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

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I love the ability and typing, but the stat spread leaves a bit to be desired. Your design, like many other designs that I've seen, has a great stat spread for a non-mega Pokemon. 120/75/120 offenses are great on a normal Pokemon but because Megas cannot use items, 120 Atk is pretty lacking if you aren't using a boosting ability like adaptability, sheer force or tough claws; 120 attack is approximentally equal to 81 attack boosted by a life orb.
Thanks for pointing that out. I don't know why I wasn't taking the items into account. I will edit it now.
 
persian.gif

Persian
Typing: Normal -----> Normal (I don't care for the 4x weakness to Mach Punch)
Abilities: Limber / Technician / Unnerve -----> No Guard
BST: 65/70/60/65/65/115 (440) (-----> 65/70/80(+10)/115(+50)/80(+15)/140(+25) (540)
New Moves: (None)

The reason I gave it No Guard is because cats are always very aware of their surroundings, meaning they always look around at the different people in a room and they know what to do. Proof of this is the Warrior Cats Series and my Grandmother's cat (lol). Also, No Guard does Persian great competitively gaining access to both Hypnosis and Thunder.

Persian @ Persianite
Ability: No Guard
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Hypnosis
- Nasty Plot
- Thunder
- Hyper Voice

The main purpose of this set is to hit a never-missing Hypnosis, boost Special Attack pretty high with Nasty Plot, and strike hard with a never-missing Thunder (Yes it gets that, the gem in its head must be magic) and Sub-Ignoring Hyper Voice. Thunder hits bulky water types and things that Hyper Voice can't cover such as Ghost, Rock, and Steel, while Hyper Voice hits anything else for a strong STAB attack.
 
Its Voting Time! (Fixed it XD)
Again there are a whole lot of Submissions so everyone gets 3 votes for everything. First choice gets 3 votes, Second Choice gets 2 Votes, 3rd Choice gets 1 vote Make sure to PM your votes to rachet67 within 24 hours! (let me know if I missed your mega or got something wrong)

Here is an Sample Vote (Not my actual vote mind you)
Vileplume
1. Randa
2. Mega Mantine
3. Clapyourhands
Venomoth
1.Chesnaught
2. Zerobreaker000
3. Dawnmidst
Persian
1. Peef Rimgar
2. Valmanway
3. Dark Mage Ewan
Golduck
1. Acestriker19
2. The Reptile
3. Snotjoch


vileplume.gif
Vileplume

Mega Vileplume (Vileplumite)

Typing: Grass / Poison -----> Grass / Poison
Abilities: Chlorophyll / Effect Spore -----> Power Plant (All Grass Type Draining Moves add 25% more health from HP Drain)
BST: 75/80/85/100/90/50 -----> 75/80/120(+25)/150(+50)/120(+20)/50
New moves: Clear Smog

Unlike my previous submission, this set brings out the aspects of Vileplume that were often overlooked such as SubSeed and Toxic Spikes Removing. These aspects make it a great wall. Lets take a look at a set I made myself.

Vileplume @ Vileplumite
Ability: Power Plant
EVs: 64 HP / 252 SAtk / 96 Def / 96 SDef
Modest Nature
- Leech Seed
- Toxic / Substitute
- Giga Drain
- Clear Smog / Focus Blast

This sets goal is to fully utilize Vileplume's Defensive and Offensive Prowess. For the defense EVs you can switch them up to fulfill the role you want Vileplume to take whether it being a physical or special wall, or even if u want to counter or check something (you have 192 EVs for this). Obviously since defenses aren't gonna be fully invested you are gonna need to recover a lot of health per turn. This is where Leech Seed and Giga Drain with 25% percent more recovery comes in. Get up your seeds and Giga Drain away. With this Vileplume doesn't even need an instant-recovery move. Clear Smog is to get rid of Stat Boots your opponents use to try to take down Vileplume, or you can use Focus Blast or another coverage move for coverage.
Vileplume
Typing: Grass / Poison -----> Grass / Ghost
Abilities: Chlorophyll / Effect Spore -----> Stench
BST: 75/80/85/110/90/50 -----> 75/80/120/140/125/50 (Def +35, SDef +35, SpA +30)
New Moves: +Shadow Ball

So I bet you're wondering, why Grass / Ghost? Well, this is taking the nickname of the flower it's based off very literally (this flower is known as the corpse flower for its terrible stench). The Mega Design would probably lean towards a zombie flower or something of the sort. To keep with the terrible smell, it gets Stench as an ability. It obviously gets a bulk boost and a special attack boost because it is a bulky special attacker. It has a fairly unique typing - only sharing it with Gourgeist and Trevenant. Trevenant doesn't directly compete with this imo due to it being fundamentally different because of Harvest, while Gourgeist still has Will-o-Wisp and Leech Seed over it, along with speed. Vileplume is also a special attacker, and plays differently from the two. The point of this rambling is that it doesn't outclass either of them, as they do different things. I also gave it Grass / Ghost because otherwise it directly competes with Venusaur, a bulky Grass / Poison MegaMon, and I feel MegaVenu would outclass it with better bulk and Thick Fat. This makes it different enough imo.

Vileplume
Typing: Grass / Poison -----> Grass / Poison
Abilities: Chlorophyll / Effect Spore -----> Pollinate (whomever named this ability, outstanding naming, I'm changing what it does a bit though sorrynotsorry)
BST: 75/80/85/110/90/50 (490)-----> 75/90/115/135/125/50
New Moves: Clear Smog, Gastro Acid

RIGHT, so, first things first, Pollinate, this new ability here, raises the accuracy of power moves by 30%, so Sleep Powder and Stun Spore now have accuracies of 97.5, effectively turning them into Spore and Thunder Wave, respectively.

I'm the one who originally suggested the Grass/Dark typing, and I'm sorry. I take it back, Grass/Poison is much more fitting for (VILE)(PLUME) just name it Poisonflower why don't you, Game Freak. Now, the stats I believe to have balanced perfectly; so it won't be just another Mega Venusaur or Amoonguss (which is the real difficulty in all of this), I've given it higher Special Attack and some special moves.

Gastro Acid is an INCREDIBLE move; it supresses the target's ability, and is essentially Mold Breaker turned into a move. It even works on Steel Types! Excellent, excellent move.

Clear Smog is also superb, and can act as a Panic Button of sorts if the Sleep Clause is already active. Another great move for this sentient Rafflesia.

I'm pretty happy with how this one turned out, and do believe it is one of the more solid Vileplume submissions (not to toot my own horn or anything, it just is).
vileplume.gif
Vileplume

Typing: Grass / Poison -----> Grass / Poison
Abilities: Chlorophyll / Effect Spore -----> Stench
BST: 75/80/85/100/90/50 -----> 75/120/85/110/90/110
New moves: Extrasensory, Zen Headbutt, Dark Pulse

Vileplume is a cool-looking Pokemon. It's a Grass-type flower, but instead of being all pink and pretty, it's instead based on a Rafflesia, which smells like rotting meat--hence the Poison-typing. Unfortunately for Vileplume, it was introduced in Gen I, along with other Grass/Poison types like Venusaur and Victreebel. Venusaur as we now know is a superior defensive Pokemon, while Victreebel takes more advantage of the sun than Chlorophyll Vileplume. In Gen VI, things only got worse for poor Vileplume with the introduction of Roserade, overshadowing Vileplume's niche as a specially-based Grass/Poison attacker. Amoonguss beat out Vileplume in any support-based sets with the introduction of Black and White, hurting its viability even further. This Mega tries to give Vileplume a new niche that distinguishes it from its fellow Grass/Poison-types.

To start off, let's discuss the stat changes. Mega Vileplume morphs from a bulky specially-oriented tank to a quick, physical attacker. Venusaur does defense better, Victreebel is superior under sun, Roserade's a stronger special attacker, and Amoonguss exceeds in supporting roles. Vileplume's typing is far too integral to it's flavor for me to make a change, so I went ahead and made Mega Vileplume fill in a role that had not yet been filled by another Grass/Poison type, in this case a physical attacker. Now, this actually is rather neat in my opinion; while some Megas switch a Pokemon from offense to defense or vice versa, very few switch attacking spectrums as well; by this I mean that most Megas if they switch concept go from a Special attacker to a Special tank. Mega Vileplume, on the other hand, goes from a Special tank to a Physical attacker; this means that an opponent designed to handle a specially-based foe may be completely caught off guard when Mega Vileplume switches to a physical orientation. I really wanted to boost at least one of Vileplume's defenses, but it needed the Attack boost sorely to fill the role of a physical attacker, and the Speed boost was also necessary in order to solidify its transition from tank to attacker. Additionally, there was another reason for the switch as well...

Replacing Chlorophyll or Effect Spore on Mega Vileplume is Stench, an ability that, given Vileplume's Pokedex entries and origin in the Rafflesia, one has to wonder why it doesn't already have. Stench already belongs to many other Poison-type Pokemon, so it isn't exactly a rare ability. For a few generations after its release, it did precisely nothing in battle (it reduced the encounter rate outside of battle, but had no effect against trainers). Eventually it was given the effect of a 10% chance to flinch the opponent whenever the user attacks. It's a nice bonus, but it doesn't exactly happen often (same chance as Freeze), so it's not nearly on the same level as Paraflinching or the like. In particular, however, a major reason why you never see Stench in competitive play (aside from the fact that most owners have better abilities) is because no owner has particularly good speed, something that is necessary to even pull off a flinch on an opponent in the first place. With base 84 Speed, Skuntank is the current fastest user, and even then has Aftermath to use instead; no holder breaks the 100 Speed mark. Stench however, is a great ability flavorwise, and I think that it would be nice to give some Pokemon a niche in being a viable user of it; Vileplume, since almost all Pokedex entries refer to its horrible smell, seems like a prime candidate. Since I was already pushing it towards the physically attacking route, decent speed was already a given, and it was a great opportunity to further differentiate Vileplume by making it the fastest (and perhaps only viable) user of Stench. Extrasensory, Zen Headbutt, and Dark Pulse are all moves that I felt Vileplume could feasibly learn (sorry, no Sky Attack here) that also have a built-in chance of flinching. Paraflinching, luckily, shouldn't be a problem with Mega Vileplume. An extra 10% on moves isn't nearly as often as the 60% granted by Serene Grace, and its best paralysis move is the inaccurate Stun Spore. Stench gives it a new niche unoccupied by any other Pokemon, without having to work with anything flavorwise not already present in standard Vileplume.

Mega Vileplume differentiates itself from other Grass/Poison Pokemon by being a physical attacker, accomplished by a Speed- and Attack-boost. Additionally, it creates its own niche by being the only truly viable user of Stench as an ability. Both of these together should be enough to make Mega Vileplume a unique, original choice in this metagame.
Mega Vileplume
Grass/Poison -> Grass/Dark
Chlorophyll/Effect Spore -> Solar Power
HP: 75 -> 75
Atk: 80 -> 80
Def: 85 -> 125 (+40)
SpA: 110 -> 170 (+60)
SpD: 90 -> 100 (+10)
Spe: 50 -> 40 (-10)
Total: 490 -> 590
Moves: +Dark Pulse, +Earth Power
Vileplume-Mega (Vileplumate)

vileplume.gif

Design Description: Vileplume's petals become infested with pollen and becomes more toxic-colored. Its feet turn root-like.

Grass.png

Chlorophyll/Effect Spore -----> Pollinate (Priority to Powder Moves)

75/80/85/110/90/50 (490) -----> 75/100/120/120/125/50 (590)

New Moves:
Grass.png
Grass.png
Leech Seed
Vileplume was always considered a poor man's Roserade. Mega Vileplume breaks that taboo with its fantastic access to Powder moves and an Ability which carves an unique niche for it in the Metagame. I initially thought of giving it Spore, but priority Spore sounded a bit too much and unnecessary, since it already has Sleep Powder. The additional EVs are aimed at giving reasonable bulk to survive upto the standards of OU. Vileplume learns 4 Powder moves: Powder, Stun Spore, Sleep Powder and Poison Powder. You can use all of these except Powder to Stall the opponent in conjunction with Leech Seed and Substitute (Vileplume also naturally learns support moves like Ingrain and Infestation). A more offensive route is possible with Stun Spore and Swords Dance, but ultimately, Mega Vileplume's Attack stat is mediocre.
vileplume.gif
Mega Vileplume
Typing: Grass/Poison ----> Grass/Poison
Abilities: Chlorophyll/Effect Spore ----> Mitosis (Leftovers as ability)
BST: 75/80/85/110/90/50 ----> 75/80/100/130/140/65
New Moves: Rapid Spin, Icy Wind

With this, MegaVile becomes a bulky set-up sweeper/supporter. Mitosis aka Leftovers as ability should have existed a looong time ago, but oh well. Rapid Spin and Icy Wind because I swear, the flower looks more and more like a fan every time I look at it.
vileplume.gif

Vileplume (Vileplumite)
Type: Grass/Poison -> Grass/Ghost
Abilities: Chlorophyll (Effect Spore) -> Regenerator
New Moves: Clear Smog, Thunder Punch, Toxic Spikes
HP: 75 -> 75
Atk: 80 -> 105 (+25)
Def: 85 -> 125 (+40)
SpA: 110 -> 130 (+20)
SpD: 90 -> 105 (+15)
Spe: 50 -> 40 (-10)
BST: 490 -> 590

The reason I made Mega Vilelume a Ghost type is because the rafflesia flower that it is based on is known locally as the "corpse flower" Great all-around mixed stats. It easily sets up with SD due to its bulk. With Petal Blizzard for STAB, Thunder Punch and Drain Punch for coverage. It gains Clear Smog and Toxic Spikes to allow it to truly support, shutting down opposing setup sweepers and switching out to recover with Regenerator. Works great on any team.
Mega Vileplume
Type: Grass/Poison >>> Grass/Poison
Ability: Chlorophyll/Effect Spore >>> Prankster(If not prankster then effect spore)
Stats:75/80/85/110/90/50 >>> 75/115/120/120/120/40
Moves: Tuant

Looking at vileplumes move set I saw a lot of nice moves for an anti-lead pokemon. The addition of Tuant turns it into a full out anti-lead/status setter. This really makes for a nice contrast to the huge number of pokemon that are being made into sweepers and will definetly find a place in stall teams. The 35 in attack are there as toss away points. It has a decent physical move pool, but it really should stick to its job.
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Mega Vileplume (Vileplumite)
Type: Grass / Poison
Ability: Natural Cure
Base Stats:
Normal: 75/80/85/110/95/50
Mega : 75/100/105/130/125/60
New moves: Leech Seed, Toxic Spikes

I wanted Vileplume to be much more bulky so it had an easier time harassing opponents with Leech Seed and making it able to set Toxic Spikes easily. Natural Cure makes status insignificant, and makes mega Vileplume pretty much a better Trevenant.
Mega Vileplume
vileplume-f.gif
Typing: Grass/Poison > Grass/Poison
Abilities: Chlorophyll / Effect Spore -----> Trickify (Sets Trick Room up as it enters battle)
BST: 75/80/85/100/90/50 -----> 75/80/115/140/120/50
New moves: Spore, Trick Room, Sludge Wave

Trickify is an ability which seriously should be in-game. This ability will make Mega Vileplume a MUST for Trick-Room teams, and messes up the opponent. Spore is obvious, and I mean, it is technically a mushroom. Trick Room is for in case Trickify runs out, and Sludeg Wave is because VILEPLUME HAS NO REALLY DECENT POISON TYPE MOVES.
Vileplume-Mega (Vileplumite)

vileplume.gif

Design Description: Vileplume grows a much larger flower and now has leaves and stuff.

Grass.png

Chlorophyll/Effect Spore -----> Natural Cure

75/80/85/110/90/50 (490) -----> 75/80/165/130/90/50 (590)

New Moves: +Earth Power, +Ancient Power

This Vileplume is Grass/Fairy which is a way better defensive typing than Grass/Dark. It has resists to Dark, Electric, Fighting, Grass, Ground, and Water. It is of course also immune to Dragon. This new physical bulk makes it very bulky, even living a Choice Band Brave Bird from Talonflame.

252 Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Vileplume: 276-326 (77.9 - 92%) -- guaranteed 2HKO

It also has Earth and Ancient Power for coverage and Talonflame / Heatran murdering.

Thank you based DineshThePoet for the format.


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Venomoth
http://www.pkparaiso.com/imagenes/xy/sprites/animados/venomoth.gif[/IMG]
Bug/Poison -> Bug/Flying
Shield Dust / Tinted Lens / Wonder Skin -----> Compoundeyes
HP: 70
Att: 65
Def: 60 -> 90 (+30)
SpA: 90 -> 120 (+30)
SpD: 75 -> 95 (+20)
Spd: 90 -> 110 (+20)
New Moves: +Hurricane

Venomoth has some use already in the OU metagame as a Quiver Passer, but it's really not used that much at that (in fact, it dropped to NU, but now it's BL because reasons.) Furthermore, it's hardly used in OU as a standalone sweeper. I sought to change that.
I made Venomoth a bit more bulky and gave it a good amount of SpA. The speed I gave lets it outpace 108s given max speed. You can creep max base 70s and everything around that range with just a few speed EVs and maximize bulk if you like.
Compoudeyes isn't such a farfetched new ability for Venomoth, and Vivillon's Sleep Powder and Hurricane should be telling of how monstrous this can be.
Venomoth
Typing: Bug / Poison -----> Bug / Psychic
Abilities: Shield Dust / Tinted Lens / Wonder Skin -----> Marvel Scale
BST: 70/65/60/90/75/90 -----> 70/65/75/120/115/105 (Def +15, SpA +30, SpDef +40, Spe +15)
New Moves: +Psyshock

So Psychic is a pretty easy type to justify on this mon, as it has a ton of psychic moves in it level-up movepool and it has a psychic vibe to it. It's PokeDex entries talk about scales, but I thought Multiscale is a bit much, so I went with the next best thing - Marvel Scale. This works out decently well, as you can only burn Venomoth to try and weaken it, which increases its otherwise bad physical bulk. The reason I gave it more SpA and Spe than most entries I see is that I don't feel that it is too bad - Psychic is not a good typing to have at all, especially in the new age of Darks. Meanwhile Bug is not that great in the age of Fairies. Oddly, though, these two types work well together, Bug smashing Dark-types that want to wreck it, while Psyshock can main Fairies that are more specially bulky (read: most of them). Overall I feel that this is a pretty good mega but not a broken one.

Venomoth (Venomothite)

Typing: Bug / Poison -----> Bug / Fire
Abilities: Shield Dust / Tinted Lens / Wonder Skin -----> Drought
BST: 70/65/60/90/75/90 -----> 70/65/90/125/125/100
New Moves: Heat Wave

Venomoth is a moth and moth's are attracted to light and it learns Morning SUN. While at first the Bug/Fire Typing looks weird Venomoth actually has some great utility behind the sun that looks like it would work. Lets take a look at a set I found useful.

Venomoth @ Venomothite
Ability: Drought
EVs: 252 Spd / 252 SAtk / 4 HP
Timid / Modest Nature
- Quiver Dance
- Bug Buzz
- Heat Wave
- Morning Sun


While at first the Bug/Fire Typing looks weird Venomoth actually has some great utility behind the sun that looks like it would work. Morning Sun is a move that recovers HP by a weather depending amount. In the sun Venomoth can use this move to recover 75% of its health packed with good 70/90/125 bulk and the Special Defense Boost(s) from Quiver Dance. You won't even need to put something asleep which is a bit shaky to do anyways. Solarbeam is a move used for coverage that Venomoth could learn that it had before, but packs a more powerful punch now especially since it hits on the first turn with no accuracy drawbacks in the sun for a base 120 Power. Feel free to arrange the EVs to make them suit your needs.

venomoth.gif
Venomoth

Typing: Bug / Poison -----> Bug / Poison
Abilities: Shield Dust / Tinted Lens / Wonder Skin -----> Multiscale
BST: 70/65/60/90/75/90 -----> 70/95/85/110/80/110

As far as Bug/Poison-types go, Venomoth is likely the best. Tinted Lens, Quiver Dance, Sleep Powder, and Baton Pass make it a viable choice even in the upper tiers, where Bug-types that aren't part-Steel or Volcarona are shunned. With it's just-the-right-combination of movepool, ability, and stats, it functions well both as a passer and abuser of the powerful Quiver Dance. With that being said, buffing Venomoth in any manner would have to be done very carefully; too strong, and it becomes too powerful of an abuser of Quiver Dance; too bulky or fast, and it has a much easier time Baton Passing Quiver Dance boosts to a Pokemon more capable of putting them to use. How could this be solved?

Well, first came the ability. Bar something like Contrary, Venomoth would be able to pass sweeps no matter what ability it had. Shield Dust and Wonder Skin pushed Venomoth into a more defensive position--possibly viable, but a defensive Venomoth would have an even easier time passing Quiver Dances. Tinted Lens would at least give Venomoth incentive to stay in rather than solely pass boosts. Though its a rather powerful ability, it wasn't exactly broken on regular Venomoth, and if one was careful about the stat changes, it shouldn't be broken on Mega Venomoth, either. Thanks to Venomoth's lack of recovery, Multiscale likely will only work once, kind of a less reliable Sturdy for it to set up Quiver Dance.

Handling the stat changes was probably the most arduous task of creating Mega Venomoth. The combination of Quiver Dance and Baton Pass had to be taken into account for every stat change. I settled on moderate changes to the stats boosted by Quiver Dance, since Mega Venomoth would already likely be boosting those stats on its own. I boosted Special Defense the least because a too-bulky Quiver Passer is a scary thing indeed. Here I faced a problem. I still had another 55 points to work with, and didn't know what to do with them. Special Attack and Defense didn't need anything else considering Quiver Dance, and too much Speed would make the caution with Defense moot, as Venomoth could simply pass off its boosts before it was even hit by an attack; 110 was already starting to push it. At the same time, I didn't want to neuter Mega Venomoth by shoving all the remaining points to attack, as then it would be worse off than standard Venomoth. In the end, I relocated 30 points into Attack to avoid bulking up Venomoth too much, and put the rest in Defense, still keeping it slightly lower than Venomoth's Special Defense. Luckily, despite the buffed defenses, Venomothite prevents Mega Venomoth from holding Black Sludge, and its next best form is healing is the inconsistent Giga Drain. Mega Venomoth trades in passive recovery for increased bulk on both sides. In regards to moves, between Baton Pass, Quiver Dance, Sleep Powder, Bug Buzz, and Sludge Bomb, Venomoth already had everything it needed to be a decent passer of abuser of Quiver Dance; no new moves necessary here.

The main problem with creating a Venomoth that occupied a different niche than standard Venomoth was that, no matter what that niche was, it would have to be better than Quiver Pass to warrant its use, and there aren't many niches that can claim that. Before deciding to simply buff Mega Venomoth just enough to warrant its use over Quiver Pass Venomoth, I also considered a variety of other options: Tinted Lens, Wonder Skin anti-support, Toxic Spikes+Sticky Web support. In all of these options, the fact that Venomoth had Quiver Dance and Baton Pass simply made its intended purpose obsolete; additionally, with the stat arrangements of each of these purposes, Quiver Pass only became even stronger than it is in this set, further marginalizing the set's original purpose. So, I conceded that if I couldn't adequately surpass the viability of Quiver Pass Venomoth without severely affecting flavor or balance of the Pokemon, I should just run with it and make it as balanced as possible. As they say, "if you can't beat 'em, join 'em."

Venomoth was certainly a hard Mega to create, but it was a lot of fun. It's ability to Quiver Pass severely restricted what one could and couldn't do in order to keep its power reasonable. Because the mere presence of Quiver Dance and Baton Pass in Venomoth's movepool overshadowed any other intention in mind when designing Mega Venomoth, I decided that the best way to go with it was to play to its strengths and make it a slightly better regular Tinted Lens Venomoth. Though Mega Venomoth walks a tight rope, I think that I adequately managed to balance its strengths and its weaknesses.
Venomoth (Venonite)
Poison/Bug-->Psychic/Bug
New Moves: Zen Headbutt ,Swords Dance ,X-Scissor
75/65/60/90/75/90--->75/95/70/100/95/120
Ability: Shield Dust
Concept: Venomoth becomes a mixed sweeper. With his increased speed, he can easily sweep with his expanded physical movepool. If you still want to use him as a cleric, you have swords dance to baton pass.
Venomoth-Mega (Venomothate)

venomoth.gif

Design Description: Venomoth's wings become larger and more vivid. It also grows legs, which resemble two poisonous vines.

Bug.png

Shield Dust/Tinted Lens/Wonder Skin -----> Multiscale
70/65/60/90/75/90 (450) -----> 70/75/85/120/100/100 (550)

New Moves:
Flying.png
Roost
Psychic.png
Psyshock

Venomoth's Stats are very low and its Bug typing doesn't give it anything to work with either. An Ability like Multiscale is extremely necessary to make Venomoth OU-worthy. Why exactly Multiscale? Because its Dex Entries are swarmed with how scaly it is. Roost is not only to go with Multiscale, but also because it's technically a Butterfly. Psyshock need not necessarily be there; it learns a good deal of Psychic Type Moves naturally. So, it's just a bonus to enable it to deal with Special walls.
venomoth.gif

Venomoth (Venomite)
Type: Bug/Poison -> Bug/Psychic
Abilities: Shield Dust, Tinted Lens (Wonder Skin) -> Compound Eyes
New Moves: Hypnosis, Psyshock, Dazzling Gleam
HP: 70 -> 70
Atk: 65 -> 70 (+5)
Def: 60 -> 90 (+30)
SpA: 90 -> 130 (+40)
SpD: 75 -> 75
Spe: 90 -> 115 (+25)
BST: 450 -> 550

Standard stuff, Venomoth would love STAB Psyshock and its boosted stats all lend more towards being able to QD sweep on its own. There isn't much else to it. Compoundeyes fits, allowing it to set up easily like Vivillon although it doesn't have a sash - but with boosted speed, it doesn't need it. Dazzling Gleam seems like a thing a lot of special attackers are getting and I can see it happening with Venomoth, it gives it coverage outside of Hidden Power against Dragons. With a movepool limited to Bug/Psychic/Poison/Grass/Fairy, it will inevitably be resisted by something (Heatran is a big one).

Also could work as a supporter with Stun Spore and Sleep Powder crippling things and as usual, passing QD boosts.
venomoth.gif
Mega Venomoth
Typing: Bug/Poison ----> Bug/Poison
Abilities: Shield Dust/Tinted Lens/Wonder Skin ----> Serene Grace
BST: 70/65/60/90/75/90 ----> 70/115/70/95/90/110
New Moves: Megahorn, Poison Jab, Work Up

Since simply buffing Venomoth's Defenses, Sp.Atk or Speed would just buff the Quiver sets, I made MegaVeno here into a physical/mixed attacker. Serene Grace is so that Veno can throw around effects, It's not like it can actually do Paraflinch well, with only Stun Spore (lol) and Zen Headbutt which doesn't even get STAB. Work Up is there for MegaVeno to set up on both sides (and as the only way for Veno to boost its Atk ._.)
049.gif
Mega Venomoth (Venonite)

Type: Bug / Poison -------> Bug / Poison
Abilities: Shield Dust / Tinted Lens / Wonder Skin -------> Tinted Lens
Base Stats: 70 / 65 / 60 / 90 / 75 / 90 -------> 70 / 85 / 80 / 110 / 95 / 110
New Moves: Defog
Concept:
I don't see Venomoth in any way as Psychic-type as many have suggested, its name is venom + moth, venom being Poison-type, moth being Bug-type, so the combination fits perfectly, even if you don't want it to take Stealth Rock damage! This version of Venomoth is to try and not make it too broken, I mean for god's sake it got banned from three tiers at once, and with its Mega Evolution, it shouldn't be too broken. I decided to give it a +10 to Attack for the same reason of Mega Gardevoir. Then, I amped up the Defenses a bit, to allow room to Quiver Dance, but I didn't increase the SpA to much, because with too much it would be unstoppable. But, to balance it out more, I gave it 20 more Speed, which allows it outspeed certain things like Mega Charizard X amongst other base 100s. Overall, this Mega Venomoth doesn't appear to be very powerful, but it actually is, it's just not as broken as some people have made it out to be.
Mega Venomoth
venomoth.gif
Typing: Bug/Poison > Bug/Psychic
Abilities: Shield Dust / Tinted Lens / Wonder Skin -----> Tinted Lens
BST: 70/65/60/90/75/90 -----> 70/85/70/120/85/120
New Moves: Psyshock

Tinted Lens is one of the best abilities out there, so it was an obvious choice for a mega. Psyshock allows it to hit Specially-Defensive walls more.


persian.gif
Persian

persian.gif
Persian

Typing: Normal -----> Normal / Dark
Abilities: Limber / Technician / Unnerve -----> Super Luck
BST: 65/70/60/65/65/115 -----> 65/130/70/65/75/135
New moves: Pursuit, Crunch, Cross Chop

Is it just me, or does the XY model of Persian look bulkier than it used to as a sprite? Seems more mountain lion/puma-esque to me. Regardless, this doesn't translate much to its stats, as all of them sans speed are rather underwhelming. Unfortunately, Persian isn't exactly used often in the current metagame, given its poor stats and overshadowing by other Normals, even in NU. However, this wasn't always the case. In Gen I, thanks to the buggy mechanics and errors of Red and Blue, speed was a major factor in determining critical hits. And since Persian was so fast, it was also exceptional at landing crits. This Mega sets out to be an homage to Persian's Red and Blue days, without all of the bugs and glitches associated with it.

To start, the best ability to give to a Pokemon focused on critical hits (other than Sniper, which didn't fit as well flavorwise) was Super Luck. It went with the Meowth's whole schtick of good fortune and prosperity, as well as the whole "lucky cat" trope. Raising the critical hit chances of Persian's moves from 6.25% to 12.5% isn't too much of a boost, but thanks to the new XY crit mechanics, if Persian uses any move with a high crit-ratio (ie: Slash, Night Slash, Shadow Claw, all of which it already has access to), this chance jumps up to a whopping 50% chance! to Take advantage of this, I also gave Persian Cross Chop to deal with Steels and Rocks that would stop its Normal-type STAB attacks. While the crit chance may seem out of hand, the new XY crit mechanics also reduced the power boost of critical hits to only 50%. Factoring in accuracy, the average base power of Cross Chop is in fact 100; 131.25 for Slash (weaker than Return, unfortunately, but without the ability to break through defense boosts); 87.5 for non-STAB high-crit moves. In short, while a 50% critical hit rate helps Persian break through things like Calm Mind and Bulk Up sweepers, it on average doesn't give a very high boost to the raw power of its moves.

The Dark-typing is admittedly largely a flavor addition. However, it does have some competitive impact as well. Part-Dark typing gives Mega Persian a weaknesss to Fairy-types; however, it also gives it an immunity to Psychic-types, who commonly use the defensive set-up moves (mostly Calm Mind) that Persian is designed to break through with its critical hits. A weakness to Bug-types is offset by a STAB against Ghost-types, who Persian previously would not be able to touch with its lone STAB. Accompanying its type addition are Pursuit and Crunch, two standard Dark-type physical moves. In terms of stats, Persian gets the largest boosts in Attack and Speed, mainly to cement its role as a physical attacker. 10 went into each of its defenses to bulk it up just a tad, and to prevent all of its points from being shoehorned into just Attack and Speed. Persian already had rather mediocre stats, so I didn't feel as strong of a need to "throw away" as many points into useless stats as I did with some other prospective Megas.

Mega Persian is a callback to Red and Blue Persian, king of critical hits. While the nerfed XY crit mechanics may have cut down on Mega-Persian's prospective power, it also made relatively consistent critting a viable strategy by reducing the number of stages it took to get a Pokemon's critical hit ratio to a mostly reliable rate (50% is about the same as the chances for Charge Beam or Fiery Dance's secondary effects to occur, for perspective). A new Dark-typing differentiates Mega Persian from other pure-Normals, and is a mixed bag for it, giving it new weaknesses in Bug and Fairy, but new weapons against Psychic and Ghost. It's been 5 generations and over 10 years since Persian really had anything to truly have a niche against other fast Normal-attackers, and while Super Luck isn't a game-changing or revolutionary ability for it, maybe is just enough to change that.
persian.gif
Persian
Typing: Normal -----> Normal / Dark
Abilities: Limber / Technician / Unnerve -----> Prankster
BST: 65/70/60/65/65/115 -----> 65/100/80/75/95/125
New Moves: Parting Shot, Thunder Wave, Encore

As opposed to an offensive set which Persian looks like it has decent potential for, I decided to reinvest EVs into bulk and give it a fantastic ability in Prankster. With natural access to Taunt, Toxic, etc. and being given Encore, it makes a great Stallbreaker. It can also cause a dent in offensive teams, with priority parting shot crippling many sweepers.
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Mega Persian

Normal ----> Normal / Dark
Limber / Technician / Unnerve ----> Disarmer, any attack that makes direct contact removes the target's item, and moves are 50% strongeride] when the target has an item
65 / 70 / 60 / 65 / 65 / 115 (440)----> 65 / 110 / 80 / 75 / 85 / 125 (540)
New Moves: None

No matter how you try, you can't make a Pokemon's stats good if they suck, and I realized that when making Mega Persian. Even when we add 100 points to the BST, it's just hard for Persian to stand out, so I thought I'd take a different approach. Instead of being a run-of-the-mill attacker, Mega Persian has a more disruptive playstyle, adding a new ability that works like a built-in Knock Off, providing excellent power from the get-go, and make Fake Out significantly more useful. Since Persian already has a wide variety of attacks at its disposal, I felt that there was no need to add a new move, and adding a new move could make it broken.
persian.gif
Persian
Typing: Normal -----> Normal / Psychic
Abilities: Limber / Technician / Unnerve -----> Magic Bounce
65/70/60/65/65/115 -----> 65/130/60/65/75/145 (Spe +30, Atk +60, SDef +10)
New Moves: +Zen Headbutt

Psychic makes more sense to me than Dark does tbh, although I can definitely see why people want dark, both flavor and competitively. Normal / Psychic is a pretty cool typing I guess - still has a nasty Pursuit weakness, but one of the few /Normal typings that actually appreciates the Normal part of the typing. It works similarly to Espeon, except its a physical attacker rather than a special one. It also have U-Turn for shenanigans. Magic Bounce is cool because it bounces back burns and paralysis aimed at Persian. Physical bias was chosen because it works better for Persian imo (stronger U-Turn, Knock Off, slightly better coverage in general). Zen Headbutt is because this thing needs a STAB move.
Mega Persian
Normal -> Normal
Limber/Technician/Unaware -> Adaptability
HP: 65 -> 65
Atk: 70 -> 70
Def: 60 -> 15 (-45)
SpA: 65 -> 255 (+190)
SpD: 65 -> 20 (-45)
Spe: 115 -> 115
Total: 440 -> 540
Moves: +Boomburst (He meows so loud, things explode)
Persian-Mega (Persianate)

persian.gif

Design Description: Persian's body turns tiger-like and has dark-colored spots here and there. The jewel on its head also turns Dark. Its claws grow sharper.

Normal.png

Limber/Technician/Unnerve -----> Hustle

65/70/60/65/65/115 (440) -----> 65/110/70/85/75/135 (540)

New Moves:
Normal.png
Sucker Punch

Persian's Mega, if any in the future, should scream 'Dark Type' because it learns so many Dark Type Moves. It naturally learns Hone Claws as well, so Hustle makes a very good connection, especially with its Dark Typing. The new moves puts it in a good place in the Metagame. Its not overpowered as well because it's weak 4x Weak to Fighting and has little to nothing against Steel types (Scizor counters it left to right, as well as many bulky Steel types). It can function as an effective late-game cleaner with investment in bulk; using Hone Claws + Hustle and its dual priorities to dish out pain.
Normal > Normal/Dark
Abilities: Limber/Technician/Unnerve > Greed (Doubles any prize money received if this Pokemon joins the battle)
Stats: 65/70/60/65/65/115 -----> 65/80/80/75/85/155 (+0, +10, +20, +10, +20, +40)
New Move: Happy Hour

My version of Persian has only one goal in life: TO GET ALL THE MONEY. The boosted stats mean M-Persian can just keep using Pay Day to rack up the coins, especially after using Happy Hour. For even more ridiculousness, equip Amulet Coin and Lucky Incense on two of your other pokemon (preferrably ones who can Intimidate/Charm/Eerie Impulse the opposing mon so that it won't damage Persian much, as despite the boosted defenses Persian still can't take that many hits and will crumple to Fighting attacks).
This is gonna seem really unorthodox, I know, but there's a theme to it.
Mega Persian
Normal >>>> Normal/Electric
Limber/Technician/Unnerve >>> Fur Coat
65/70/60/65/65/115 --> 65/115/80/70/85/130
New Moves: Wild Charge, Nuzzle, Tail Sweep
Conceptually, Persian megas into the fluffiest goddamn cat you've ever seen. Look at how fluffy it is! See it in your mind! It's so fuzzy and covered in fur that it's practically just... defensive with it, and if it nuzzles your leg, you might get a jolt because of how much static it oozes. Yes, it oozes something that is NOT somewhere stuck between a state of liquid and solid. That's some hardcore kitty.

Thematically, there's not much to it besides being a durable PAR inducer. Tail Sweep is there if you want to do anything Technical before going mega... you likely don't, but it's an option.
persian.gif
Mega Persian
Typing: Normal ----> Normal/Electric
Abilities: Limber/Technician/Unnerve ----> Adaptability
BST: 65/70/60/65/65/115 ----> 65/120/70/115/70/90
New Moves: Psyshock, Wild Charge, Thunder Wave

I'm... not exactly sure why I'd make Persian Normal/Electric. Probably because of its gem on the forehead. Whatever, it fits the movepool. Granted, Psychic type does fit Persian's look as well, so there you go, have a Psyshock. As for the stat spread, Persian goes from a speedy scout to a mixed attacker, having both Hone Claws and Nasty Plot to boost its Atk and/or Sp.Atk.
Mega Persian
Type: Normal: >>> Normal/Dark
Ability: Limber/Technician/Unnerve >>> Simple
Stats: 65/70/60/65/65/115 >>> 65/100/70/100/70/135

So the problem with Persian was its poor attack and bulk killing its decent speed. This upgrades it's combat abilities without going over the top on the BST. Simple works well with work up, hone claws, and nasty plot to turn it into a mon with an offensive presence after one turn. It still lacks some bulk so it might run into some trouble but it should work.
persian.gif

Persian (Persianite)
Type: Normal -> Normal/Dark
Abilities: Limber, Technician (Unnerve) -> Tough Claws
New Moves: Wild Charge, Sucker Punch
HP: 65 -> 65
Atk: 70 -> 125 (+55)
Def: 60 -> 60
SpA: 65 -> 95 (+30)
SpD: 50 -> (-15)
Spe: 115 -> 145 (+30)
Total: 440 -> 540

This is a more unique take on Persian. Tough Claws really fits it, being a cat and all. I made it more frail in exchange for gaining better priority than Fake Out and some decent power. It gets pretty good coverage just though Knock Off and Play Rough, as the only things it doesn't hit at least neutral are Mawile and Klefki. Good thing it gets Taunt as well.

Persian
Typing: Normal -----> Normal (I don't care for the 4x weakness to Mach Punch)
Abilities: Limber / Technician / Unnerve -----> No Guard
BST: 65/70/60/65/65/115 (440) (-----> 65/70/80(+10)/115(+50)/80(+15)/140(+25) (540)
New Moves: (None)

The reason I gave it No Guard is because cats are always very aware of their surroundings, meaning they always look around at the different people in a room and they know what to do. Proof of this is the Warrior Cats Series and my Grandmother's cat (lol). Also, No Guard does Persian great competitively gaining access to both Hypnosis and Thunder.

Persian @ Persianite
Ability: No Guard
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Hypnosis
- Nasty Plot
- Thunder
- Hyper Voice

The main purpose of this set is to hit a never-missing Hypnosis, boost Special Attack pretty high with Nasty Plot, and strike hard with a never-missing Thunder (Yes it gets that, the gem in its head must be magic) and Sub-Ignoring Hyper Voice. Thunder hits bulky water types and things that Hyper Voice can't cover such as Ghost, Rock, and Steel, while Hyper Voice hits anything else for a strong STAB attack.
053.png
Mega Persian (Persianite)
Type: Normal
Ability: Deceptive (Any move with raised priority hits 50% harder)
Normal Stats: 65/70/60/65/65/115
Mega Stats: 65/120/80/75/75/125
New Moves: Play Rough, Sucker Punch

Mega Persian capitalises on punishing threats with its buffed priority moves, particularly Fake Out and Sucker Punch, which hit reasonably hard from 120 base Attack making Mega Persian a dangerous revenge killer. Play Rough is simply adding to its coverage so that Fighting- and Dark-types are punished.
Persian-Mega (persianite)
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Type: Normal/Ghost
Ability: Distance Attacker (Tought Claws for non contact moves)
60 --> 60
70 --> 75
60 --> 70 (+10)
65 --> 135 (+50)
50 --> 70 (+20)
115 -> 130 (+15)

Desing: 10 dark gems are floating around Persian. These gems are able to use distance moves and are the source of Persian's power. Persian's red gem disappears and it wears a crown

Story: Because Persian has a royally appearence, someone decided to give Persian a crown. However, this crown reacted strangly with the red gem on Persian's head. This Crown unleashed Persian's true power. The red gem disappeared and ten dark gems carrying Persian's soul floated around it.

This Persian aims to be a good special attacker and make use of it's decent special movepool. It has an unique typing with a decent set of Immunities. It's typing is also good offensivly, giving it decent neutral coverage with two moves alone, which improves it's versality.
Mega Persian
Normal/Dark
Limber/Technician(Unnerve)》》Infiltrator
65/70/60/65/65/115》》》》》》65/120/60/90/65/140
+Sucker punch and Encore

Persian now as the ability to fake out, sucker punch, encore and taunt things with a sub up , this mean he can be an excelent revenge killer and stallbreaker
Persian
Typing: Normal/Ground (new design)
Stats: 60/70/60/65/50/115 -> 60/70/95/100/80/115
Ability: Competitive
Movepool + stealth rock, + spikes, + baton pass

Concept: Lead with this, and control hazards from the start. competitive is there to switch in on defog or sticky web, and baton pass to another teammate who will wreck havoc. Not to mention persian has fake out, nasty plot, etc., etc. to use with its new ability and stats
Mega Persian
persian.gif
Typing: Normal > Normal/Dark
Abilities: Limber / Technician / Unnerve -----> Serene Grace
BST: 65/70/60/65/65/115 -----> 65/120/65/90/70/130
New moves: Pursuit, Body Slam, Headbutt

Serene Grace adds the 'Luck' aspect to the cat based on luck itself. (And it is better than Super Luck). Pursuit is for those that want to switch out, while Body Slam + Headbutt are a deadly Paraflinch combo.
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Mega Persian (Persianite)
Normal --> Normal/Dark
Limber/Technician/Unnerve --> Pride (Boosts Physical moves by 25%. However, it can only use attack moves)
65/70/60/65/65/115 --> 65/120 (+50)/60/85 (+20)/65/145 (+30)
New Moves: Jump Kick and Sucker Punch

golduck.gif
Golduck

Mega Golduck (Golduckite)

Typing: Water -----> Water / Fighting
Abilities: Damp / Cloud Nine / Swift Swim -----> Tough Claws
BST: 80/82/78/95/80/85 -----> 80/132/78/115/80/115
New moves: Power Gem, Work Up

The main reason I thought Golduck should be Water / Fighting was because of the huge Fighting Move-pool it gets including Brick Break, Counter, Cross Chop, Focus Blast, Focus Punch, Low Kick, and Seismic Toss. Another reason for Flavor is that in the Anaheim Mighty Ducks movie (lol) it shows that the team is "hockey fighting" on ice and Golduck gets a lot of Ice moves in its Move-pool as well. As for the ability, Tough Claws, it complementing the usually Physical Fighting Type competitively as well as Golduck having claws. Lets take a look at a set I made myself.

Golduck @ Golduckite
Ability: Tough Claws
(So many different options pick what you want)
- Encore
- Hone Claws / Work Up
- Aqua Tail / Waterfall / Hydro Pump / Scald
- Cross Chop / Focus Blast

In this set the purpose is to use Encore while the opponent uses a Support move or something, set up, and then hit hard with strong boosted attacks. Hone Claws is to boost the accuracy of moves with shaky accuracy as well as make Physical Moves more powerful. I would personally run an inaccurate Water and Fighting STAB for this to do as much damage on the Physical or Mixed Side as possible. For Work up this is definitely on the Mixed approach and I highly recommend you use Scald and Cross Chop because its the most accurate hitting Mixed Set out of all of these.

Just please take this into consideration :).
golduck.gif
Golduck

Typing: Water -----> Water / Psychic
Abilities: Damp / Cloud Nine / Swift Swim -----> Cloud Nine
BST: 80/82/78/95/80/85 -----> 80/82/108/130/110/90
New moves: Power Gem

To be completely honest, I thought Golduck already was Psychic type before I looked it up and was corrected. Did anyone else make that mistake? I mean, Psyduck basically runs on headache-fueled mind powers, I'm pretty sure I'm not the only one that assumed the line was part-Psychic too.

Anyways, Golduck gets the Psychic-typing because in my opinion it should've had it anyways. For a competitive reason, look at Slowbro and Starmie, representatives of the two currently-existing Water/Psychic lines. Both are notable defensive and offensive threats, respectively, so if we want to improve on Golduck (which we sorely, sorely do), Water/Psychic, in addition to being a good typing flavorwise, is a good place to start. Luckily, Golduck already has a plethora of Psychic moves to choose from (seriously, why isn't it a Psychic-type in the first place? Psychic, Psyshock, Confusion, Zen Headbutt, Amnesia, Wonder Room, Psybeam, Telekinesis... and that's not even all of them.), so I didn't need to make any movepool additions really. Power Gem is there because Game Freak seems bent on making Golduck seem like it has things but it really doesn't even beyond the Psychic-typing. The poor thing has a freaking gem on its forehead for crying out loud, even Persian got Power Gem.

The one thing Golduck has (or had) going for it, at least in Gen III, was a unique ability: Cloud Nine. It temporarily stops the effects of weather while the Pokemon is in play. Now, this ability could have been a game-changer if two things were true:

1. It actually stopped weather, like some assumed, instead of just pausing it, and...
2. Something decent actually got it. (Sorry, Altaria and Lickilicky)

With the weather nerf in Gen VI, some thought that the death of weather teams was near. But as we now know, this isn't true, and weather teams are still relatively common in OU. Enter Mega Golduck; with Cloud Nine and buffed defenses, it is capable of foiling the plans of many weather-dependent Pokemon. Tyranitar and Cradily lose Sandstorm's Special Defense boost. Mega Houndoom loses Solar Power while Victreebel no longer has Chlorophyll, letting Golduck outspeed it and slam it with an Ice Beam. Kabutops loses its Swift Swim boost, too, and Tornadus misses out on its perfect-accuracy Hurricanes. Walrein no longer gets auto-recovery, and... unfortunately Hail sucks too much for me to think of another example. Basically, Golduck can check weather-dependent Pokemon with Cloud Nine, useful in a weather-heavy metagame. Cloud Nine also could help it find a niche on weather teams of it's own, too. Need a Water-type to help deal with other Fire-types on your Sun team? Mega Golduck not only temporarily takes away the sun to neuter the opponent, but also doesn't have its Water-type moves halved by the weather. If you think about it, Cloud Nine is actually quite the decent ability, if only something usable got it as well.

Of course, being able to stop weather doesn't necessarily mean that Golduck will be able to defeat weather-dependent Pokemon with ease. For example, even without rain, switching Golduck in on say, Thundurus, would not be a smart idea. Cloud Nine enables Golduck to stop Pokemon on opposing weather teams that it would normally be able to had weather not been present (see the above Victreebel example). It does not let it defeat every Pokemon that relies on weather. Additionally, Cloud Nine doesn't stop weather, only pauses it; should Golduck be forced out, weather effects would resume as usual, for better or for worse. Golduck's Special Attack and Speed are boosted to help it hit harder and faster to take out some of the weather-heavy Pokemon it's intended to, while the boosted Defenses enable it to survive a few more hits, as if it went down too quickly the weather nullification would not be anything more than a minor annoyance to the opposing team; the longer Golduck is in play, the more turns of weather it wastes against its opponent.

Golduck really got the short end of the stick when it came to viability. It for some reason never was a Psychic-type, never got Power Gem (again, not particularly useful competitively but still), and never was particularly good at using what was once its signature ability. Mega Golduck tries to remedy all of these problems, giving Golduck a niche in being a unique candidate in surprising and stopping weather teams. Golduck was always a cool-looking duck...platypus...thing...(kappa?). While its many of its common fellow pond-dwellers (Politoed, Gyarados, Azumarill, and let's just forget about Seaking) have risen from the depths to become top-tier competitive Pokemon, Golduck has never really seen the light of competitive viability. While this Mega certainly won't raise it to the level of these Pokemon, it hopefully will give it a unique enough niche for people to consider it when building a team.
golduck.gif
Golduck
Typing: Water -----> Water / Psychic
Abilities: Damp / Cloud Nine / Swift Swim -----> Prankster
BST: 80/82/78/95/80/85 -----> 80/82/108/125/110/95 (Def +30, SpDef +30, SpA +30, Spe +10)
New Moves: +Taunt, +Encore, +Nasty Plot

So I can here you thinking - Why does Golduck get Prankster? Well, the main reasoning is that Golduck is based off Kappa, which were known to be mischievous little pranksters. Originally I was going to do Water / Dark to further illustrate this, but decided that Water / Psychic fits much better. Fairies in lore were also pranksters but I refrained from that because lolFairy The additional moves are to give it more support options with Prankster, and Nasty Plot is there to enable a sweep, while keeping with the Kappa flavor. This keeps a decent amount of bulk while also giving it decent power and speed. :]
Mega Golduck
Water -> Water/Psychic
Damp/Cloud Nine/Swift Swim -> Adaptability
HP: 80 -> 80
Atk: 82 -> 82
Def: 78 -> 83 (+5)
SpA: 95 -> 140 (+45)
SpD: 80 -> 90 (+10)
Spe: 85 -> 125 (+40)
Total: 500 -> 600

Seriously, why wasn't Golduck Water/Psychic in the first place? It makes far more sense than Starmie IMO. Anyways, the base stat increases are pretty simple, and in conjunction with Adaptability, let it function as an effective special sweeper.

Golduck-Mega-X (GolgateGolduckite-Y)

golduck.gif

Design Description: The horn-like protrusions on its head grow into a crown of sorts. The gem on its head grows bigger and glows much stronger.

Water.png

Swift Swim/Cloud Nine -----> Magic Bounce

80/82/78/95/80/85 (500) -----> 80/92/88/145/90/105 (600)

New Moves:
Fighting.png
Storm Throw
Your usual Calm Mind Sweeper, now with an additional Typing in Psychic and great Mega Ability in Magic Bounce. As per the flavour, the Y-Mega has gained quite a lot of Special Attack. Recover is based on the supposed medicinal qualities of the Japanese Kappa, a creature from folklore, on which Golduck is based.

Golduck-Mega-X (Golduckite-X)

golduck.gif

Design Description: The gem on Golduck's head and its horn-like protrusions merge and form an head-gear/armour. Its body becomes more muscular and scaly.

Water.png

Swift Swim/Cloud Nine -----> Adaptability

80/82/78/95/80/85 (500) -----> 80/132/88/105/90/105 (600)

New Moves:
Fighting.png
Storm Throw

Once again, the new Typing and Moves are justified by the fact that Kappas are expert wrestlers (Note how Golduck naturally learns so many Fighting Type moves). They draw their prey, sometimes humans, near a water body and drown them using their great wrestling skills. The stat spread is as per all X-Megas gaining a superior Attack Stat. Bulk Up is to compliment Calm Mind that it already learns; Storm Throw because it sounds like a good name for a wrestling move.
golduck.gif
Mega Golduck
Typing: Water ----> Water/Fairy
Abilities: Damp/Cloud Nine/Swift Swim ----> Cloud Nine
BST: 80/82/78/95/80/85 ----> 80/85/128/105/122/80
New Moves: Discharge, Dazzling Gleam, Recover

This Cloud Nine MegaGold is more of a defensive one. I based the possible design after Kappa, and Fairy type deals with some threats of weather teams like Mega Garchomp (lol Sand Force), Mega Tyranitar, Mega Houndoom, etc. Discharge because what the hell, regular Golduck doesn't even get any move that is SE on Water types.

(Meanwhile already planned up to Gen 3)
golduck.gif

Golduck (Golduckite)
Type: Water -> Water/Psychic
Abilities: Damp, Cloud Nine (Swift Swim) -> Simple
New Moves: Stored Power, Power Gem
HP: 80 -> 80
Atk: 82 -> 112 (+30)
Def: 78 -> 118 (+40)
SpA: 95 -> 105 (+10)
SpD: 80 -> 80
Spe: 85 -> 105 (+20)
BST: 500 -> 600

A feirce setup sweeper that can go either way with Hone Claws or Calm Mind, increasing its bulk or just hitting hard. Hone Claws synergizes well with Aqua Tail and Zen Headbutt, Cross Chop for coverage. Calm Mind improves its average special bulk and works with either an offensive set with Surf or Hydro Pump or a defensive set with Scald. You just have to run Stored Power on special sets.
Even if it runs Aqua Jet, faster priority users (Espeed, Sucker Punch, Talonflame) beat it.
Gets Amnesia too, although that isn't too useful as it lacks recovery.
Its typing gives it quite a few weaknesses, but once it gets on a roll, it's hard to stop.

The idea was to make Golduck more like Psyduck, hence the "Simple" ability. Because Psyduck, at least in the anime, was pretty dumb/absent-minded. Here, Golduck has reached such incredible intelligence that it has so much going on in its head that it can't even speak. It is stunned silent in awe of its own knowledge, making it appear "simple". At least that's how I'm justifying it.
Mega Golduck
Type: Water >>> Water
Abilities: Damp/Cloud Nine/Swift Swim >>> Cloud Nine
Stats: 80/82/78/95/80/85 >>> 80/100/80/100/110/130

I didn't have a whole lot of inspiration in doing this one. So I just went ahead and made a decent revenge killer.
Mega Golduck
Water/Psychic
Damp/Cloud nine(Swift swim)》》》Sheer Force
80/82/78/95/80/95》》》》80/120/90/120/90/100
+Bulk up and focus blast(I think it as it already but still)

Golduck as turned into a big threat, the buff up duck found enlightment and with it Sheer force wich boosts its zen headbuts, waterfall, scald and psychic to high levels, plus with better bulk he can set up too.
Golduck Mega ( Golduckite)
055.gif
Type: Water --> Water / Psychic
Abilities: Cloud Nine / Damp / Swift Swim --> Analytic
Stats:
Hp: 80 --> 80 ( +0 hp )
Attack: 82 --> 102 ( +20 attack )
Defense: 78 --> 88 ( +10 defense )
Sp. atk: 95 --> 130 ( +35 sp. att )
Sp. def: 80 --> 95 ( +15 sp. def )
Speed: 85 --> 105 ( +20 speed )
New moves: Extrasensory, Power Gem and Agility

Golduck is one of my favorite Pokemon so I am only doing him at the moment. Golduck's type changes from Water to Water Psychic when he mega evolves because he seriously looks like a Water Psychic duck with his headaches and the ability to use Psychic attacks and all of that stuff. Water Psychic typing also gives it STAB on the Psychic moves it gets and allowed it to snipe some Pokemon that would otherwise wall it like Mega Venusaur.

It's ability changes to Analytic upon mega evolving. I chose Analytic because Analytic makes sense for a Psychic type. Since so far all the Pokemon with Analytic are Psychic type or at least have some Psychic attributes that also makes Analytic Golduck more logical.

When mega evolving Golduck gets a boost to all it's stats because he has always been a Water Pokemon with balanced stats. Mega Golduck mostly gets a boost in it's special attack since almost all Psychic types have a high special attack stat and Mega Golduck is also Water Psychic. With these stats Golduck pretty much becomes a worse Keldeo with a bigger movepool that takes up a mega slot.

The new moves it gets showcase Golduck's new Psychic typing and they are all Psychic moves for that reason. Extrasensory, while useless in competitive play is essentially another Psychic STAB Mega Golduck gets to give it another Psychic move really. Meditate and Agility are there because Mega Golduck can now freely control the headaches it had as a Psyduck and use them to it's advantage in battle. Mega Golduck takes Psyduck's headache powers to advantage by using moves to boost it's stats and Meditate and Agility are some Psychic type boosting moves that reflect that. Meditate was chosen because Mega Golduck meditate's daily to keep it's Psychic powers in control and Agility because it's Pokedex entries say it can swim at pretty fast speeds.

If Mega Golduck was real his design would have many Psychic attributes to it. Mega Golduck sits in a meditation pose on the battlefield because it meditate's every day to keep it's psychic powers in check. The spot on it's head would have also grown or it's starting to shine because of it's psychic powers. Generally just mostly Psychic type related things added to Golduck's design. Maybe also fins or something to showcase the fact that Mega Golduck can swim fast.
golduck.gif
Type: Water>>>Water/Dragon
Stats: 80/82/78/95/80/85(500)>>>80/102/88/135/80/115(600)
Ability: Cloud Nine/Damp/Swift Swim>>>Annunciate(Doubles Atk and SpA when next to Unown; Stacks when in between two Unown to 4x)Adaptability
Movepool: +Dragon Pulse +Dragon Claw +Flamethrower
Mega Golduck
golduck.gif
Typing: Water > Water/Psychic
Abilities: Damp / Cloud Nine / Swift Swim > Specialist (All non-status moves becomes Special regardless)
BST: 80/82/78/95/80/85 > 80/82/98/125/110/105
New Moves: Knock Off

Golduck has a decent Physical+Special movepool, but instead of raising attack and special attack by a small bit, Specialist makes all physical aspects of his movepool special, and there is always a Psyshock to go around those defensive walls. Knock Off is also a good addition, making Golduck quite OU-Viable.

I feel everyone slapping Psychic typing on Golduck without thinking what it actually does for it so...

Golduck
Typing: Water ---> Water / Ghost
Ability: Damp / Cloud Nine / Swift Swim ---> Lightning Rod
Base Stats: 80/82/78/95/80/85 ---> 80/92(+10)/103(+25)/115(+20)/105(+25)/105(+20)
New Moves: Taunt, Shadow Ball

Concept: Taking a page from Gengar's book this Mega Golduck is best using a Sub stallbreaker set. With a great base 105 speed Golduck gets many opportunities to set up substitutes on resistances and immunities (and gets some pretty significant immunities with lightning rod and ghost-typing). Just the fact that Golduck has access to many high power psychic types move keeps common stallers like Mega Venusaur out while the added Ghost typing makes Golduck difficult to hit like Gengar. Golduck is one of few pokemon with access to disable which is great along with its stellar typing. Golduck can also do good work against balanced teams since it is immune to volt switch while resisting U-Turn. Overall this mega takes Golduck in a very different and interesting direction from all the other submissions that basically just throw a psychic typing onto Golduck and call it a day. I wouldn't call this mega submission perfect in any sense of the word but I'd like to encourage people to think of viable sets and roles this pokemon could specifically fulfill as it opens up lots of different mega submission ideas and don't get too caught up on flavor.
Mega Golduck
Typing: Water ---> Water / Psychic
Ability: Damp / Cloud Nine / Swift Swim ---> Tough Claws
Base Stats: 80/82/78/95/80/85>>>80/115/98/107/95/105
New Moves: Sword Dance, Psycho Cut, Power Gem

Golduck has some sharp claws, so why not sharpen them as it goes mega?

Simple concept here, a physical psychic type the likes which are rarely even seen for some odd reason with respectably all around stats. Of course, you could just do Sword Dance Sharp Claws Aqua Jet if you prefer, but there's mixed potential brought on by Power Gem.

Keep in mind, though it's more accurate, Psycho Cut makes no contact while Zen Headbutt does.
Golduck

Typing: Water -----> Water / Dark
Abilities: Damp / Cloud Nine / Swift Swim -----> Dimension Shift*
BST: 80/82/78/95/80/85 -----> 80/122/98/135/100/45
New Moves: Parting Shot, Knock Off, Dark Pulse

* Summons Trick Room when Switched In or is Mega Evolved.
This Mega Takes a different approach to Golduck, instead of a Water / Psychic powerhouse, This Mega Golduck turned to the dark side and I now the only trick room setter that can summon trick room only by switching in. Furthermore, It now has acces to Parting Shot, making its trick room- set up abilities even better. Backed up with 122 / 135 offences, This mega golduck is a force to be reckoned with.

Persian
Type: Normal -> Normal/Dark
Ability: Limber/Technician/Unnerve -> Antiluck (the opponent's moves have half the normal chance of their secondary effects happening and can not crit.)
Stats: 65/70/60/65/65/115 -> 65/120 (+50)/70 (+10)/70 (+5)/75 (+10)/140 (+25)
I did't think I would be doing one of these until I saw a normal/dark persian with super luck and I got inspiration. The idea is that persian turns into a black cat that has more muscle than it's normal form. The idea of antiluck came from the belief that black cats are unlucky and that is also where the idea of the dark type came from. I made gave it a little more defence and a lot more attack, but not much more speed so that the stats would fit my vision and still be balanced.
I would love any feedback/criticism.
 
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Damn, that's a lot of submissions. Let's count how many are there:

Vileplume: 12
Venomoth: 9
Persian: 19
Golduck: 15

Good luck when we get to the more popular ones :U
 
Starmie ain't gonna get no Power Gem any time soon. Golduck can fuck up Char-Y and leave a sizeable dent in X unboosted (BUT THIS GOLDUCK SET LEARNS AGILITY SO...), both which Starmie can barely leave a dent in before getting KOd.

Edit: SHIIIIIEEET I FUCKED, Starmie already learns power gem. I guess Agility is the only real thing setting it apart, then.

Adaptability would actually be pretty amazing on Golduck, Snotjoch if you see this that would be my ideal suggestion to differentiate it from Starmie.
How about this Golduck then:

Golduck Mega ( Golduckite)
055.gif
Type: Water --> Water / Psychic
Abilities: Cloud Nine / Damp / Swift Swim --> Adaptability
Stats:
Hp: 80 --> 80 ( +0 hp )
Attack: 82 --> 102 ( +20 attack )
Defense: 78 --> 88 ( +10 defense )
Sp. atk: 95 --> 130 ( +35 sp. att )
Sp. def: 80 --> 95 ( +15 sp. def )
Speed: 85 --> 105 ( +20 speed )
New moves: Power Gem and Aura Sphere

Changed the ability to Adaptability to differentiate it from Starmie and gave it Power Gem and Aura Sphere as new moves. Power Gem because of the gem thing it has and Aura Sphere because it also learns Focus Blast so why not. Meditate, Agility and Extrasensory were useless so Golduck doesn't miss them.
 
Gaahh, just missed the new deadline.

Well... there goes my idea of a Grass/Electric Vileplume (solar panels!). Hm. Thinking it through again, that might have been for the best.
 
Gaahh, just missed the new deadline.

Well... there goes my idea of a Grass/Electric Vileplume (solar panels!). Hm. Thinking it through again, that might have been for the best.

Save that idea until Maractus and I'll totally support you. Poor thing needs all the help it can get.

...actually now that I think about it this might totally work! Maractus is already a Special Attacker, and it's a desert Pokemon so it's always in the sun... actually a better fit flavorwise than Vileplume since Vileplume is a dark-forest-floor kind of Pokemon. Yeah when we get to Maractus in a few weeks I'm totally on team ElectricCactus 2014.
 
acestriker19 My submissions have been messed up in the voting post. I know, it's probably because I used images instead of text to specify types. So, please fix them. My submissions are here. Thanks a lot!
 
acestriker19 My submissions have been messed up in the voting post. I know, it's probably because I used images instead of text to specify types. So, please fix them. My submissions are here. Thanks a lot!
Sorry about that. I noticed that when I was PMing the results to Acestriker but i assumed it was just showing up weird. He should be on soon to fix it
acestriker19 Any particular reason why my submission was left out? (not that it matters, just want to know for future reference)
Can you link your post?
 
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