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

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Mega Girafarig @ Girafaggitite Girafarite
Type: Normal/Psychic -------> Psychic/Dark
Ability: Inner Focus,Early Bird,Sap Sipper -------> Insectivore (If hit by a bug type move, no damage is dealt and boosts its special attack by 2)
New moves: Night Daze,Nasty Plot, Psycho Boost

70 -------> 70
80 -------> 80(+0)
65 -------> 89(+24)
90 -------> 120(+30)
65 -------> 89(+24)
85 -------> 102(+22)

Flavor: Its evil tail takes over its body,it also gets a big mouth like mega mawile`s chompers, being able to eat bugs

Competitive viability: Becoming Psychic/Dark with an ability that saves you from from a x4 weakness and leaves you with 1 sole weakness is pretty great, it can now act as a sweet special attacker breaking the average speed tier. It can boost with Nasty Plot or calm mind, depending if you like extra bulk or power. Night daze is a nice move that can screw the foe with a potential accuracy drop and psycho boost can act like a nuke,kinda like latios`s draco meteor.


Mega Ursaring @ Ursaringite
Type: Normal -------> Normal/Fighting
Ability: Guts,QuickFeet,Unnerve -------> Scrappy
New moves:Fake out,Agility,Slack Off

90 -------> 90
130 -------> 170(+40)
75 -------> 105(+30)
75 -------> 75
75 -------> 105(+30)
55 ------->55 (+0)

Flavor: What is a bear like when he is chasing you through the forest? He is determined to hunt you down and catch you with his hands (thats why scrappy) and when ursaring mega evolves, hes just a vicious bear hunting after you and that never loses his prey.

Competitive viability:We never knew what happened after the teddybear's picnick, well i unfortunately do, but its better that i dont tell you. Ok,so down to business... this thing hits like a truck. Close Combat + Return with scrappy has perfect coverage, regardless of unreleased types, so they are basically the only offensive moves you need. Slack off + SwordsDance/Agility/Bulk Up/Fake out is the other 2 moves for the last slots, making this a amazing wall breaker having perfect coverage with stab moves utilizing its 170 attack stat,a healing move and a boosting move or fake out if you prefer.

252+ Atk Ursaring Close Combat vs. 4 HP / 252+ Def Eviolite Chansey: 696-822 (108.4 - 128%) -- guaranteed OHKO
252+ Atk burned Ursaring Close Combat vs. 252 HP / 252+ Def Sableye: 228-268 (75 - 88.1%) -- 6.3% chance to OHKO after Stealth Rock Chance to OHKO after fake out (even if burned).
252+ Atk Ursaring Close Combat vs. 252 HP / 4 Def Conkeldurr: 274-324 (66.1 - 78.2%) -- guaranteed 2HKO after Stealth Rock Can OHKO after fake out


Mega Steelix @ Steelixite
Type: Ground/Steel -------> Dragon/Steel
Ability: Rock Head,Sturdy,Sheer Force -------> Hustle
New Moves: Glare,Coil,Dragon Rush

75 -------> 75(+0)
85 -------> 155(+70)
200 -------> 185(-15)
55 -------> 55(+0)
65 -------> 95(+30)
30 -------> 45(+15)

Flavor: It is based on a worm-like kind of dragon.Worms are usually blind so its unlikely for them to hit an attack, when steelix mega evolves it gets blind.

Competitive viability: This is bulky as hell, powerfull as hell, slow as hell,has hustle so it can utilize coil to its full extent, with gyro ball,dragon rush and earthquake. Its basically a bulky offensive mon that can really tear through things as it has an amazing typing and is hard to takedown. Glare helps solve a bit of its speed problem and helps the team at the same time. Also an amazing wish receiver because it needs it and its bulk.


Mega Qwilfish @ Qwilfishite
Type: Poison/Water -------> Poison/Dark
Ability: Poison Point, Swift Swim,Intimidate -------> Levitate
New Moves: Knock off,Parting Shot,Recover

65 -------> 65
95 -------> 95(0+)
75 -------> 105(30+)
55 -------> 55(0+)
55 -------> 105(50+)
85 -------> 105(20+)

Flavor: With those eyes staring at you and those spikes,qwil really does look like an evil pufferfish. Levitate because its the balloon pokemon and it leaves him with no weaknesses. (screw mold breaker and its variants)

Competitive viability: With those stats, it can work as a great staller, hazard setter and at the same time deal some damage. No weaknesses are a godsend that every staller can only dream of, same with these great stats.
 
JayHankEdLyon, now after looking at yours, I believe we have enough differences for people to have to choose between them. The spread is different (Though I did remove the defense bonus so that they aren't even close to alike,) as mine is a fast physical sweeper, while yours is just an all around 'mon. The typing is different. The moves are now all different (I removed hyper voice, as it isn't even stab anymore). So even though the abilities are the same, I think ours are different enough to work as two separate submissions. And then I know that nobody had speed boost steelix, normal/ghost ursaring, and I haven't seen anybody yet with a spike-boosting ability on qwilfish.

Type: Normal/Psychic -> Dark/Psychic (It is generally understood that normal type can change apparently? That is what people said for fearow, so whatever)
Abilities: Inner Focus/Early Bird/Sap Sipper -> Dual Strike (Copy of Parental Bond)
Movepool Additions: Pursuit, Taunt

HP: 70 -> 70
Atk: 80 -> 120 (+40)
Def: 65 -> 65
SpA: 90 -> 90
SpD: 65 -> 75 (+10)
Spe: 85 -> 135 (+50)

Design Concept: Its legs turn around. and the tail becomes a neck and a head much like its regular head.

Competitive: The fancier mega kanga. This one is faster though, as well as being able to switch into a grass type move, getting a bonus. The thing that keeps this guy from being too strong is that is very fragile.


Type: Normal -> Normal/Ghost
Abilities: Guts/Quick Feet/Unnerve -> Wraith Claws (20% boost to contact moves, moves hit as though the opponent was holding a ring target)
Movepool Additions: Pursuit, Shadow Sneak, Dragon Claw

HP: 90 -> 90
Atk: 130 -> 150 (+20)
Def: 75 -> 115 (+40)
SpA: 75 -> 75
SpD: 75 -> 115 (+40)
Spe: 55 -> 55

Design Concept: Cold trails of spirits follow its claws. Its touch is cold as the grave. Light blue flames cover the circle on its stomach, although they don't radiate any heat. Its tail is splayed out in many directions as though it was frozen like icicles, facing outwards in spikes. It becomes slightly transparent.

Competitive: The ability is very helpful. 20% boost to contact moves, and you can hit normal types with shadow sneak and shadow claw, as well as hitting dark types with zen headbutt, and ghost types with normal type moves and fighting type moves. The boosts in defenses make it able to take hits occasionally, so you could set up and then sweep with shadow sneak and pursuit. Set up sweeper.


Type: Steel/Ground (same)
Abilities: Rock Head/Sturdy (Sheer Force) -> Speed Boost
Movepool Additions: Head Smash, Coil

HP: 75 -> 75
Atk: 85 -> 105 (+20)
Def: 200 -> 190 (-10)
SpA: 55 -> 55
SpD: 65 -> 110 (+45)
Spe: 30 -> 75 (+45)

Design: Becomes thinner and turns to a clear blue color. Partially transparent. Shiny is a transparent green.

Competitive: Nice and powerful. First turn you go for coil/protect. Next you go for protect/coil. Until you become OP and wreck everything. Set up sweeper.


Type: Water/Poison (same)
Abilities: Poison Point, Swift Swim (Intimidate) -> Spiky (Spikes and Poison spikes hit flying types and levitators, and poison spikes aren't dispelled by poison types)
Movepool Additions: Recover, Rapid Spin

HP: 65 -> 65
Atk: 95 -> 95
Def: 75 -> 125 (+50)
SpA: 55 -> 55
SpD: 55 -> 125 (+70)
Spe: 85 -> 65 (-20)

Design Concept: Becomes even spikier, and its animation is it deflating and inflating itself.

Competitive: Not even flying types are safe. Spikes everywhere! Ever get annoyed by a flying type switching in for free and using defog? Not any more! That is basically all this does. Guarantees hazard damage, and good hazards at that.
 
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Y'all really need to look at other submissions before submitting. Mareep Sweep, your Steelix is an OP version of Mega Mantine's (and your Ursaring is incredibly similar to the official Mega Lopunny; Normal/Fighting Scrappy mon). Deathly ♛The King, you even said you didn't read other submissions, but you have to, otherwise votes get split between too-similar submissions (I mean, you even gave your Girafarig the same pseudo-Parental Bond as me).

I know it sucks when people have similar ideas to yours; for instance, I also wanted to give Coil/Dragon Rush to a Steel/Dragon Steelix. But it not only isn't fair to the other submitter, but like I said, it means that voters have to pick between two submissions that are barely any different and it makes it virtually impossible for either to win. Literally a no-win situation. I'll happily vote for Mantine's Steel/Dragon Steelix, though, because it doesn't matter in the end who submitted what, but whether the best submission wins.
 

Valmanway

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is a Smogon Media Contributor Alumnus


Mega Ursaring
Normal ----> Normal
Guts / Quick Feet / Unnerve ----> Adaptability
90 / 130 / 75 / 75 / 75 / 55 (500) ----> 90 / 150 (+20) / 115 (+40) / 75 / 115 (+40) / 55 (600)
New Moves: Fake Out

Mega Ursaring becomes a monstrous wallbreaker that can also be an emergency sweeper check. Thanks to Adaptability, Mega Ursaring's Return becomes a devastating nuke, while the new Fake Out works as a good revenge killing tool to use against frailer sweepers. His Attack was increased moderately, while his defenses received a massive buff so he can take hits much more easily.
 
Mega Qwilfish

Water/Poison ----> Water/Poison

Poison Point/Swift Swim/Intimidate ----> Iron Barbs

65/95/75/55/55/85 ----> 65/105/125/55/105/65 (--/+10/+50/--/+60/-20)

New Moves: Spiky Shield

Mega Qwilfish is a great defensive pokemon, having many resistances, good defensive stats, a great defensive ability, and a large support movepool. Iron Barbs and Spiky Shield are great ways to deter Physical attackers, deter spinning of its hazards, all while making sense flavourwise. The increase in its defensive stats make it take hits a lot better and make it easy for Mega Qwilfish to support its team.
 
Current Slate
Yeah, I'm doing the slate this time.


Girafarig (Girafarigite)
Type: Normal/Psychic -> Normal/Psychic
Abilities: Inner Focus, Early Bird (Sap Sipper) -> Sheer Force
New Moves: Nasty Plot, Nature Power, Focus Blast

HP: 70 -> 70
Atk: 80 -> 80
Def: 65 -> 85 (+20)
SpA: 90 -> 120 (+30)
SpD: 65 -> 85 (+20)
Spe: 85 -> 115 (+30)
BST: 455 -> 555

Girafarig can let loose with boosted attacks, going pseudo-mixed with Psyshock. It also has some bulk to set up. Nature Power gives it STAB Sheer Force Tri Attack. It's stronger than you'd think:

+2 252 SpA Sheer Force Girafarig Nature Power vs. 0 HP / 4 SpD Latias: 255-301 (84.7 - 100%) -- 6.3% chance to OHKO
+2 252 SpA Sheer Force Girafarig Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 328-386 (51 - 60.1%) -- guaranteed 2HKO
+2 252 SpA Sheer Force Girafarig Focus Blast vs. 248 HP / 220+ SpD Heatran: 454-536 (117.9 - 139.2%) -- guaranteed OHKO
+2 252 SpA Sheer Force Girafarig Nature Power vs. 252 HP / 0 SpD Rotom-W: 303-357 (99.6 - 117.4%) -- 93.8% chance to OHKO

Mega Girafarig
Type: Normal/Psychic -> Normal/Psychic
Abilities: Inner Focus/Early Bird/Sap Sipper -> Serene Grace
New Moves: N/A

HP: 70 -> 70
Atk: 80 -> 100 (+20)
Def: 65 -> 85 (+20)
SpA: 90 -> 120 (+30)
SpD: 65 -> 85 (+20)
Spe: 85 -> 95 (+10)
BST: 455 -> 555

Flavor Concept: The tail on its back is proportion to Girafarigs own self. They now stand side ways looking at the opponent together.

Competitive Concept: I looked at Girafarig's movepool and noticed a lot of things could be used with Serene Grace. Ranging from things like Charge Beam with 100% increase in SpAtk, to 40% drops in Defense on Crunch. Made it more offensive basically, nothing much else to say.

Type: Normal/Psychic -> Normal/Psychic
Ability: Inner Focus/Early Bird/Sap Sipper -> Quick Witted (See OP for description)
New Moves: Nasty Plot, Focus Blast

HP: 70 -> 70
Atk: 80 -> 80
Def: 65 -> 90 (+25)
SpA: 90 -> 130 (+40)
SpD: 65 -> 90 (+25)
Spe: 85 -> 95 (+10)

Flavor Concept: All Psychic types should get Focus Blast, and Nasty Plot isn't too Farfetch'd either. Quick Witted because probably any Psychic type could get it.

Competitive Concept: Wallbreaker with solid coverage and a neat ability. While not exactly a top-tier threat, Mega Girafarig holds a solid niche in being able to rip apart most offensive teams.

Mega Girafarig
Type: Normal/Psychic -> Normal/Ghost
Abilities: Inner Focus/Early Bird/Sap Sipper -> Two-Headed (Parental Bond clone)
New Moves: Hyper Voice

HP: 70 -> 70
Atk: 80 -> 100 (+20)
Def: 65 -> 80 (+15)
SpA: 90 -> 110 (+20)
SpD: 65 -> 80 (+15)
Spe: 85 -> 115 (+30)

Flavor concept: Girafarig turns to its side, craning both heads so they both face the opponent. Its tail gets way more menacing.

Competitive Concept: Normal/Ghost. Beautiful. As the only possible typing that resists the otherwise perfect Ghost/Fighting combo (in fact, not only resisting them, but being immune to them outside of Scrappy), Mega Girafarig can switch in on all sorts of threats that use them as coverage. From there, it strikes twice with its Parental Bond clone, spreading a lot of hurt with STAB Shadow Ball (and, if you want, STAB Hyper Voice). Its not-too-shabby base 100 Attack makes it able to go mixed, but so does Psyshock if you want full investment in Special Attack. Fun moves include Dazzling Beam for great coverage with Shadow Ball, Charge Beam, which gives a chance at a free Nasty Plot boost (but not a guarantee, like Kanga's Power-Up Punch), and Foul Play, which hits heavy attackers incredibly hard. In terms of boosting, Work Up and Calm Mind can be used for more power, but Agility probably takes the cake thanks to its good, but not great 115 speed.

Although it's immune to three types, Mega Girafarig is still weak to the ever-common Dark type, and only resists Bug and Poison otherwise. This, on top of its fairly low bulk and lack of priority, makes Girafarig great, but defeatable.

Girafarig
Normal Typing: Normal/Psychic ----> Mega Typing: Dark/Psychic
Normal Abilities: Inner Focus, Early Bird (Sap Sipper) ----> Mega Ability: Huge Power
Stats:
HP 70
ATK 80-> 100 (+20)
DEF 65->80 (+15)
SP ATK 90-> 120 (+30)
SP DEF 65->80 (+15)
SPD 85-> 105 (+20)
TOTAL 455->555
New Moves: Sucker Punch, Nasty Plot, Dark pulse

Mega Girafarig @ Girafarite
Type: Normal/Psychic -------> Psychic/Dark
Ability: Inner Focus,Early Bird,Sap Sipper -------> Insectivore (If hit by a bug type move, no damage is dealt and boosts its special attack by 2)
New moves: Night Daze,Nasty Plot, Psycho Boost

70 -------> 70
80 -------> 80(+0)
65 -------> 89(+24)
90 -------> 120(+30)
65 -------> 89(+24)
85 -------> 102(+22)

Flavor: Its evil tail takes over its body,it also gets a big mouth like mega mawile`s chompers, being able to eat bugs

Competitive viability: Becoming Psychic/Dark with an ability that saves you from from a x4 weakness and leaves you with 1 sole weakness is pretty great, it can now act as a sweet special attacker breaking the average speed tier. It can boost with Nasty Plot or calm mind, depending if you like extra bulk or power. Night daze is a nice move that can screw the foe with a potential accuracy drop and psycho boost can act like a nuke,kinda like latios`s draco meteor.


Steelix
Steel/Ground -> Steel/Ground
Rock Head / Sturdy / Sheer Force -> Filter
75/85/200/55/65/30 -> 75/85/250/55/130/15

Flavor: Steelix gains a whole new layer of metal that can constrict on attacks to filter them.

Competitive: Steelix goes the Mega Aggron route and gains Filter and a lot of bulk. It now has the highest defense in the game, except for maybe Mega Shuckle or something if I missed that.

+6 252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 252+ Def Filter Steelix: 343-405 (96.8 - 114.4%) -- 81.3% chance to OHKO.

That has a 20% chance not to OHKO. My god.

Mega Steelix
Typing: Steel/Ground --> Steel/Ground
Ability: Rock Head/Sturdy/Sheer Force --> Regenerator
Stats: 75/85/200/55/65/30 --> 75/130(+45)/230(+20)/65(+10)/90(+25)/20(-10)

Flavour Concept: Has new rocks forming on its body making it much heavier and allowing it to regenerate itself.

Competitive Concept: Becomes a much better tank having access to semi reliable recovery. Can shrug off most physical attacks with ease and set up rocks. Also has improved special bulk so doesn't get bodied as much by special attacks. Has an easy time shuffling teams with roar and dragon tail. Fits well on stall teams with other regenerator mons.

Steelix (Steelixite)
Type: Steel/Ground -> Steel/Dragon
Abilities: Rock Head, Sturdy (Sheer Force) -> Pressure
New Moves: Coil, Dragon Rush

HP: 75 -> 75
Atk: 85 -> 125 (+40)
Def: 200 -> 230 (+30)
SpA: 55 -> 55
SpD: 65 -> 85 (+20)
Spe: 30 -> 40 (+10)
BST: 510 -> 610

Steelix is based off a wyrm, a limbless dragon often known for burrowing. Heat and pressure (get it?) deep beneath the earth has hardened steelix, making it nearly invincible. With an improved defensive typing, it makes a better tank. It also gains Coil which allow it to use Iron Tail and Dragon Rush, and a pretty damaging Dragon Tail. It excels with Wish support or ResTalk and can stall out strong physical attacks.

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Steelix: 166-196 (46.8 - 55.3%) -- 71.1% chance to 2HKO
+6 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Steelix: 274-324 (77.4 - 91.5%) -- guaranteed 2HKO
252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252+ Def Steelix: 144-170 (40.6 - 48%) -- guaranteed 3HKO
252 Atk Pure Power Medicham High Jump Kick vs. 252 HP / 252+ Def Steelix: 200-236 (56.4 - 66.6%) -- guaranteed 2HKO

Mega Steelix
Type: Steel/Ground -> Steel/Ground
Abilities: Rock Head/Sturdy/SheerForce -> Mold Breaker
New Moves: N/A

HP: 75 -> 75
Atk: 85 -> 110 (+25)
Def: 200 -> 230 (+30)
SpA: 55 -> 65 (+10)
SpD: 65 -> 95 (+30)
Spe: 30 -> 45 (+15)
BST: 510 -> 610

Flavor Concept: The spikes protruding out of Steelix's body resembles that of a back bone now, curving upwards. Rocks are that make up its body are larger now.

Competitive Concept: Better lead basically, doesn't have to worry about Magic Bounce, can Taunt opposing leads or mons normally not effected by Taunt like Aromatisse, etc. More defensive presence with increase in its useless stats to balance it out a bit.

Mega Steelix @ Steelixite
Type: Ground/Steel -------> Dragon/Steel
Ability: Rock Head,Sturdy,Sheer Force -------> Hustle
New Moves: Glare,Coil,Dragon Rush

75 -------> 75(+0)
85 -------> 155(+70)
200 -------> 185(-15)
55 -------> 55(+0)
65 -------> 95(+30)
30 -------> 45(+15)

Flavor: It is based on a worm-like kind of dragon.Worms are usually blind so its unlikely for them to hit an attack, when steelix mega evolves it gets blind.

Competitive viability: This is bulky as hell, powerfull as hell, slow as hell,has hustle so it can utilize coil to its full extent, with gyro ball,dragon rush and earthquake. Its basically a bulky offensive mon that can really tear through things as it has an amazing typing and is hard to takedown. Glare helps solve a bit of its speed problem and helps the team at the same time. Also an amazing wish receiver because it needs it and its bulk.

Type: Steel/Ground (same)
Abilities: Rock Head/Sturdy (Sheer Force) -> Speed Boost
Movepool Additions: Head Smash, Coil

HP: 75 -> 75
Atk: 85 -> 105 (+20)
Def: 200 -> 190 (-10)
SpA: 55 -> 55
SpD: 65 -> 110 (+45)
Spe: 30 -> 75 (+45)

Design: Becomes thinner and turns to a clear blue color. Partially transparent. Shiny is a transparent green.

Competitive: Nice and powerful. First turn you go for coil/protect. Next you go for protect/coil. Until you become OP and wreck everything. Set up sweeper.


Mega Quilfish
Typing: Poison/Water --> Poison/Water
Ability: Poison Point/Intimidate/Swift Swim --> Magic Bounce
Stats: 65/95/75/55/55/85 --> 65/110(+15)/105(+30)/55(+0)/85(+30)/110(+25)
New Moves: Recover

Flavour Concept: Has a cloud of Purple fumes surrounding it, not letting anything past. nuclear yellow and green coloured. Spikes

Competitive concept: Can come in on a physical attacker with intimidate then mega evolve and set up spikes and toxic spikes. Can be used as a hazards lead, blocking opposing hazards and setting up its own. It can out-speed most defensive mons, becoming nightmare for stall teams with access to recovery and taunt.

Qwilfish (Qwilfishite)
Type: Water/Poison -> Water/Poison
Abilities: Poison Point, Swift Swim (Intimidate) -> Regenerator
New Moves: Recover, Swords Dance

HP: 65 -> 65
Atk: 95 -> 115 (+20)
Def: 75 -> 105 (+30)
SpA: 55 -> 55
SpD: 55 -> 85 (+30)
Spe: 85 -> 105 (+20)
BST: 430 -> 530

Qwilfish makes up for low stats with a great defensive typing and an excellent ability in Regenerator. It has great speed for a support role considering its access to Taunt.

252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252+ Def Qwilfish: 258-306 (77.2 - 91.6%) -- guaranteed 2HKO
252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Qwilfish: 228-270 (68.2 - 80.8%) -- guaranteed 2HKO
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 4 SpD Qwilfish: 316-372 (94.6 - 111.3%) -- 62.5% chance to OHKO

Mega Qwilfish
Type: Water/Poison -> Water/Poison
Abilities: Poison Point/Swift Swim/Intimidate -> Intoxicate (Poison -ate ability)
New Moves: N/A

HP: 65 -> 65
Atk: 95 -> 130 (+35)
Def: 75 -> 100 (+25)
SpA: 55 -> 55
SpD: 55 -> 75 (+20)
Spe: 85 -> 105 (+20)
BST: 430 -> 530

Mega Qwilfish's stat distribution and abilty makes it one of the most powerful Poison type attackers right off the bat thanks to the upgrade Intoxicate-boosted Return gives it:
252+ Atk Qwilfish Poison Jab vs. 4 HP / 252+ Def Eviolite Chansey: 190-225 (29.5 - 35%)
252+ Atk Intoxicate Qwilfish Return vs. 4 HP / 252+ Def Eviolite Chansey: 316-373 (49.2 - 58%)

Mega Qwilfish can still admirably fulfill a role as a fast Spiker/Toxic Spiker, and now it has a wickedly powerful Intoxicate-boosted Explosion to prevent things from coming in and Defogging
252+ Atk Intoxicate Qwilfish Explosion vs. 248 HP / 136+ Def Mandibuzz: 447-526 (105.1 - 124.3%)

Makes sense flavor-wise with an exploding Qwilfish shooting its poisonous spines all over the place. An Explosion that strong is going to hearken back to the days before the move's nerf and would definitely help break down walls for another sweeper. With its respectable Speed, Mega Qwilfish could even try to set up on its own after Intimidating something in base form.

Mega Qwilfish @ Qwilfishite
Type: Poison/Water -------> Poison/Dark
Ability: Poison Point, Swift Swim,Intimidate -------> Levitate
New Moves: Knock off,Parting Shot,Recover

65 -------> 65
95 -------> 95(0+)
75 -------> 105(30+)
55 -------> 55(0+)
55 -------> 105(50+)
85 -------> 105(20+)

Flavor: With those eyes staring at you and those spikes,qwil really does look like an evil pufferfish. Levitate because its the balloon pokemon and it leaves him with no weaknesses. (screw mold breaker and its variants)

Competitive viability: With those stats, it can work as a great staller, hazard setter and at the same time deal some damage. No weaknesses are a godsend that every staller can only dream of, same with these great stats.

Type: Water/Poison (same)
Abilities: Poison Point, Swift Swim (Intimidate) -> Spiky (Spikes and Poison spikes hit flying types and levitators, and poison spikes aren't dispelled by poison types)
Movepool Additions: Recover, Rapid Spin

HP: 65 -> 65
Atk: 95 -> 95
Def: 75 -> 125 (+50)
SpA: 55 -> 55
SpD: 55 -> 125 (+70)
Spe: 85 -> 65 (-20)

Design Concept: Becomes even spikier, and its animation is it deflating and inflating itself.

Competitive: Not even flying types are safe. Spikes everywhere! Ever get annoyed by a flying type switching in for free and using defog? Not any more! That is basically all this does. Guarantees hazard damage, and good hazards at that.

Mega Qwilfish

Water/Poison ----> Water/Poison

Poison Point/Swift Swim/Intimidate ----> Iron Barbs

65/95/75/55/55/85 ----> 65/105/125/55/105/65 (--/+10/+50/--/+60/-20)

New Moves: Spiky Shield

Mega Qwilfish is a great defensive pokemon, having many resistances, good defensive stats, a great defensive ability, and a large support movepool. Iron Barbs and Spiky Shield are great ways to deter Physical attackers, deter spinning of its hazards, all while making sense flavourwise. The increase in its defensive stats make it take hits a lot better and make it easy for Mega Qwilfish to support its team.


Ursaring (Ursaringite)
Type: Normal -> Normal
Abilities: Guts, Quick Feet (Unnerve) -> Tough Claws
New Moves: Pursuit

HP: 90 -> 90
Atk: 130 -> 150 (+20)
Def: 75 -> 85 (+10)
SpA: 75 -> 75
SpD: 75 -> 85 (+10)
Spe: 55 -> 115 (+60)
BST: 500 -> 600

Mega Ursaring
Type: Normal -> Normal
Abilities: Guts/Quick Feet/Unnerve -> Hibernate (takes 25% of all damage when asleep)
New Moves: Nope

HP: 90 -> 90
Atk: 130 -> 150 (+20)
Def: 75 -> 125 (+50)
SpA: 75 -> 75 (+0)
SpD: 75 -> 125 (+50)
Spe: 55 -> 35 (-20)

Flavor Concept: Ursaring has fattened up and is ready for a long winter's nap.

Competitive Concept: I'm very against using the Pokedex and English translations in general as flavor, but when they're supplemented by movepool (Ursaring has always learned Rest in level-up) and actual flavor (it's a bear), I'm all for it. If Ursaring is a grizzly when it's active, Mega Ursaring is a grizzly at rest: slow, but bulky as all hell.

Even without any resistances, 90/125/125 isn't easy to take down. Ursaring is virtually guaranteed to survive a hit and hit back hard with that 150 Attack, and can easily run an all-out attacker set or a Swords Dance or Bulk Up set to make that bulk work. But another incredibly potent option is Rest-Talk, thanks to Ursaring's fun new ability; not only does Rest heal our bear up and remove status, but whenever it falls asleep, the damage it takes plummets to 25%. Suddenly that Normal typing with no resistances resists every attack save Fighting (and Ghost, I guess) x4.

Suffice to say, Mega Ursaring is a hell of a mon to take down. The only form of relief its opponents can take is that Rest leaves it with the unreliable Sleep Talk to attack. Moreover, it has to choose between Fighting/Ground coverage for Steels, Dark/Ghost coverage for ghosts, or use both but have no STAB Return. Crunch will probably win out given its new effectiveness against Steel and lack of stat-drops like Close Combat, but it still would like to not have to choose. You could also go without Sleep Talk, trusting your defenses to keep you alive, but that makes Ursaring far too easy to set up on to be viable.

Regardless, this Mega Ursaring will be a tough nut to crack. It's bearly restrained by its flaws, even though it lost Unnerve to keep opponents from eating bearries. It bears repeating that, with Hibearnation on its side, its power and bulk are bearderline unbearable.

Mega Ursaring @ Ursaringite
Type: Normal -------> Normal/Fighting
Ability: Guts,QuickFeet,Unnerve -------> Scrappy
New moves:Fake out,Agility,Slack Off

90 -------> 90
130 -------> 170(+40)
75 -------> 105(+30)
75 -------> 75
75 -------> 105(+30)
55 ------->55 (+0)

Flavor: What is a bear like when he is chasing you through the forest? He is determined to hunt you down and catch you with his hands (thats why scrappy) and when ursaring mega evolves, hes just a vicious bear hunting after you and that never loses his prey.

Competitive viability:We never knew what happened after the teddybear's picnick, well i unfortunately do, but its better that i dont tell you. Ok,so down to business... this thing hits like a truck. Close Combat + Return with scrappy has perfect coverage, regardless of unreleased types, so they are basically the only offensive moves you need. Slack off + SwordsDance/Agility/Bulk Up/Fake out is the other 2 moves for the last slots, making this a amazing wall breaker having perfect coverage with stab moves utilizing its 170 attack stat,a healing move and a boosting move or fake out if you prefer.

252+ Atk Ursaring Close Combat vs. 4 HP / 252+ Def Eviolite Chansey: 696-822 (108.4 - 128%) -- guaranteed OHKO
252+ Atk burned Ursaring Close Combat vs. 252 HP / 252+ Def Sableye: 228-268 (75 - 88.1%) -- 6.3% chance to OHKO after Stealth Rock Chance to OHKO after fake out (even if burned).
252+ Atk Ursaring Close Combat vs. 252 HP / 4 Def Conkeldurr: 274-324 (66.1 - 78.2%) -- guaranteed 2HKO after Stealth Rock Can OHKO after fake out

Type: Normal -> Normal/Ghost
Abilities: Guts/Quick Feet/Unnerve -> Wraith Claws (20% boost to contact moves, moves hit as though the opponent was holding a ring target)
Movepool Additions: Pursuit, Shadow Sneak, Dragon Claw

HP: 90 -> 90
Atk: 130 -> 150 (+20)
Def: 75 -> 115 (+40)
SpA: 75 -> 75
SpD: 75 -> 115 (+40)
Spe: 55 -> 55

Design Concept: Cold trails of spirits follow its claws. Its touch is cold as the grave. Light blue flames cover the circle on its stomach, although they don't radiate any heat. Its tail is splayed out in many directions as though it was frozen like icicles, facing outwards in spikes. It becomes slightly transparent.

Competitive: The ability is very helpful. 20% boost to contact moves, and you can hit normal types with shadow sneak and shadow claw, as well as hitting dark types with zen headbutt, and ghost types with normal type moves and fighting type moves. The boosts in defenses make it able to take hits occasionally, so you could set up and then sweep with shadow sneak and pursuit. Set up sweeper.

Mega Ursaring
Normal ----> Normal
Guts / Quick Feet / Unnerve ----> Adaptability
90 / 130 / 75 / 75 / 75 / 55 (500) ----> 90 / 150 (+20) / 115 (+40) / 75 / 115 (+40) / 55 (600)
New Moves: Fake Out

Mega Ursaring becomes a monstrous wallbreaker that can also be an emergency sweeper check. Thanks to Adaptability, Mega Ursaring's Return becomes a devastating nuke, while the new Fake Out works as a good revenge killing tool to use against frailer sweepers. His Attack was increased moderately, while his defenses received a massive buff so he can take hits much more easily.


PM votes to nightsitter as usual.

This also starts the discussion period for Delibird, Skarmory, Stantler, and Hitmontop. Share concepts (not specifically stats) and whatnot.
 
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I'm not seeing much discussion, probably because I forgot to mention it. This starts the discussion period for Delibird, Skarmory, Stantler, and Hitmontop. Share concepts and whatnot.

Huge Power something for Delibird. It already gets Hustle, the idea is that it becomes strong from constantly carrying food in its bag-like tail.

Gale Wings for Skarmory. Works as more of a bulky version of Talonflame.

Prankster for Stantler, as well as Normal/Ghost. These would be huge for anything viable, but Stantler has pretty low stats and not much to stand out.

I don't really have anything for Hitmontop.
 
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I'm giving Delibird a Wonder Guard clone. This is a pokemon with 45/45/45 defenses and one of the worst defensive types in the game. When it can only be hit by its (many) weaknesses it actually has a shot in the big leagues. Otherwise it will never be able to even switch in.

Weak Armor Skarm fulfills the idea of a new niche for an OU mon brilliantly. With boosts to offense and speed, it can take better advantage of its awesome offensive movepool. Also we don't have nearly enough megas that retain a base ability.

Stantler depends on which Giraffe wins; I'm going Normal/Psychic if my NormGhost wins and NormGhost if it doesn't.

Hitmontop gets Scrappy, which sounds boring (unblockable spin is hardly a new concept) but lets it spam STAB High Jump Kick even if ghost are on the haunt.
 
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Delibird has a lower BST than Unown and a 4x SR weakness, so it'll need something crazy. I'm thinking Huge Power + Refrigerate in one.
 
As crazy as it might sound, I could see Fight/Flying Hitmontop who literally becomes a cyclone and gains Aerialate. Unblockable spin and a great STAB combo with defenses boosted by a preemptive intimidate.
 
Delibird, unlike Unown, has a great offensive type and less restricted movepool. All it needs are good STABs like Brave Bird and Icicle Crash which would easily fit with its varied egg moves. It can breed with Smeargle so there's potential.

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Mew: 120-142 (29.7 - 35.1%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Huge Power Delibird Ice Shard vs. 252 HP / 0 Def Mew: 117-138 (28.9 - 34.1%) -- 99% chance to 4HKO after Leftovers recovery - this is with 95 base Atk, a boost of 40)

But power isn't enough with its frailty... hm. Maybe if it doubled all stats (except HP)?
 
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If I could have made a Doubles Viable Mega I would have made an awesome idea for Delibird (based off its Santa-like appearance), but that will never win. Or maybe I can make it win...

An ability that "Gifts" the opponent with any status/stat drop that Delibird and its team gets. Once again, not a good Mega idea for Singles, but in Doubles, we get to pass burns from Delibird or its partner back to the opponent. Fun part would be that it would apply to self-drops. What if I give Delibird Superpower and watch Delibird keep its stats but the opponent's attack and defense decreases? It won't be able to survive for shit though, but it's a HILARIOUS idea especially for Doubles and even more for Triples (imagine sending out like Specs Latios and Chandelure in a Triple Battle and being able to spam Draco Meteor and Overheat while Delibird first protects and then endures and finally protects. Meanwhile the opponent gets to -6 SpAtk. Orrrrrr Choice Band Azumaril spamming Superpower and watching as it gets more and more effective)
 
here's my Delibird Is the word idea:
45/55/45/65/45/75= 330 BST, turns into: 45/55/90/65/90/85
Steel/Flying (Bucket on head, Rusty Beard, A little engine on it's chest, and Bolts on Wings as to avoid absolutely melting, and to avoid the dreaded Smack Down from stopping it's spread of presents)
Ability: Ultra Armor: 1/2 damage from EVERYTHING, including Status. (unless you know Copycat (and I know Copyright), nobody's gonna make this)
new moves: - Meteor Mash (I mean, it knows Focus Punch), Will O Wisp (Engine Overheats, also this thing is for stall), and Acupressure (Dem Bolts on Dem Wings)
 
WOW Mega Mantine almost pulled off a 4-for-4 sweep

Girafarig: nightsitter
Mega Girafarig
Type: Normal/Psychic -> Normal/Psychic
Ability: Inner Focus/Early Bird/Sap Sipper -> Quick Witted (See OP for description)
New Moves: Nasty Plot, Focus Blast

HP: 70 -> 70
Atk: 80 -> 80
Def: 65 -> 90 (+25)
SpA: 90 -> 130 (+40)
SpD: 65 -> 90 (+25)
Spe: 85 -> 95 (+10)

Flavor Concept: All Psychic types should get Focus Blast, and Nasty Plot isn't too Farfetch'd either. Quick Witted because probably any Psychic type could get it.

Competitive Concept: Wallbreaker with solid coverage and a neat ability. While not exactly a top-tier threat, Mega Girafarig holds a solid niche in being able to rip apart most offensive teams.


Steelix: Mega Mantine
Mega Steelix (Steelixite)
Type: Steel/Ground -> Steel/Dragon
Abilities: Rock Head, Sturdy (Sheer Force) -> Pressure
New Moves: Coil, Dragon Rush

HP: 75 -> 75
Atk: 85 -> 125 (+40)
Def: 200 -> 230 (+30)
SpA: 55 -> 55
SpD: 65 -> 85 (+20)
Spe: 30 -> 40 (+10)
BST: 510 -> 610

Steelix is based off a wyrm, a limbless dragon often known for burrowing. Heat and pressure deep beneath the earth has hardened steelix, making it nearly invincible With an improved defensive typing, it makes a better tank. It also gains Coil which allow it to use Iron Tail and Dragon Rush, and a pretty damaging Dragon Tail. It excels with Wish support or ResTalk and can stall out strong physical attacks.

+1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Steelix: 166-196 (46.8 - 55.3%) -- 71.1% chance to 2HKO
+6 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Steelix: 274-324 (77.4 - 91.5%) -- guaranteed 2HKO
252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252+ Def Steelix: 144-170 (40.6 - 48%) -- guaranteed 3HKO
252 Atk Pure Power Medicham High Jump Kick vs. 252 HP / 252+ Def Steelix: 200-236 (56.4 - 66.6%) -- guaranteed 2HKO


Qwilfish: Mega Mantine
Mega Qwilfish (Qwilfishite)
Type: Water/Poison -> Water/Poison
Abilities: Poison Point, Swift Swim (Intimidate) -> Regenerator
New Moves: Recover, Swords Dance

HP: 65 -> 65
Atk: 95 -> 115 (+20)
Def: 75 -> 105 (+30)
SpA: 55 -> 55
SpD: 55 -> 85 (+30)
Spe: 85 -> 105 (+20)
BST: 430 -> 530

Qwilfish makes up for low stats with a great defensive typing and an excellent ability in Regenerator. It has great speed for a support role considering its access to Taunt.

252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252+ Def Qwilfish: 258-306 (77.2 - 91.6%) -- guaranteed 2HKO
252 Atk Garchomp Earthquake vs. 252 HP / 252+ Def Qwilfish: 228-270 (68.2 - 80.8%) -- guaranteed 2HKO
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 4 SpD Qwilfish: 316-372 (94.6 - 111.3%) -- 62.5% chance to OHKO


Ursaring: JayHankEdLyon
Mega Ursaring
Type: Normal -> Normal
Abilities: Guts/Quick Feet/Unnerve -> Hibernate (takes 25% of all damage when asleep)
New Moves: Nope

HP: 90 -> 90
Atk: 130 -> 150 (+20)
Def: 75 -> 125 (+50)
SpA: 75 -> 75 (+0)
SpD: 75 -> 125 (+50)
Spe: 55 -> 35 (-20)

Flavor Concept: Ursaring has fattened up and is ready for a long winter's nap.

Competitive Concept: I'm very against using the Pokedex and English translations in general as flavor, but when they're supplemented by movepool (Ursaring has always learned Rest in level-up) and actual flavor (it's a bear), I'm all for it. If Ursaring is a grizzly when it's active, Mega Ursaring is a grizzly at rest: slow, but bulky as all hell.

Even without any resistances, 90/125/125 isn't easy to take down. Ursaring is virtually guaranteed to survive a hit and hit back hard with that 150 Attack, and can easily run an all-out attacker set or a Swords Dance or Bulk Up set to make that bulk work. But another incredibly potent option is Rest-Talk, thanks to Ursaring's fun new ability; not only does Rest heal our bear up and remove status, but whenever it falls asleep, the damage it takes plummets to 25%. Suddenly that Normal typing with no resistances resists every attack save Fighting (and Ghost, I guess) x4.

Suffice to say, Mega Ursaring is a hell of a mon to take down. The only form of relief its opponents can take is that Rest leaves it with the unreliable Sleep Talk to attack. Moreover, it has to choose between Fighting/Ground coverage for Steels, Dark/Ghost coverage for ghosts, or use both but have no STAB Return. Crunch will probably win out given its new effectiveness against Steel and lack of stat-drops like Close Combat, but it still would like to not have to choose. You could also go without Sleep Talk, trusting your defenses to keep you alive, but that makes Ursaring far too easy to set up on to be viable.

Regardless, this Mega Ursaring will be a tough nut to crack. It's bearly restrained by its flaws, even though it lost Unnerve to keep opponents from eating bearries. It bears repeating that, with Hibearnation on its side, its power and bulk are bearderline unbearable.

This commences the submission period for Delibird, Skarmory, Stantler, and Hitmontop.
 
Delibird (Delibirdite)
Type: Ice/Flying -> Ice/Flying
Abilities: Vital Spirit, Hustle (Insomnia) -> Christmas Spirit (all stats except for HP are doubled)
New Moves: Brave Bird, Thunder Punch, Aura Sphere

HP: 45 -> 45
Atk: 55 -> 95 (+40)
Def: 45 -> 55 (+10)
SpA: 65 -> 95 (+30)
SpD: 45 -> 55 (+10)
Spe: 75 -> 85 (+10)
BST: 330 -> 430

Delibird is carrying a bag full not of presents, but pain. This thing has priority as strong as CB Azumarill:

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Mew: 120-142 (29.7 - 35.1%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Delibird Ice Shard vs. 252 HP / 0 Def Mew: 117-138 (28.9 - 34.1%) -- 99% chance to 4HKO after Leftovers recovery

Not to mention, it can actually take a hit:

252+ Atk Choice Band Dragonite Extreme Speed vs. 0 HP / 0 Def Delibird: 119-141 (51.5 - 61%) -- guaranteed 2HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def Delibird: 190-225 (82.2 - 97.4%) -- guaranteed 2HKO

Skarmory (Skarmorite)
Type: Steel/Flying -> Steel/Flying
Abilities: Keen Eye, Sturdy (Weak Armor) -> Gale Wings
New Moves: Drill Run

HP: 65 -> 65
Atk: 80 -> 130 (+50)
Def: 140 -> 150 (+10)
SpA: 40 -> 40
SpD: 70 -> 90 (+20)
Spe: 70 -> 90 (+20)
BST: 465 -> 565

Skarmory has all the makings of a bulky user of Gale Wings. Drill Run rounds out its coverage, and makes sense as it gets Drill Peck.

Stantler (Stantlerite)
Type: Normal -> Normal/Ghost
Abilities: Intimidate, Frisk (Sap Sipper) -> Prankster
New Moves: Swords Dance, Shadow Sneak, Will-O-Wisp

HP: 73 -> 73
Atk: 95 -> 115 (+20)
Def: 62 -> 82 (+20)
SpA: 85 -> 85
SpD: 65 -> 100 (+35)
Spe: 85 -> 110 (+25)
BST: 465 -> 565

The type combo of Normal/Ghost is unique and comes with many benefits - immunities to Ghost and Fighting, two great types that have otherwise perfect neutral coverage, as well as a sole weakness to Dark. Of course, a Dark Weakness is significant, but with Will-o-Wisp it can cripple physical Dark types (most are) and avoid Sucker Punch completely.

Hitmontop (Hitmontopite)
Type: Fighting -> Fighting
Abilities: Intimidate, Technician (Steadfast) -> Guts
New Moves: Knock Off

HP: 50 -> 50
Atk: 95 -> 125 (+30)
Def: 95 -> 125 (+30)
SpA: 35 -> 35
SpD: 110 -> 140 (+30)
Spe: 70 -> 80 (+10)
BST: 450 -> 550

Guts is in a way both an offensive and defensive ability, allowing Hitmontop to absorb status for teammates while also increasing its damage output. Knock Off allows it to hit ghosts and is another great utility move for it.
 
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Type: Fighting -> Fighting/Flying
Abilities: Intimidate, Technician (Steadfast) -> Aerialate
New Moves: Knock Off, Sword Dance, Extreme Speed

HP: 50 -> 50
Atk: 95 -> 125 (+30)
Def: 95 -> 110 (+15)
SpA: 35 -> 35
SpD: 110 -> 120 (+10)
Spe: 70 -> 115 (+45)
BST: 450 -> 550

On top of having unblockable Flying Rapid Spin, Hitmontop the spinning, dancing tornado, has excellent mixed STAB coverage and double STAB priority in ESpeed and Mach Punch. A true pity about the nonexistent health. Fixed damage is the way to go with Night Shades or STosses for the easiest kills. His Atk could be higher, meaning that Pinsir is the stronger Aerialate monster. Hitmontop is the more versatile role filler of spinner or makeshift Pinsir Substitute.


Type: Normal -> Normal/Ghost
Abilities: Intimidate, Frisk (Sap Sipper) -> Evil Ward (Prevents the use of all dark moves)
New Moves: Milk Drink, Shadow, Phantom Force, Horn Leech

HP: 73 -> 73
Atk: 95 -> 135 (+40)
Def: 62 -> 72 (+10)
SpA: 85 -> 85
SpD: 65 -> 80 (+15)
Spe: 85 -> 120 (+35)
BST: 465 -> 565

As others have noted, this combo fits well... and is awesome. Brighten, while giving no weak, has some compunctions. It can no longer use Sucker Punch! That's actually important because its the only form of priority the Reindeer gets! It's a big sacrifice to lose it, even in the face of weakness loss. In doubles and triples, dark moves are all lost, including status moves.

Conceptually, Mega Stantler's horns form a cross... at least in uncensored versions of the game before 4Kids turns them into donuts.
 
Mega Delibird
Type: Ice/Flying -> Ice/Flying
Abilities: Vital Spirit/Hustle/Insomnia ->Snow Mirage (Wonder Guard clone)
New Moves: Air Slash

HP: 45 -> 45
Atk: 55 -> 95 (+40)
Def: 45 -> 45 (+0)
SpA: 65 -> 95 (+30)
SpD: 45 -> 45 (+0)
Spe: 75 -> 105 (+30)

Flavor Concept: Shit, let’s be Santa.

Competitive Concept: Here’s the ABCs of pokemon with the same BST as Delibird: Aron, Buizel, and Chinchou. Ouch. Delibird gets Vital Spirit as a normal ability and Insomnia as a hidden ability. Delibird gets Ice/Flying defensive typing. Delibird only learns Present as it levels up. What in the fresh hell do we do with Delibird?

Well, there’s no salvageable way to let it viably take hits with 45/45/45 defenses, even if we add 50 to either stat or 100 to one; Avalugg and Cryogonal can attest to that. So instead, let’s make it so only take hits from Fire, Electric, Rock, and Steel-type attacks. Immunity to Spikes and Toxic Spikes works wonders, and even though it takes 50% damage from Stealth Rock, at least it has HP to take damage in the first place, unlike its neighbor Shedinja.

This gamechanging ability allows Delibird to switch in on all sorts of threats, but what does it do from there? 95/95 offenses are none too shabby, especially with the fantastic Freeze Dry, which hits the likes of Water/Ground and Water/Flying x4, on top of generally hitting Water types nice and hard. Ice Shard is nice STAB priority, and its new Air Slash gives some swell STAB Flying coverage.

But Delibird's real gift comes in its utility moves, aided by a nifty 105 speed. Choose from Rapid Spin or Defog, depending on whether you want to risk being blocked for the sake of keeping your own hazards up (fun fact: Delibird spinblocks now!). Throw down Spikes at your leisure, and Roost off Stealth Rock damage before switching if you’d like. If your team is threatened by a specific pokemon like Charizard that uses Fire, Electric, Rock, or Steel as an attack, use Destiny Bond to force it out or remove the threat from the enemy team. And, boring as it sounds, there’s nothing wrong with enjoying a good Toxic, particularly from behind an easy-to-set Substitute to avoid status attacks and the surprise coverage move.

Mega Skarmory
Type: Steel/Flying -> Steel/Flying
Abilities: Keen Eye/Sturdy/Weak Armor ->Weak Armor
New Moves: No

HP: 45 -> 65
Atk: 80 -> 120 (+40)
Def: 140 -> 140 (+0)
SpA: 40 -> 40 (+0)
SpD: 70 -> 90 (+20)
Spe: 70 -> 110 (+40)

Flavor Concept: Skarmory sleekens.

Competitive Concept: Skarmory is already an incredible defensive force, and I wanted to give it a different role. Despite having the same amount of bulk (in fact, even more thanks to a Special Defense boost), Weak Armor encourages it to invest offensively. Skarmory already gets Swords Dance and great STAB like Brave Bird and Iron Head, and after taking one physical hit, its 110 speed is raised to sweep-capable heights.

That’s. That’s really it. Pretty self-explanatory.

Mega Stantler
Zen Headbutt,Type: Normal -> Normal/Ghost
Abilities: Intimidate/Frisk/Sap Sipper -> Speed Boost
New Moves: Shadow Sneak, Swords Dance, Nasty Plot

HP: 73 -> 73
Atk: 95 -> 115 (+20)
Def: 62 -> 82 (+20)
SpA: 85 -> 115 (+30)
SpD: 65 -> 85 (+20)
Spe: 85 -> 95 (+10)

Flavor Concept: Stantler gets Christmas ornaments on its antlers. It is the Ghost of Christmas Present!

Competitive Concept: Stantler has a pretty incredible mixed movepool, but not the stats to match. So first, I gave it Ghost typing in another attempt at that sexy Normal/Ghost typing. Second, I gave it 115/115 offenses and both +2 attack boosters to let it choose which side to hit from. Physically, it can choose from STAB Return, STAB Shadow Sneak, Jump Kick, Earthquake, Wild Charge, Zen Headbutt, and Sucker Punch, and benefits from Sap Sipper in its standard form. Specially, it can choose from STAB Shadow Ball, Psyshock/Psychic, Thunderbolt, Energy Ball, and lolSignal Beam, and benefits more from Frisk pre-evo. Either form also loves Intimidate to start from to beef it up a bit to go for a Swords Dance or Nasty Plot.

But that’s just not enough with that 95 speed. What makes it work in this meta? Speed Boost, which goes with those boosting moves and fun movepool to really make it kick.

Mega Hitmontop
Type: Fighting -> Fighting
Abilities: Intimidate/Technician/Steadfast -> Scrappy
New Moves: Nope!

HP: 50 -> 50
Atk: 95 -> 120 (+25)
Def: 95 -> 120 (+25)
SpA: 35 -> 35 (+0)
SpD: 110 -> 140 (+30)
Spe: 70 -> 90 (+20)

Flavor Concept: Hitmontop is actually upside-down again!

Competitive Concept: Hitmontop has been more viable than its older brothers for a few generations thanks to its niche as a utility fighter. With Scrappy on its side, it wields that elusive Unblockable Spin, improving the utility half of its role, and makes an unblockable High Jump Kick, improving the fighter half of its role. 50 HP sucks, but 120/130 is pretty great bulk, especially if it opts for Intimidate before it evolves.

Hitmontop isn’t alone in the unblockable Rapid Spin club in this new meta. Its counterpart, Donphan, may have the edge in terms of bulk and attack power, but is also slower, weak to common special attacking types, and can’t take advantage of that sweet Scrappy Fighting STAB.
 
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Type: Steel/Flying -> Steel/Flying
Abilities: Keen Eye/Sturdy/Weak Armor ->Dry Skin
New Moves: Feather Dance

HP: 45 -> 65
Atk: 80 -> 105 (+25)
Def: 140 -> 180 (+40)
SpA: 40 -> 40 (+0)
SpD: 70 -> 115 (+45)
Spe: 70 -> 60 (-10)

Concept: Becoming extra dry has perks of water immunity, niot such a big deal considering it's not a weakness the way, say... Lightningrod would help. Still not bad, but the added fire weakness is the real deal here. Rain Skarm is your go to rain tank/spiker/Defogger if you don't mind using a mega stone.

It's otherwise stat improved Skarmory that can't use real items.
 
here's my Delibird Is the word idea:

45/55/45/65/45/75= 330 BST, turns into: 45/55/90/65/90/85
Steel/Flying (Bucket on head, Rusty Beard, A little engine on it's chest, and Bolts on Wings as to avoid absolutely melting, and to avoid the dreaded Smack Down from stopping it's spread of presents)
Ability: Ultra Armor: 1/2 damage from EVERYTHING, including Status. (unless you know Copycat (and I know Copyright), nobody's gonna make this)
new moves: - Meteor Mash (I mean, it knows Focus Punch), Will O Wisp (Engine Overheats, also this thing is for stall), and Acupressure (Dem Bolts on Dem Wings)
 
I only have these two ideas right now.

Type: Steel/Flying (same)
Abilities: Keen Eye/Sturdy/Weak Armor -> Stormy Skies (Uses Whirlwind on switch-in and mega evolution, Whirlwind still hits after opponent attacks; still hits if skarmory faints that turn)
Movepool Additions: U-turn

HP: 45 -> 45
Atk: 80 -> 120 (+40)
Def: 140 -> 140
SpA: 40 -> 40
SpD: 70 -> 110 (+40)
Spe: 70 -> 90 (+20)

Design Concept: Its wings and neck extend upon mega evolving like a 3ds stylus does (best simile I could think of,) and its tail duplicates itself twice. Its head spike grows longer and sharper. And last, its talons start to become rusty.

Competitive: You thought regular skarmory screwed with your life? Meet mega skarmory. Boosted spD, higher attack, faster roosts, and a better ability. This thing forces switches better than regular skarmory, so its opponent better hope they have a rapid spinner/defogger on their team. Now it can hit somewhat well with stab brave bird and iron head, or with U-turn. This would go really well with an electric type volt switcher.


Typing: Normal -> Normal/Psychic
Abilities: Intimidate/Frisk/Sap Sipper -> Envision (Immunity to priority moves)
Movepool Additions: Focus Blast, Nasty Plot, Hyper Voice

HP: 73 -> 73
Atk: 95 -> 95
Def: 62 -> 57 (-5)
SpA: 85 -> 130 (+45)
SpD: 65 -> 75 (+10)
Spe: 85 -> 135 (+50)

Design Concept: The orbs now float in the center of the horns, its face gets sleeker, and the branches off of its antlers grow and shape into leaf-like forms.

Competitive: I was thinking about giving it shiver, but that doesn't help at all against sucker punches. So I gave it an immunity to all priority moves and made it fairly fast, making it hit first very often. If it can set up, then it will be very hard for the opponent to win. It is just a set up sweeper.
 
Mega Delibird
Type: Ice/Flying -> Ice/Flying
Abilities: Vital Spirit/Hustle/Insomnia -> Deliverance (Huge Power + Refrigerate)
New Moves: Double-Edge, Brave Bird, Roost

HP: 45 -> 45
Atk: 55 -> 85 (+30)
Def: 45 -> 60 (+15)
SpA: 65 -> 75 (+10)
SpD: 45 -> 60 (+15)
Spe: 75 -> 105 (+30)
BST: 330 -> 430

All of Delibird's Hustle and restless nights with Insomnia have paid off, turning it into a lean, mean, present-slinging machine. The tail/bag is now bigger and has two openings so it can throw stuff with both arms. Its purpose is to deliver presents and kick ass... and it's all out of presents.

Mega Delibird's ability takes advantage of the wide variety of Normal-type moves it learns, giving OU a rare physically-oriented Ice attacker. Fake Out deals nice damage and ensures poor Delibird can survive to Mega Evolve once it gets in safely while also ensuring that revenge killing is a dish best served cold even against powerful priority users:

252 Atk Deliverance Delibird Fake Out vs. 0 HP / 4 Def Mega Pinsir: 218-258 (80.4 - 95.2%)
252 Atk Deliverance Delibird Fake Out vs. 0 HP / 4 Def Talonflame: 169-199 (56.9 - 67%)

Among other low-powered Normal attacks it gets, Delibird can string together Fake Out + Quick Attack for 104 BP worth of STAB Ice priority, and priority's always great for something with such terrible defenses. Of course, Ice-type Rapid Spin is now unblockable, and Mega Delibird is definitely the only Pokemon that can OHKO Dragonite after SR with Rapid Spin:

252 Atk Deliverance Delibird Quick Attack vs. 0 HP / 0 Def Latias: 278-330 (92.3 - 109.6%) Guaranteed OHKO after SR
252 Atk Deliverance Delibird Rapid Spin vs. 0 HP / 4 Def Dragonite: 268-316 (82.9 - 97.8%)

Return certainly packs a hefty punch, but if something needs to be taken out Mega Delibird can also hammer away with its 120 BP moves.

252 Atk Deliverance Delibird Double-Edge vs. 252 HP / 252+ Def Clefable: 336-396 (85.2 - 100.5%)

This obscene power tends to come at the cost of Mega Delibird's life since it only has 231 HP (116 after SR). Extensive support will be needed to not only keep rocks off the field but also to bring Delibird in for free, because it's definitely not taking any hits. For example, Azumarril's itemless Aqua Jet does over half to Mega Delibird. Steel types will be Mega Delibird's worst enemy,so Magnezone wouldn't be a bad teammate for it to have.

Double-Edge isn't 'new,' but it was Gen III tutor only and incompatible with Fake Out. Brick Break and Seed Bomb can get super effective hits on Rock and Water types, saving Mega Delibird the Brave Bird/Double Edge recoil damage. Finally, Roost can be used as a middle finger to an opponent switching around trying to get Delibird to KO itself with recoil.


Mega Stantler
Type: Normal-> Normal/Psychic
Abilities: Intimidate/Frisk/Sap Sipper -> Distortion Field (all of Stantler's attacks use its highest attacking stat and hit the opponent's lowest defensive stat; all of the opponent's attacks use their lowest attacking stat and hit Stantler's highest defensive stat)
New Moves: N/A

HP: 73 -> 73
Atk: 95 -> 95
Def: 62 -> 62
SpA: 85 -> 120 (+35)
SpD: 65 -> 115 (+50)
Spe: 85 -> 110 (+15)
BST: 465 -> 565

Mega Stantler has maxed out its trippy ability to create a space where reality is distorted; in fact, reality has been distorted so much that Stantler is now good! If it invests fully in Special Attack, it has a stat of 339 to work with. Thanks to Distortion Field, it can choose moves purely for STAB and coverage without having to split EVs. It can even Calm Mind up and have some good coverage with Return, Jump Kick, and Sucker Punch, or it can further take advantage of the traditional wide Normal-type movepool it gets with Earthquake, Thunderbolt, Energy Ball, Shadow Ball and so on.

Defensively is where the ability really shines. It grants Stantler 73/115/115 defenses while acting like Unaware on steroids (balanced by Mega Stantler not being to recover HP like Clefable or Quagsire can). That Mega Tyranitar can Dragon Dance as much as it wants, but when Mega Stantler comes in Stone Edge is coming from Tyranitar's unboosted, uninvested base 95 Special Attack.

203 Atk Mega Tyranitar Stone Edge vs. 4 HP / 0 Def Stantler: 84-99 (29.1 - 34.3%)

Here's Life Orb Draco Meteor from a Latias that minimized its Attack IV to reduce confusion damage:

148 SpA Latias Life Orb Draco Meteor vs. 4 HP / 0 SpD Stantler: 101-121 (35 - 42%)

Gothitelle trapped something and boosted to +6?

146 SpA Gothitelle Psychic vs. 4 HP / 0 SpD Stantler: 54-64 (18.7 - 22.2%)

It can even overcome its Fighting weakness thanks to the abysmal Special Attack many Fighting types have:

104 Atk Mega Heracross Close Combat vs. 4 HP / 0 Def Stantler: 102-122 (35.4 - 42.3%)

Mega Stantler can also take advantage of this weird tankiness (which is considerably less effective against mixed attackers) by investing fully in HP or spreading paralysis with Thunder Wave. Of course, watch out for Mold Breaker.


Mega Hitmontop
Type: Fighting -> Fighting
Abilities: Intimidate/Technician/Steadfast -> Centrifugate (auto-Rapid Spin on the switch/MEvo)
New Moves: N/A

HP: 50 -> 50
Atk: 95 -> 115 (+20)
Def: 95 -> 130 (+35)
SpA: 35 -> 45 (+10)
SpD: 110 -> 145 (+35)
Spe: 70 -> 70
BST: 455 -> 555

An actual Mega Hitmontop would likely be superb in Doubles, but to make it good in Megas for All its ability revolves around (ha) its main Singles niche. It now gains a moveslot or two that would otherwise be taken up by Rapid Spin/Foresight, although the auto Rapid Spin can still be blocked if a Ghost type is out. It's super defensive, but likely needs Wish support with the loss of Leftovers, while its Attack stat is left lacking in comparison to its Hitmon brethren, giving it a hard time breaking through bulkier Ghosts. A top-notch support mon that just needs to find the proper hazard weak non-Mega teammates to help out.
 
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Mega Delibird
Ice/Flying -> Ice/Flying
Vital Spirit/Hustle/Insomnia -> Gifter (Passes any stat drops and statuses from Mega Delibird's team to the opposite opponent (fails if the opponent is at -6 for the stat or already inflicted by a status/immune to it)
45/55/45/65/45/75 -> 45/85/65/65/65/105
Moves: +Superpower, +Endure as Egg Move (it was an Emerald move tutor move that it could learn), +Roost

Ultimate troll Pokemon. Mega Delibird's purpose in life is to be a damn troll. It works better in Doubles or even Triples, but any time you receive a stat drop or a status (like sleep or burn, etc) it's "gifted" from you to the opponent. The new move is to take advantage of it. Every time you use it, your opponent's attack and defense will drop. It's still a joke, but it's a joke that can make your Sticky Webs or Intimidates or Ghost types using Will-o-wisp backfire.
 
I'm currently working on a new spreadsheet containing all of our megas' information. It's difficult to update around school and sports, but I will hopefully have it fully updated and public by the end of the weekend.
 
Slate Time! PM Votes to nightsitter


Current Slate

Delibird (Delibirdite)
Type: Ice/Flying -> Ice/Flying
Abilities: Vital Spirit, Hustle (Insomnia) -> Christmas Spirit (all stats except for HP are doubled)
New Moves: Brave Bird, Thunder Punch, Aura Sphere

HP: 45 -> 45
Atk: 55 -> 95 (+40)
Def: 45 -> 55 (+10)
SpA: 65 -> 95 (+30)
SpD: 45 -> 55 (+10)
Spe: 75 -> 85 (+10)
BST: 330 -> 430

Delibird is carrying a bag full not of presents, but pain. This thing has priority as strong as CB Azumarill:

252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Mew: 120-142 (29.7 - 35.1%) -- guaranteed 4HKO after Leftovers recovery
252+ Atk Delibird Ice Shard vs. 252 HP / 0 Def Mew: 117-138 (28.9 - 34.1%) -- 99% chance to 4HKO after Leftovers recovery

Not to mention, it can actually take a hit:

252+ Atk Choice Band Dragonite Extreme Speed vs. 0 HP / 0 Def Delibird: 119-141 (51.5 - 61%) -- guaranteed 2HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def Delibird: 190-225 (82.2 - 97.4%) -- guaranteed 2HKO

Mega Delibird
Type: Ice/Flying -> Ice/Flying
Abilities: Vital Spirit/Hustle/Insomnia ->Snow Mirage (Wonder Guard clone)
New Moves: Air Slash

HP: 45 -> 45
Atk: 55 -> 95 (+40)
Def: 45 -> 45 (+0)
SpA: 65 -> 95 (+30)
SpD: 45 -> 45 (+0)
Spe: 75 -> 105 (+30)

Flavor Concept: Shit, let’s be Santa.

Competitive Concept: Here’s the ABCs of pokemon with the same BST as Delibird: Aron, Buizel, and Chinchou. Ouch. Delibird gets Vital Spirit as a normal ability and Insomnia as a hidden ability. Delibird gets Ice/Flying defensive typing. Delibird only learns Present as it levels up. What in the fresh hell do we do with Delibird?

Well, there’s no salvageable way to let it viably take hits with 45/45/45 defenses, even if we add 50 to either stat or 100 to one; Avalugg and Cryogonal can attest to that. So instead, let’s make it so only take hits from Fire, Electric, Rock, and Steel-type attacks. Immunity to Spikes and Toxic Spikes works wonders, and even though it takes 50% damage from Stealth Rock, at least it has HP to take damage in the first place, unlike its neighbor Shedinja.

This gamechanging ability allows Delibird to switch in on all sorts of threats, but what does it do from there? 95/95 offenses are none too shabby, especially with the fantastic Freeze Dry, which hits the likes of Water/Ground and Water/Flying x4, on top of generally hitting Water types nice and hard. Ice Shard is nice STAB priority, and its new Air Slash gives some swell STAB Flying coverage.

But Delibird's real gift comes in its utility moves, aided by a nifty 105 speed. Choose from Rapid Spin or Defog, depending on whether you want to risk being blocked for the sake of keeping your own hazards up (fun fact: Delibird spinblocks now!). Throw down Spikes at your leisure, and Roost off Stealth Rock damage before switching if you’d like. If your team is threatened by a specific pokemon like Charizard that uses Fire, Electric, Rock, or Steel as an attack, use Destiny Bond to force it out or remove the threat from the enemy team. And, boring as it sounds, there’s nothing wrong with enjoying a good Toxic, particularly from behind an easy-to-set Substitute to avoid status attacks and the surprise coverage move.

Delibird
45/55/45/65/45/75= 330 BST, turns into: 45/55/90/65/90/85
Steel/Flying (Bucket on head, Rusty Beard, A little engine on it's chest, and Bolts on Wings as to avoid absolutely melting, and to avoid the dreaded Smack Down from stopping it's spread of presents)
Ability: Ultra Armor: 1/2 damage from EVERYTHING, including Status. (unless you know Copycat (and I know Copyright), nobody's gonna make this)
new moves: - Meteor Mash (I mean, it knows Focus Punch), Will O Wisp (Engine Overheats, also this thing is for stall), and Acupressure (Dem Bolts on Dem Wings)

Mega Delibird
Type: Ice/Flying -> Ice/Flying
Abilities: Vital Spirit/Hustle/Insomnia -> Deliverance (Huge Power + Refrigerate)
New Moves: Double-Edge, Brave Bird, Roost

HP: 45 -> 45
Atk: 55 -> 85 (+30)
Def: 45 -> 60 (+15)
SpA: 65 -> 75 (+10)
SpD: 45 -> 60 (+15)
Spe: 75 -> 105 (+30)
BST: 330 -> 430

All of Delibird's Hustle and restless nights with Insomnia have paid off, turning it into a lean, mean, present-slinging machine. The tail/bag is now bigger and has two openings so it can throw stuff with both arms. Its purpose is to deliver presents and kick ass... and it's all out of presents.

Mega Delibird's ability takes advantage of the wide variety of Normal-type moves it learns, giving OU a rare physically-oriented Ice attacker. Fake Out deals nice damage and ensures poor Delibird can survive to Mega Evolve once it gets in safely while also ensuring that revenge killing is a dish best served cold even against powerful priority users:

252 Atk Deliverance Delibird Fake Out vs. 0 HP / 4 Def Mega Pinsir: 218-258 (80.4 - 95.2%)
252 Atk Deliverance Delibird Fake Out vs. 0 HP / 4 Def Talonflame: 169-199 (56.9 - 67%)

Among other low-powered Normal attacks it gets, Delibird can string together Fake Out + Quick Attack for 104 BP worth of STAB Ice priority, and priority's always great for something with such terrible defenses. Of course, Ice-type Rapid Spin is now unblockable, and Mega Delibird is definitely the only Pokemon that can OHKO Dragonite after SR with Rapid Spin:

252 Atk Deliverance Delibird Quick Attack vs. 0 HP / 0 Def Latias: 278-330 (92.3 - 109.6%) Guaranteed OHKO after SR
252 Atk Deliverance Delibird Rapid Spin vs. 0 HP / 4 Def Dragonite: 268-316 (82.9 - 97.8%)

Return certainly packs a hefty punch, but if something needs to be taken out Mega Delibird can also hammer away with its 120 BP moves.

252 Atk Deliverance Delibird Double-Edge vs. 252 HP / 252+ Def Clefable: 336-396 (85.2 - 100.5%)

This obscene power tends to come at the cost of Mega Delibird's life since it only has 231 HP (116 after SR). Extensive support will be needed to not only keep rocks off the field but also to bring Delibird in for free, because it's definitely not taking any hits. For example, Azumarril's itemless Aqua Jet does over half to Mega Delibird. Steel types will be Mega Delibird's worst enemy,so Magnezone wouldn't be a bad teammate for it to have.

Double-Edge isn't 'new,' but it was Gen III tutor only and incompatible with Fake Out. Brick Break and Seed Bomb can get super effective hits on Rock and Water types, saving Mega Delibird the Brave Bird/Double Edge recoil damage. Finally, Roost can be used as a middle finger to an opponent switching around trying to get Delibird to KO itself with recoil.

Mega Delibird
Ice/Flying -> Ice/Flying
Vital Spirit/Hustle/Insomnia -> Gifter (Passes any stat drops and statuses from Mega Delibird's team to the opposite opponent (fails if the opponent is at -6 for the stat or already inflicted by a status/immune to it)
45/55/45/65/45/75 -> 45/85/65/65/65/105
Moves: +Superpower, +Endure as Egg Move (it was an Emerald move tutor move that it could learn), +Roost

Ultimate troll Pokemon. Mega Delibird's purpose in life is to be a damn troll. It works better in Doubles or even Triples, but any time you receive a stat drop or a status (like sleep or burn, etc) it's "gifted" from you to the opponent. The new move is to take advantage of it. Every time you use it, your opponent's attack and defense will drop. It's still a joke, but it's a joke that can make your Sticky Webs or Intimidates or Ghost types using Will-o-wisp backfire.





Skarmory (Skarmorite)
Type: Steel/Flying -> Steel/Flying
Abilities: Keen Eye, Sturdy (Weak Armor) -> Gale Wings
New Moves: Drill Run

HP: 65 -> 65
Atk: 80 -> 130 (+50)
Def: 140 -> 150 (+10)
SpA: 40 -> 40
SpD: 70 -> 90 (+20)
Spe: 70 -> 90 (+20)
BST: 465 -> 565

Skarmory has all the makings of a bulky user of Gale Wings. Drill Run rounds out its coverage, and makes sense as it gets Drill Peck.

Mega Skarmory
Type: Steel/Flying -> Steel/Flying
Abilities: Keen Eye/Sturdy/Weak Armor ->Weak Armor
New Moves: No

HP: 45 -> 65
Atk: 80 -> 120 (+40)
Def: 140 -> 140 (+0)
SpA: 40 -> 40 (+0)
SpD: 70 -> 90 (+20)
Spe: 70 -> 110 (+40)

Flavor Concept: Skarmory sleekens.

Competitive Concept: Skarmory is already an incredible defensive force, and I wanted to give it a different role. Despite having the same amount of bulk (in fact, even more thanks to a Special Defense boost), Weak Armor encourages it to invest offensively. Skarmory already gets Swords Dance and great STAB like Brave Bird and Iron Head, and after taking one physical hit, its 110 speed is raised to sweep-capable heights.

That’s. That’s really it. Pretty self-explanatory.

Skarmory
Type: Steel/Flying -> Steel/Flying
Abilities: Keen Eye/Sturdy/Weak Armor ->Dry Skin
New Moves: Feather Dance

HP: 45 -> 65
Atk: 80 -> 105 (+25)
Def: 140 -> 180 (+40)
SpA: 40 -> 40 (+0)
SpD: 70 -> 115 (+45)
Spe: 70 -> 60 (-10)

Concept: Becoming extra dry has perks of water immunity, niot such a big deal considering it's not a weakness the way, say... Lightningrod would help. Still not bad, but the added fire weakness is the real deal here. Rain Skarm is your go to rain tank/spiker/Defogger if you don't mind using a mega stone.

It's otherwise stat improved Skarmory that can't use real items.

Skarmory
Type: Steel/Flying (same)
Abilities: Keen Eye/Sturdy/Weak Armor -> Stormy Skies (Uses Whirlwind on switch-in and mega evolution, Whirlwind still hits after opponent attacks; still hits if skarmory faints that turn)
Movepool Additions: U-turn

HP: 45 -> 45
Atk: 80 -> 120 (+40)
Def: 140 -> 140
SpA: 40 -> 40
SpD: 70 -> 110 (+40)
Spe: 70 -> 90 (+20)

Design Concept: Its wings and neck extend upon mega evolving like a 3ds stylus does (best simile I could think of,) and its tail duplicates itself twice. Its head spike grows longer and sharper. And last, its talons start to become rusty.

Competitive: You thought regular skarmory screwed with your life? Meet mega skarmory. Boosted spD, higher attack, faster roosts, and a better ability. This thing forces switches better than regular skarmory, so its opponent better hope they have a rapid spinner/defogger on their team. Now it can hit somewhat well with stab brave bird and iron head, or with U-turn. This would go really well with an electric type volt switcher.





Stantler (Stantlerite)
Type: Normal -> Normal/Ghost
Abilities: Intimidate, Frisk (Sap Sipper) -> Prankster
New Moves: Swords Dance, Shadow Sneak, Will-O-Wisp

HP: 73 -> 73
Atk: 95 -> 115 (+20)
Def: 62 -> 82 (+20)
SpA: 85 -> 85
SpD: 65 -> 100 (+35)
Spe: 85 -> 110 (+25)
BST: 465 -> 565

The type combo of Normal/Ghost is unique and comes with many benefits - immunities to Ghost and Fighting, two great types that have otherwise perfect neutral coverage, as well as a sole weakness to Dark. Of course, a Dark Weakness is significant, but with Will-o-Wisp it can cripple physical Dark types (most are) and avoid Sucker Punch completely.

Stantler
Type: Normal -> Normal/Ghost
Abilities: Intimidate, Frisk (Sap Sipper) -> Evil Ward (Prevents the use of all dark moves)
New Moves: Milk Drink, Shadow, Phantom Force, Horn Leech

HP: 73 -> 73
Atk: 95 -> 135 (+40)
Def: 62 -> 72 (+10)
SpA: 85 -> 85
SpD: 65 -> 80 (+15)
Spe: 85 -> 120 (+35)
BST: 465 -> 565

As others have noted, this combo fits well... and is awesome. Evil Ward, while giving no weak, has some compunctions. It can no longer use Sucker Punch! That's actually important because its the only form of priority the Reindeer gets! It's a big sacrifice to lose it, even in the face of weakness loss. In doubles and triples, dark moves are all lost, including status moves.

Conceptually, Mega Stantler's horns form a cross... at least in uncensored versions of the game before 4Kids turns them into donuts.

Mega Stantler
Zen Headbutt,Type: Normal -> Normal/Ghost
Abilities: Intimidate/Frisk/Sap Sipper -> Speed Boost
New Moves: Shadow Sneak, Swords Dance, Nasty Plot

HP: 73 -> 73
Atk: 95 -> 115 (+20)
Def: 62 -> 82 (+20)
SpA: 85 -> 115 (+30)
SpD: 65 -> 85 (+20)
Spe: 85 -> 95 (+10)

Flavor Concept: Stantler gets Christmas ornaments on its antlers. It is the Ghost of Christmas Present!

Competitive Concept: Stantler has a pretty incredible mixed movepool, but not the stats to match. So first, I gave it Ghost typing in another attempt at that sexy Normal/Ghost typing. Second, I gave it 115/115 offenses and both +2 attack boosters to let it choose which side to hit from. Physically, it can choose from STAB Return, STAB Shadow Sneak, Jump Kick, Earthquake, Wild Charge, Zen Headbutt, and Sucker Punch, and benefits from Sap Sipper in its standard form. Specially, it can choose from STAB Shadow Ball, Psyshock/Psychic, Thunderbolt, Energy Ball, and lolSignal Beam, and benefits more from Frisk pre-evo. Either form also loves Intimidate to start from to beef it up a bit to go for a Swords Dance or Nasty Plot.

But that’s just not enough with that 95 speed. What makes it work in this meta? Speed Boost, which goes with those boosting moves and fun movepool to really make it kick.

Stantler
Typing: Normal -> Normal/Psychic
Abilities: Intimidate/Frisk/Sap Sipper -> Envision (Immunity to priority moves)
Movepool Additions: Focus Blast, Nasty Plot, Hyper Voice

HP: 73 -> 73
Atk: 95 -> 95
Def: 62 -> 57 (-5)
SpA: 85 -> 130 (+45)
SpD: 65 -> 75 (+10)
Spe: 85 -> 135 (+50)

Design Concept: The orbs now float in the center of the horns, its face gets sleeker, and the branches off of its antlers grow and shape into leaf-like forms.

Competitive: I was thinking about giving it shiver, but that doesn't help at all against sucker punches. So I gave it an immunity to all priority moves and made it fairly fast, making it hit first very often. If it can set up, then it will be very hard for the opponent to win. It is just a set up sweeper.

Mega Stantler
Type: Normal-> Normal/Psychic
Abilities: Intimidate/Frisk/Sap Sipper -> Distortion Field (all of Stantler's attacks use its highest attacking stat and hit the opponent's lowest defensive stat; all of the opponent's attacks use their lowest attacking stat and hit Stantler's highest defensive stat)
New Moves: N/A

HP: 73 -> 73
Atk: 95 -> 95
Def: 62 -> 62
SpA: 85 -> 120 (+35)
SpD: 65 -> 115 (+50)
Spe: 85 -> 110 (+15)
BST: 465 -> 565

Mega Stantler has maxed out its trippy ability to create a space where reality is distorted; in fact, reality has been distorted so much that Stantler is now good! If it invests fully in Special Attack, it has a stat of 339 to work with. Thanks to Distortion Field, it can choose moves purely for STAB and coverage without having to split EVs. It can even Calm Mind up and have some good coverage with Return, Jump Kick, and Sucker Punch, or it can further take advantage of the traditional wide Normal-type movepool it gets with Earthquake, Thunderbolt, Energy Ball, Shadow Ball and so on.

Defensively is where the ability really shines. It grants Stantler 73/115/115 defenses while acting like Unaware on steroids (balanced by Mega Stantler not being to recover HP like Clefable or Quagsire can). That Mega Tyranitar can Dragon Dance as much as it wants, but when Mega Stantler comes in Stone Edge is coming from Tyranitar's unboosted, uninvested base 95 Special Attack.

203 Atk Mega Tyranitar Stone Edge vs. 4 HP / 0 Def Stantler: 84-99 (29.1 - 34.3%)

Here's Life Orb Draco Meteor from a Latias that minimized its Attack IV to reduce confusion damage:

148 SpA Latias Life Orb Draco Meteor vs. 4 HP / 0 SpD Stantler: 101-121 (35 - 42%)

Gothitelle trapped something and boosted to +6?

146 SpA Gothitelle Psychic vs. 4 HP / 0 SpD Stantler: 54-64 (18.7 - 22.2%)

It can even overcome its Fighting weakness thanks to the abysmal Special Attack many Fighting types have:

104 Atk Mega Heracross Close Combat vs. 4 HP / 0 Def Stantler: 102-122 (35.4 - 42.3%)

Mega Stantler can also take advantage of this weird tankiness (which is considerably less effective against mixed attackers) by investing fully in HP or spreading paralysis with Thunder Wave. Of course, watch out for Mold Breaker.





Hitmontop (Hitmontopite)
Type: Fighting -> Fighting
Abilities: Intimidate, Technician (Steadfast) -> Guts
New Moves: Knock Off

HP: 50 -> 50
Atk: 95 -> 125 (+30)
Def: 95 -> 125 (+30)
SpA: 35 -> 35
SpD: 110 -> 140 (+30)
Spe: 70 -> 80 (+10)
BST: 450 -> 550

Guts is in a way both an offensive and defensive ability, allowing Hitmontop to absorb status for teammates while also increasing its damage output. Knock Off allows it to hit ghosts and is another great utility move for it.

Hitmontop
Type: Fighting -> Fighting/Flying
Abilities: Intimidate, Technician (Steadfast) -> Aerialate
New Moves: Knock Off, Sword Dance, Extreme Speed

HP: 50 -> 50
Atk: 95 -> 125 (+30)
Def: 95 -> 110 (+15)
SpA: 35 -> 35
SpD: 110 -> 120 (+10)
Spe: 70 -> 115 (+45)
BST: 450 -> 550

On top of having unblockable Flying Rapid Spin, Hitmontop the spinning, dancing tornado, has excellent mixed STAB coverage and double STAB priority in ESpeed and Mach Punch. A true pity about the nonexistent health. Fixed damage is the way to go with Night Shades or STosses for the easiest kills. His Atk could be higher, meaning that Pinsir is the stronger Aerialate monster. Hitmontop is the more versatile role filler of spinner or makeshift Pinsir Substitute.

Mega Hitmontop
Type: Fighting -> Fighting
Abilities: Intimidate/Technician/Steadfast -> Scrappy
New Moves: Nope!

HP: 50 -> 50
Atk: 95 -> 120 (+25)
Def: 95 -> 120 (+25)
SpA: 35 -> 35 (+0)
SpD: 110 -> 140 (+30)
Spe: 70 -> 90 (+20)

Flavor Concept: Hitmontop is actually upside-down again!

Competitive Concept: Hitmontop has been more viable than its older brothers for a few generations thanks to its niche as a utility fighter. With Scrappy on its side, it wields that elusive Unblockable Spin, improving the utility half of its role, and makes an unblockable High Jump Kick, improving the fighter half of its role. 50 HP sucks, but 120/130 is pretty great bulk, especially if it opts for Intimidate before it evolves.

Hitmontop isn’t alone in the unblockable Rapid Spin club in this new meta. Its counterpart, Donphan, may have the edge in terms of bulk and attack power, but is also slower, weak to common special attacking types, and can’t take advantage of that sweet Scrappy Fighting STAB.

Mega Hitmontop
Type: Fighting -> Fighting
Abilities: Intimidate/Technician/Steadfast -> Centrifugate (auto-Rapid Spin on the switch/MEvo)
New Moves: N/A

HP: 50 -> 50
Atk: 95 -> 115 (+20)
Def: 95 -> 130 (+35)
SpA: 35 -> 45 (+10)
SpD: 110 -> 145 (+35)
Spe: 70 -> 70
BST: 455 -> 555

An actual Mega Hitmontop would likely be superb in Doubles, but to make it good in Megas for All its ability revolves around (ha) its main Singles niche. It now gains a moveslot or two that would otherwise be taken up by Rapid Spin/Foresight, although the auto Rapid Spin can still be blocked if a Ghost type is out. It's super defensive, but likely needs Wish support with the loss of Leftovers, while its Attack stat is left lacking in comparison to its Hitmon brethren, giving it a hard time breaking through bulkier Ghosts. A top-notch support mon that just needs to find the proper hazard weak non-Mega teammates to help out.



Also, discuss the next slate of Miltank, Suicune, Mightyena, and Linoone
 
Miltank would make sense with Natural Cure. The addition of Wish would make it like a physical Blissey.

Mightyena gets Strong Jaw. It's literally the Bite Pokémon, and gets all the moves it needs.

Linoone can get Reckless or Tough Claws.
 
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