 66 ---> 70/94/70/104/70/116
New Moves:
Hurricane
We have a ton of bug/flying types to go through, not every one can be a samey quiver dance sweeper. I wanted to do something different with mothim, but most routes I went down were reaaally limited by its stealth rock weakness, and I didn't think a type change was justifiable. So, while vaguely keeping with the flavour, I thought I'd let Mothim be probably one of the only mons that can actually take advantage of stealth rock damage.
Mega Mothim can come in on stealth rock and instantly be a huge threat with special attack very close to mega Mawile's attack stat. If it forces something out in the meantime (probably only something locked into a fighting or grass move tbh), it could set up a sub, which would probably be popular to boost its stats outside of stealth rock, or quiver dance, which coupled with the Hunger boost means it would be at +4 within a single turn, at which point even Chansey is very likely to be 2hko'd by hurricane, and guaranteed to after stealth rock.
However, considering mothim will probably at least eat a Seismic Toss when beating chansey, you're left with a 40hp mon with mediocre defenses and a bad type, so really any priority will kill it. On teams lacking this however, mothim is likely to dent a few mons with its good speed tier and huge sp.attk.
And even if it's not great in practice, having a mon that actively discourages the opponent throwing stealth rock on your side of the field is pretty useful.
+4 252+ SpA Mothim Hurricane vs. 252 HP / 4 SpD Eviolite Chansey: 322-381 (45.7 - 54.1%) -- guaranteed 2HKO after Stealth Rock
+4 252+ SpA Mothim Hurricane vs. 252 HP / 252+ SpD Sylveon: 304-358 (77.1 - 90.8%) -- 25% chance to OHKO after Stealth Rock
+4 252+ SpA Mothim Hurricane vs. 252 HP / 252+ SpD Registeel: 136-161 (37.3 - 44.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
registeel new meta btw
+4 252+ SpA Mothim Hurricane vs. 252 HP / 0 SpD Aegislash-Shield: 178-210 (54.9 - 64.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Cherrim (Cherrimite)
Type: Grass -> Grass/Fairy
Abilities: Flower Gift -> Flower Power (Raises Defense, Special Attack, and Special Defense by 50% under Sun)
New Moves: Earth Power
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
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.
Mega Cherrim
Type: Grass -> Grass / Ice
Ability: Refridgerate
New Moves: Earthquake, Double-Edge, Quick Attack
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.
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...
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.
Pachirisu (Pachirisunite)
Type: Electric -> Electric
Abilities: Run Away, Pickup (Volt Absorb) -> Prankster
New Moves: Taunt
Concept: Cute little bitchmon ready to annoy everyone. Nuzzle/U-Turn/Regenerator is a terrifying combination, as it will most likely paralyze more than half of the opponent's team before it faints. Recover and Regen are added because Pachirisu's tail is capable of generating electricity, on which it sustains itself.
Pachirisu
Type: Electric --> Electric/Fairy
Abilties: Pickup/Run Away/Volt Absorb --> Borrow (Knocks off items when it makes contact with an opponent and steals their effects until it switches out)
New Moves: Play Rough, Wild Charge, Power-up Punch
60/45/70/45/90/95 --> 60/85/90/45/90/135
"The squirrel that Bestoweth shall taketh away" - Jaguar360
So, yeah, what the heck is with that ability? Well, I figured that since Mega Pachirisu can't hold items or Bestow unwanted items, why not make it the opposite of what it once was? "Well why make this stupid ability when there's Knock Off around Jaguar?" Good question. Unlike Knock Off, Pachirisu allows it to actually use the items of its opponents, even multiple ones. (Clarification: Pachirisu won't actually be carrying these items since it has the Pachirisite; it just gains their effects for as long as it stays in.) It would remedy its low attack and bulk slightly by enabling it to gains the effects of the Life Orb, Leftovers, Choice Band, etc. and it could switch out with U-turn when things go wrong (like if it gets a Black Sludge or Choice Specs). It has plenty of moves that work well with the ability like Nuzzle, Super Fang and Power-up Punch. Programmers, let me know if the ability will be too hard to code and I will change my entry.
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.
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.
Mega-Pachirisu
Type: Electric -> Electric
Ability: Run Away/Pickup/Volt Absorb -> Volt Absorb
Stats: 60/45/70/45/90/95 -> 60/65 (+20)/90 (+20)/65 (+20)/90/135 (+40)
New Moves: Electrify
Mega-pachirisu's role in OU
Unlike many NU pokemon, this squirrel-like pikachu clone has a few good tricks up it's sleeve. Mostly nuzzle + u-turn to spread paralysis (though others can do it better in OU). This mega does not change pachirisu's role, but it strengthens it greatly. While it may not look like it at first, mega-pachirisu is incredibly annoying to deal with. With it's new-found move in electrify it can easily heal off damage from a slower opponent. And finding a slower opponent is not very hard due to it's ability to paralyze an opponent and it's amazing 135 speed stat. The ability to spread paralysis and heal off of some attackers is a great help to many teams and is extremely annoying thing for an opponent.
The exterminators
The first and most dangerous counter for pachirisu is ground types. They are immune to nuzzle and electrify and can respond to a stab super effective move that will most likely fell her in one attack. Another, while not as deadly, is electric types. They are immune to being paralyzed, but can still be electrified. The last of the common counters is priority. Because priority always makes a move go first, it can't be electrified. However, you can still u-turn/volt switch out and switch to an appropriate counter.
By the way, let's just say that if in 6 hours, if no one comes around to say anything, you could then send the votes to me. That's because the normal vote counters are preoccupied, but if one of them can come back in time and take your votes, you can send the stuff to him.
Otherwise, you can start discussing Gastrodon, Driftblim, Lopunny, Honchcrow. This might be a fun slate
Honchkrow should get a serious bulk increase of some sort. 100 HP with 52/52 defenses is a crime. Some extra Speed would be nice, but one could drop Speed for additional power and/or bulk. I personally think I'm gonna go with a stat spread of 100 / 155 / 92 / 115 / 92 / 51, or something along those lines. Technician would be an interesting ability choice, as moves like Incinerate, Air Cutter, and Hidden Power would get a much needed power-up, providing a specially offensive presence.
Honchkrow should get a serious bulk increase of some sort. 100 HP with 52/52 defenses is a crime. Some extra Speed would be nice, but one could drop Speed for additional power and/or bulk. I personally think I'm gonna go with a stat spread of 100 / 155 / 92 / 115 / 92 / 51, or something along those lines. Technician would be an interesting ability choice, as moves like Incinerate, Air Cutter, and Hidden Power would get a much needed power-up, providing a specially offensive presence.
Honchkrow should get a serious bulk increase of some sort. 100 HP with 52/52 defenses is a crime. Some extra Speed would be nice, but one could drop Speed for additional power and/or bulk. I personally think I'm gonna go with a stat spread of 100 / 155 / 92 / 115 / 92 / 51, or something along those lines. Technician would be an interesting ability choice, as moves like Incinerate, Air Cutter, and Hidden Power would get a much needed power-up, providing a specially offensive presence.
Considering Drifblim is the only pokemon that receives Flare Boost, I'd rather he was able to use it, I know that this isn't possible without Flame Orb so maybe a Flare Boost clone that also auto burns users?
I have two ideas for Lopunny. Both make it more of a physical attacker, but one makes it an asshole and the other takes advantage of the 8 punching moves it learns and gives it Iron Fist.
If anyone wants to steal the Iron Fist Lopunny go right ahead! I can't do both and I prefer making the asshole Lopunny
I like how standard lopunny can cripple multiple mons with klutz and switcheroo/entrainment etc. I'd like it to carry on the sort of troll or crippling theme, it's a pretty unique niche.
I think we would be better off giving Drifblim a more defensive role. Seriously, how many times have we gotten Pokemon with 150 HP to work with? This is a big opportunity here.
Some of the more interesting things in Drifblim's support movepool are probably Will-o-Wisp, Thunder Wave, Baton Pass, Defog, Destiny Bond and Tailwind. It might be interesting to focus on its ability to Baton Pass or burn stuff. Oh and Roost would be nice for it.