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

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Mega Primeape
Type: Fighting
Ability: Vital Spirit/Anger Point/Defiant -> Moxie
Stats: 65/105/60/60/70/95 -> 65/150/60/65/70/145
Moves: Mach Punch.

So basic thought son this, I've always seen primeape as a pokemkn of emotion. If he starts building up momentum and confidence he would become more dangerous. With this in mind I chose moxie because it suits how I think of him and it gives him a cool niche. The spread makes him an interesting option at fighting type, his attack is high enough to distinguish himself from mienshao, whil still not as high as mega conk. And just tagging with guess work here I doubt mega shao will have less speed than mega ape so it all balances out and he's a nice middle ground choice at the fighting type slot.
 
I have 3 ideas for Arcanine, and all of them have the same stat spread, only difference is the ability. I'm thinking one of Tough Claws, Fur Coat, or Majestic Fur (special def equivalent of fur coat) and I can't choose which it should get :|

Anyway, after a bit of thinking I chose to use Majestic Fur, cause tough claws is kinda outclassed by CharX and Fur Coat is too mainstream/cliche.

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Arcanine
Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Majestic Fur (special moves are reduced by 50%, special defense equivalent of Fur Coat)
BST: 90/110/80/100/80/95 (555) -----> 90/150/90/120/100/105 (655)
New moves: none

Description: With this, Arcanine becomes a pretty beastly mixed wall on-paper, especially with moves like Will-o-Wisp and Morning Sun. Tyranitar and Hippowdon will think twice before switching thanks to WoW, and it'll be able to deliver hard hits with a strong STAB in Flare Blitz and base 150 attack. It now also has a pretty amazing speed tier, so that makes him pretty strong offensively. Access to good priority (ExtremeSpeed) is also fucking awesome. With Majestic Fur it could switch into a number of threats like Gengar, Thundurus and Alakazam, and force them out or kill them.

It's still checked and countered by a number of obvious things in an OU environment though, so it's not as broken as you would think.

Majestic Fur was named that way because Arcanine is a fucking Royal Pokemon.

edit: Turns out Arcanine is the Legendary Pokemon and not the Royal Pokemon.. meh, it's still royal in my eyes.
 
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I have 3 ideas for Arcanine, and all of them have the same stat spread, only difference is the ability. I'm thinking one of Tough Claws, Fur Coat, or Majestic Fur (special def equivalent of fur coat) and I can't choose which it should get :|

Anyway, after a bit of thinking I chose to use Majestic Fur, cause tough claws is kinda outclassed by CharX and Fur Coat is too mainstream/cliche.

Arcanine

Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Majestic Fur (special moves are reduced by 50%, special defense equivalent of Fur Coat)
BST: 90/110/80/100/80/95 (555) -----> 90/145/90/120/100/110
New moves: none

Description: With this, Arcanine becomes a pretty beastly mixed wall on-paper, especially with moves like Will-o-Wisp and Morning Sun. Tyranitar and Hippowdon will think twice before switching thanks to WoW, and it'll be able to deliver hard hits with a strong STAB in Flare Blitz and base 145 attack. It now also has a pretty amazing speed tier, so that makes him pretty strong offensively. Access to good priority (ExtremeSpeed) is also fucking awesome. With Majestic Fur it could switch into a number of threats like Gengar, Thundurus and Alakazam, and force them out or kill them.

It's still checked and countered by a number of obvious things in an OU environment though, so it's not as broken as you would think.

Majestic Fur was named that way because Arcanine is a fucking Royal Pokemon.

edit: Turns out Arcanine is the Legendary Pokemon and not the Royal Pokemon.. meh, it's still royal in my eyes.

I'd say Tough Claws because 100 Def Fur Coat or 100 SpD Majestic Fur are a bit too good.
 
Arcanine
Fire ---> Fire
Abilities: Intimidate/Flash Fire/Justified ---> Intimidate
New Moves: U-Turn, Noble Roar

90/110/80/100/80/95 ---> 90/140/105/105/110/105

I always liked Arcanine (was thinking of reserving his Mega beforehand, but backed out), so here's my idea of what to do with him. His stat distribution is great to begin with, so I added to his bulk and gave him U-Turn, basically making him a bulky pivot. I gave him Noble Roar as well because he's friggen majestic. With Will-O-Wisp and Morning Sun, his longevity isn't too much of an issue, while 140/105 offenses enable him to hit reasonably hard.
 
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Mega Primeape
Typing: Fighting --> Fighting/Dragon
Abillity: Vital Spirt/Anger Point/Defiant --> Own Tempo (Or Tangled Feet if this is to OP)
Stats: 65/105/60/60/70/95 --> 65/145/77/70/88/115
New Moves: Outrage, Dragon Pulse

This mega is meant to show of Primeape's true anger, through the use of Outrage. It is meant to destroy with its Outrage and I gave it Own Tempo to show its unstoppable Outrage, by unstoppable I mean that Primeape's anger cant be controlled, not that this pokemon is unstoppable.

Mega Slowbro
Typing: Same
Ability: Oblivous/Own Tempo/Regenerator --> Analytic
Stats: 95/75/110/100/80/30 --> 95/85/120/135/100/45

Mega Slowbro is meant to be a special tank, and I feel like I accomplished that goal. Here, I drew a lot of inspiration from the newest CAP, namely Volkraken. Its a slow pokemon who uses its lack of speed to its advantage by using moves boosted by Analytic, nothing more nothing less.

Mega Golem
Typing: Same
Ability: Rock Head/Sturdy/Sand Veil --> Dry Skin
Stats: 80/120/130/55/65/45 --> 80/145/170/60/80/60

Mega Golem is the epitome of a tank, using its high defense to take attacks and its high attack to dish out damage. It gets Dry Skin to remove one of it's 4x Weaknesses and through the right prediction heal itself, or it can be used on a rain team to get healed. It can be a valuable member of any time with the right type of support and it will still be good even without it
 
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I'd say Tough Claws because 100 Def Fur Coat or 100 SpD Majestic Fur are a bit too good.
They may be too good. But if I had to choose between the three it would come down to whether I wanted it to be a mixed wall, physical wall or Physical sweeper. With Wil-O-Wisp and Fur Coat very little can touch this on the physical side, with wil-o-wisp and Majestic Fur you are strong in both defenses, and with Tough Claws you are a freaking beastly sweeper with respectable bulk.
 
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Arcanine
Fire --> Fire
Intimidate/Flash Fire/Justified --> Moxie
90/110/80/100/80/95 (BST 555) --> 90/150/100/120/110/105 (BST: 655)
New Moves: Blaze Kick
Moxie allows Arcanine to use its once signature move, Extremespeed, to greater effect and gives it a way to boost its attack. Blaze Kick gives Arcanine a strong, non-recoil Fire type attack to use, which can be very handy on defensive sets, but Flare Blitz is still more reliable overall. Speaking of defensive sets, the added bulk and speed allows it to use Will-o-Wisp, Toxic and Morning Sun more often and more quickly, while maintaining an offensive presence thanks to a high attack stat, strong physical Fire moves and Moxie. All three of its abilities are useful for it pre-Mega, though Intimidate is most consistent and is more helpful defensively. Mega Arcanine will be a threatening sweeper and wallbreaker capable of defensive feats.
I'm not really sure what I can do for the other Megas, but I can try:
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Primeape
Fighting --> Fighting
Vital Spirit/Anger Point/Defiant --> Sniper
65/105/60/60/70/95 --> 65/145/90/60/90/105
New Moves: +Cross Poison, +Shadow Claw, +Mach Punch
So this set is kind of intended to be a "Primeape's Revenge" of sorts. He hated taking critical hits before (see "Anger Point"), but now he hits all the harder. Focus Energy guarantees Primeape a critical hit on Cross Chop, Karate Chop, Stone Edge, Cross Poison, Shadow Claw and Night Slash, giving him numerous ways to abuse Sniper. Mach Punch is much-needed priority for him as Vacuum Wave clearly doesn't cut it.

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Golem
Rock/Ground --> Rock
Rock Head/Sturdy/Sand Veil --> Weakness Policy (raises Attack and Special Attack upon taking a super-effective hit)
80/120/130/55/65/45 --> 80/140/160/55/105/55
New Moves: +Drain Punch
This Mega gives Golem the ability to abuse Weakness Policy multiple times and do that easier with its higher bulk and lack of 4x weaknesses. Toxic and Will-o-Wisp will be the only way to take this thing down without much of a fight. Drain Punch gives Golem some recovery and decent coverage too.

I have no ideas for Slowbro.
 
90/90/100 defenses with Intimidate, Majestic Fur and Will-O-Wisp seem a bit too good. In addition it has perfectly usable 145/120/110 offenses. Seems just a bit OP

252 SpA Keldeo Hydro Pump vs. +2 252 HP / 252+ SpD Arcanine: 132-156 (34.3 - 40.6%) -- guaranteed 3HKO
Intimidate would only be before you go mega, but it can be played smart with.

And I really doubt Arcanine should go 252/252+ SpD, you're wasting those awesome offensive capabilities. It was meant to make Arcanine kind of a bulky attacker, but I guess it could wall just fine.

In return, Arcanine can't really touch Keldeo unless it has Wild Charge, which the 252/252+ SpD variant shouldn't have IMO. Morning Sun/WoW/Flare Blitz/ExtremeSpeed would be the ideal moveset for that spread. And Specs Keldeo is the most common so I would use that in the calc.

In addition, it also is susceptible to all kinds of hazards including weakness to SR, and is set-up bait for a number of mons, including and not limited to SubDD Gyarados and CharX among others, and is walled to death by Heatran and Toxic'd easily.

The offensive variants on the other hand, can be pretty dangerous. I might think of lowering that speed to 105 just so it could be slower than Keldeo/Terrak or some shit.
 
!Important!Please Read!
Ok, so from now on, acestriker19 will be posting the four new Pokemon, and I will update this post with the current slate of submissions, while I will eventually put all submissions in one large hide tag! Please VM me if I forget to add you! Anyways, eventually I will begin to take over the voting period of this, me and rachet67 will be working together on this :)

So, here's the current slate:
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Primeape

Typing: Fighting -----> Fighting
Abilities: Vital Spirit / Anger Point / Defiant -----> Temperamental (Raises Attack 2 stages if hit by a not very effective move)
BST: 65/105/60/60/70/95 -----> 65/135/90/60/80/125
New moves: None



Primeape is a flaming hot ball of vicious, furry rage. I'm 90% sure that it's default stance has that little anime sign for anger (the square with all the corners inverted) near its eyebrow; it's vicious, it's mean, it's relentless... it has less attack than Unfezant? Seriously?!?

Yes, Primeape, the furious monkey who literally does nothing but beat things up and be angry has an Attack stat that is a full 10 points lower than the overgrown pigeon whose males wear hot pink masks with dangling streamers across their face. Take a moment to let that sink in. You know what else has higher Attack than it? A panda, a poodle, an ant, an eel, and a big fat tub of lard (you can go figure out each of those yourselves). What is this injustice?

Well, luckily, Mega Primeape is here to remedy that. With a 30-point boost to Attack, Primeape now has a higher Attack than any of those previously mentioned Pokemon (screw you, Unfezant!). Another 30-point boost to Speed puts it right alongside Weavile and Swellow; considering that its whole concept is a relentless, short-tempered Pokemon that will chase its foes to the ends of the earth if they so much as look its way, I'd say both of these boosts are warranted.

For the ability, I wanted to switch things up a bit. Each of its abilities are rather situational; Vital Spirit is really only useful for Spore, and occasionally Hypnosis. Critical hits in singles are far too inconsistent to make Anger Point reliable in any way. Defiant is nice, but other than Intimidate, there aren't really many ways that Primeape would get its stats lowered. What the latter two abilities do, though (let's all just forget about Vital Spirit because it's Vital Spirit, alright?), is take something that would normally be detrimental to Primeape--critical hits and stat lowering, respectively--and make them help Primeape in some way. Essentially, Primeape gets its revenge, just as outlined in the Pokedex. The problem is, neither of these two abilities consistently help Primeape out much, and only are situational at best.

What Temperamental seeks to do is provide an ability with similar flavor that Primeape can take advantage of relatively consistently. Due to its poor defenses, which I buffed to help it better take attacks, there is very little chance that it will be able to survive a super-effective hit of any sort (the boosted Speed helps a bit with this, helping it attack before being attacked). Instead, the idea with this ability is to switch Primeape in on a resisted attack that it can survive, and net an Attack boost on the switch. Primeape doesn't have the bulk to set up really, so the free Attack boost rewarded on a good switch in would help make Primeape a force to be reckoned with. On the flip side, such an ability seemed too powerful without some sort of downside; Defiant was limited by the lack of common stat-lowering moves, and Anger Point by the inconsistency of critical hits. This "downside" I decided would be that Temperamental would only raise Primeape's Attack if hit by a resisted move. The reasoning behind this is rather simple; since Temperamental rewards Primeape for a smart switch-in, it shouldn't activate more than once. It is unlikely that the opponent would choose to use a resisted move on Primeape once it's already out; Primeape is intended to switch into a resisted move. If the opponent for some reason continued using resisted moves on Primeape even after it switched in, then honestly he or she deserved to lose anyways, because I can't think of many cases where using a resisted move would be superior than a neutral or super-effective one once you already know what you're up against. Additionally, while Primeape's defense help it survive one or maybe two resisted moves, it's still not particularly bulky, and lack of recovery means it defintely won't like taking more than a few hits. The fact that Temperamental activates on resisted moves means that, bar a questionable opponent, should only activate once, as that's as many times a sensible opponent will try to use a resisted move to take it out.

Fighting-types resist Bug, Dark, and Rock. Of these, Primeape particularly can take advantage of the latter two, especially with the usage of moves like Knock Off (Mega Primeape can't get its item knocked off, hooray), Stone Edge, and Rock Slide. It can then proceed to sweep with its Attack boost and nice speed. It's not unstoppable, with its average-for-a-Mega defenses making it particularly vulnerable to priority. Additionally, its success relies heavily on prediction; a good prediction nets Primeape doubled attack; a poor one leaves it boostless, and likely close to fainting. Regardless, in the hands of a skilled player, Mega Primeape should be able to demolish unprepared teams, and be the destructive furry menace it was always meant to be.
Hmm, I made an electric feline and forgot to make a Thundercats pun. No wonder it lost.


Anyways, I have 2 Primapes.


Very different... so I'll differentiate them as X and Y.


Mega Primape X

Type: Fight >>>Fight/Electric
Vital Spirit / Anger Point / Defiant -----> Brute Force (All damage comes from the attack stat, but still strike the correct defense. IE, don't Focus Blast Blissey!)
BST: 65/105/60/60/70/95 -----> 65/135/75/65/80/135
New Moves: Volt Turn, Bolt Strike, High Jump Kick


Concept: Primeape has Overheat, Vacuum Wave, and Thunder[bolt] is wasted potential. So... abuse it. Switch in defiantly and abuse them Sticky Webs, then abuse a much more diverse movepool than expected. Abuse the lack of drop from Overheat... and if you're worried, use Hone Claws to solve Accuracy Issues.

Why Electric? Because this frazzled ape is bursting with angry ENERGY! Bam! So much surge! Its fur is just so charged at this point that it's dangerous to the touch.



Now for the alternative...

Mega Primeape Y

Type: Fight >>>Fight/Ice
Vital Spirit / Anger Point / Defiant -----> Refrigerate
BST: 65/105/60/60/70/95 -----> 65/135/75/65/80/135
New Moves: Tail Slap, Quick Attack, High Jump Kick


Concept: Primeape becomes a friggen Yeti! I don't think I need to say much else, do I? It's a an ooga booga force of Himaliyan conspiracy theory! Hit hard!

You know you want the wompa!
Wampa.PNG



I'm not sure which is better, feel free to tell me.
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Mega Primeape (Primeapite)
Appearance:
Same as now, but with a Mike Tyson face tattoo
Type: Fighting
Ability: Furious (Increases attack by one stage when hit by a contact move. Will trigger each time for multi-hit moves)
Normal Stats: 65/105/60/60/70/95
Mega Stats: 65/125/100/60/80/125
New Moves: Pursuit, Play Rough

Primeape now is physically bulky enough to switch in on a physical hit and stay healthy while activating his new ability. 125 Speed is an excellent tier and Primeape can use this advantage to scout with U-turn or simply start hitting hard with its Fighting-type coverage. I added Pursuit to trap some of the softer things it switches in on (seriously, how the hell doesn't it have Pursuit?) and Play Rough, because if Primeape catches you, it will not Play Nice.
Primeape
Type: Fighting -> Fighting (is there any reason to change it?)
Ability: Vital Spirit/Anger Point/Defiant -> Aggravation (This pokemon is immune to status effects and if something tries to status it, it will gain two attack.)
Stats: 65/105/60/60/70/95 -> 65/135 (+30)/75 (+15)/70 (+10)/80 (+10)/130 (+35)

I gave him this ability to deal with painful status effects. This is especially handy with all of the new sleep inducers running around and it also helps with burns. I was thinking along the lines of guts when I thought of this, bit it is hard to pull off guts without an item, and it also doesn't help with sleep or paralysis speed drops. Getting the ability to activate is kinda tricky and needs prediction, but it can easily lead to a sweep if it activates.
I boosted his attack a fair ammount, but not very much making him rely more on his ability and high speed that lets him outspeed weavile. I didn't add any more moves because I didn't think he needed any.
I may boost his attack another five points and lower his speed by five.

I may do the rest later, but that's it for now.
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Typing: Fighting -----> Fighting / Steel
Abilities: Vital Spirit / Anger Point / Defiant -----> Iron Fist
BST: 65/105/60/60/70/95 -----> 65/155/70/60/80/125 (Atk +50, Spe +30, Def +10, SDef +10)
New moves: +Meteor Mash, +Mach Punch

So it becomes part Steel because it has those steel braces around its hands and feet, which would become more apparent and more part of the design. Hey, if Lucario can be part Steel so can MegaPrimape. Iron Fist is because of its giant fists of fury, and makes sense with the steel sub-typing. The stats are straight forward - it becomes fast and strong. The bulk boost is minor, but pretty cool. Meteor Mash gives it really strong STAB move that's boosted by Iron Fist, while Mach Punch gives it priority. Overall Primape stronk.
primeape.gif
Typing: Fighting -----> Fighting / Dark
Abilities: Vital Spirit / Anger Point / Defiant -----> Tangled Feet
BST: 65/105/60/60/70/95 -----> 65/135/80/60/90/125 (Atk +30, Spe +30, Def +20, SDef +20)
New moves: + Outrage; + Sucker Punch + Knock Off

Primeape already learns a fair amount of Dark-Type attacks, and it's violent fighting style fits the Dark-type well. Although it lacks powerful dark moves, that are usable on it [Too fast for Payback], so I added Sucker Punch, which is a move I feel is appropriate for a monkey pokemon. In addition, Primeape has always been associated with the move Thrash since Gen 1, because of it's anger and such. Due to this, I made the ability Tangled Feet, to encourage the use of the BP 120 Thrash on Primeape. Outrage was also added for the 'Angry Monkey' thematic.

Mega Primeape
Fighting -> Fighting
Vital Spirit/Anger Point/Defiant -> Iron Fist
HP: 65 -> 65
Atk: 105 -> 150 (+45)
Def: 60 -> 75 (+15)
SpA: 60 -> 60
SpD: 70 -> 85 (+15)
Spe: 95 -> 120 (+25)
Total: 455 -> 555
Moves: +Mach Punch, +Drain Punch, +Meteor Mash

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Mega Primeape
Typing: Fighting ----> Fighting
Abilities: Vital Spirit/Anger Point/Defiant ----> Overcoat
BST: 65/105/60/60/70/95 ---> 65/130/105/65/115/75
New Moves: Slack Off, Knock Off, Glare
primeape.gif
Primeape
Typing: Fighting -> Fighting
Abilities: Vital Spirit/Anger Point/Defiant > No Guard
BST: 65/105/60/60/70/95 > 65/135/85/85/95/120
New Moves: Knock Off, Ice Punch, Thunder Punch
primeape.gif

Design Description: Primeape's hands become larger and muscular. Its body becomes darker, especially around its eyes, making it look extremely intimidating. It gains a few more braces in its wrist and grows a f%#n tail.

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/ Dark
Vital Spirit/Anger Point/Defiant -----> Guts
65/105/60/60/70/95 (455) -----> 65/145/75/70/85/115 (555)

New Moves:
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Knock Off
Fighting.png
Mach Punch
Let's face it. Primeape isn't all that bad to begin with. The only thing putting it out of the big leagues is its lacklustre Speed and getting burned by Ghost Types quite easily. Mega Primape counters both weaknesses. You can now switch in on a predicted Will-O-Wisp, Mega Evolve, Set Up and get to work. A Hone Claws set with Cross Chop, Knock Off and Iron Tail work amazingly well (Hone Claws Iron Tail KOs all Fairies, even ones with full investment in Defense and HP, who would otherwise wasily KO Primeape now with a 4x Weakness to Fairy). Defiant is a great ability for Primeape to have before Mega Evolving. The Dark Typing is justified by the fact that Primeape learns Judgement, a move mostly learned by Dark Types and also its Dex Entries stating that it has an uncontrollable anger.

Primeape-Mega's Moveset(s) (close)
Primeape (M) @ Primeapate
Ability: Defiant
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Hone Claws
- Cross Chop
- Knock Off
- Iron Tail
Mega Primeape
Typing: Fighting ----> Fighting
Abilities: Vital Spirit/Anger Point/Defiant ----> Defiant
BST: 65/105/60/60/70/95 ---> 65/145/95/60/75/115
Moves: +Knock Off

Built to be "your worst nightmare" defiant abuser (defiant is a wonderful ability, not sure what you guys are talking about.) With how threatening a +2 145/115 Pokemon is, your opponent may just opt to leave your hazards up. 145 attack is enough to OHKO Mega-Scizor 100% of the time with a +2, adamant natured close combat; 95 defense dodges the OHKO from Skarmory's Brave Bird and helps out with priority in general. 115 is a very awkward speed tier for Primeape as with a without a timid nature, a lot can revenge kill you, but with it, you miss some valuable KO's. This is the counterweight that balances out his demanding presence on any hazard stacking team.
Primeape (Primapite)
Type: Fighting -> Fighting/Dark
Abilities: Vital Spirit, Anger Point (Defiant) -> Sheer Force
New Moves: Dark Pulse, Fire Blast, Play Rough

HP: 65 -> 65
Atk: 105 -> 130(+25)
Def: 60 -> 60
SpA: 60 -> 110(+50)
SpD: 70 -> 75 (+5)
Spe: 95 -> 115 (+20)
BST: 455 -> 555

It gets Dark Pulse because the move is described as "a horrible aura imbued with dark thoughts". Primape's a ball of anger and hatred, and according to the Pokédex: "It is always outrageously furious. If it gives chase, it will tenaciously track the target no matter how far."
This manifests itself as a Dark typing. With Sheer Force, usable SpA, and an incredibly wide movepool (damaging moves of every type but Steel, Water, and Psychic), Mega Primeape is an amazing mixed sweeper.
It also gets Bulk Up if you want to roll with that.
Primeape
Fighting/Dark
Vital Spirit/Anger Point/Defiant -> Moxie
65/105/60/60/70/95 -> 65/145/70/60/80/135
Moves: +Knock Off

Simple enough. Primeape hates living things. It gets angry. Upon Mega Evolution it now gets a massive boost to its two main stats. Every time it gets a KO it then gets even more POWER! It just hates everything so it gets a Dark Type and it hates items too so it gets Knock Off. However, it focuses so much on trying to stop everything that it does really leave much for protecting itself and can easily be taken out by any strong move.
Mega Primeape
Type: Fighting
Ability: Vital Spirit/Anger Point/Defiant -> Moxie
Stats: 65/105/60/60/70/95 -> 65/150/60/65/70/145
Moves: Mach Punch.

So basic thought son this, I've always seen primeape as a pokemkn of emotion. If he starts building up momentum and confidence he would become more dangerous. With this in mind I chose moxie because it suits how I think of him and it gives him a cool niche. The spread makes him an interesting option at fighting type, his attack is high enough to distinguish himself from mienshao, whil still not as high as mega conk. And just tagging with guess work here I doubt mega shao will have less speed than mega ape so it all balances out and he's a nice middle ground choice at the fighting type slot.
Mega Primeape
Typing: Fighting --> Fighting/Dragon
Abillity: Vital Spirt/Anger Point/Defiant --> Own Tempo (Or Tangled Feet if this is to OP)
Stats: 65/105/60/60/70/95 --> 65/145/77/70/88/115
New Moves: Outrage, Dragon Pulse

This mega is meant to show of Primeape's true anger, through the use of Outrage. It is meant to destroy with its Outrage and I gave it Own Tempo to show its unstoppable Outrage, by unstoppable I mean that Primeape's anger cant be controlled, not that this pokemon is unstoppable.

Will post rest latter, also I'm still making Mega Arcanine
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Fighting --> Fighting
Vital Spirit/Anger Point/Defiant --> Sniper
65/105/60/60/70/95 --> 65/145/90/60/90/105
New Moves: +Cross Poison, +Shadow Claw, +Mach Punch
So this set is kind of intended to be a "Primeape's Revenge" of sorts. He hated taking critical hits before (see "Anger Point"), but now he hits all the harder. Focus Energy guarantees Primeape a critical hit on Cross Chop, Karate Chop, Stone Edge, Cross Poison, Shadow Claw and Night Slash, giving him numerous ways to abuse Sniper. Mach Punch is much-needed priority for him as Vacuum Wave clearly doesn't cut it.
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Mega Primeape - Primenite
Typing: Fighting ------> Fighting / Ground
Abilities: Vital Spirit / Anger Point / Defiant ------> Hustle
Stats: 65 / 105 / 60 / 60 / 70 / 95 ------> 65 / 145 / 60 / 60 / 100 / 125
New Moves: Mud Slap, Magnitude, Mud Bomb
Idea Process: I was reading about the origins of Primeape, and found out it's based on a baboon and an ape, which is fairly obvious. But, I also read further about baboons, because I was fascinated and found they live in savannahs, a primarily dry place. This is where I got the Ground-type addition from, and it certainly works well with Primeape, as it now has STAB Earthquake. Hustle was the ability of choice because Primeape, when angered, becomes very powerful and loses a bit of its sanity, which is the description of Hustle, more power, less accuracy. Then, I decided to make its Attack stat high, along with its Speed, because, well, it's fast! The Defenses were not increased much, while the Special Defense got a bit more of a boost. Mud Slap was an added move because baboons fling feces, well, Mud Slap! Magnitude was added to fit more Ground-type moves in, while Mud Bomb was added for the flinging of feces play. It didn't gain any new 'competitive moves', but what everyone has to remember is that this is also in-game as well, not just competitive. This is not overpowered or broken because priority still trumps it, and it has little room to set up Hone Claws, a necessity. It's also outspeed by many common scarfers. Finally, Hustle can miss, which can be crucial, if it were to be ranked, it would go to maybe B Rank on the viability thread, or even B-.

Thoughts, suggestions, input?
Primeape
Fighting --> Fighting/Ghost
Vital Spirit/Anger Point/Defiant --> Mummy
65/105/60/60/70/95 --> 65/125 (+20)/90 (+30)/70 (+10)/80 (+10)/125 (+30)
New Moves: +Shadow Claw, +Phantom Force, +Curse

This Primeape is based on Babi, the Egyption minor deity. Since Babi is an underworld god, I made him a ghost type. (I couldn't find a way to incorporate Babi's raging erection though...) (Also I didn't know if there was a family-safe way to incorporate the whole "baboons are animal lust personified" that the Egyptians believed in) (Also my Google Search History now includes Egyptian Baboon Erection, so THANKS SMOGON.) Since it's now based on an Egyptian death god, Mummy felt like a natural fit. I gave him moves that would fit the whole concept too. Also now Primeape gets STAB priority attack now!

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Arcanine

Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Intimidate
BST: 90/110/80/100/80/95 -----> 90/150/100/100/100/115
New moves: Sacred Fire

Arcanine's awesome. I don't usually use a Pokemon more than once on a main-series game, but thinking back Arcanine's the only Pokemon I've used in four of the six current regions (Infernape and Talonflame beat it out in the other two). It's been a powerful, reliable Pokemon for over a decade since its introduction. Unfortunately, in recent years Arcanine hasn't been living up to its species name as the "Legendary Pokemon"; while it's no longer strong enough to make the cut into OU, it's also been deemed too powerful for lower tiers, forcing it to linger in the limbo of the division known as BL. Such a pathetic fate should not have befallen on such a majestic Pokemon as Arcanine, being somewhere but belonging nowhere. Mega Arcanine gives Arcanine the push that it needs to push itself out of BL and once again live up to its name as the "Legendary Pokemon".

Mega Arcanine is designed to be a bulky physical Attacker, with equal defenses and a beefy physical Attack. Intimidate gives Arcanine the unique ability to cut the opponent's physical attack in half should it choose to stay in; both its standard form and Mega form have Intimidate, and thus can drop the opponent's attack by one stage each. This enables it to soak up physical attacks much more easily, and may often force physical opponents out of battle. It's special bulk isn't too shabby, either, though without Intimidate to soften the blows it certainly won't enjoy any hits on its Special side. The Attack and Speed boosts put it on par with other Megas like Mega Scizor and Mega Absol (its Attack and Speed actually match Mega Absol's, coincidentally), but still is a bit weaker than Choice Band Arcanine to compensate for its improved agility and bulk. Some damage calcs:

252+ Atk Arcanine Wild Charge vs. 252 HP / 0 Def Azumarill: 288-340 (71.2 - 84.1%) -- guaranteed 2HKO
-2 252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Arcanine: 162-192 (42.1 - 50%) -- 0.4% chance to 2HKO
(Extremespeed>Aqua Jet, basically guaranteeing Arcanine the win in this situation)

252+ Atk Arcanine Sacred Fire vs. 252 HP / 184+ Def Gliscor: 129-153 (36.4 - 43.2%) -- 4.7% chance to 3HKO after Poison Heal
-2 0 Atk Gliscor Earthquake vs. 252 HP / 0 Def Arcanine: 104-126 (27 - 32.8%) -- guaranteed 4HKO

252+ Atk Arcanine Close Combat vs. 4 HP / 0 Def Mega Gyarados: 296-350 (89.1 - 105.4%) -- 37.5% chance to OHKO
-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 0 Def Arcanine: 218-260 (56.7 - 67.7%) -- guaranteed 2HKO

252+ Atk Arcanine Sacred Fire vs. 252 HP / 232+ Def Skarmory: 230-272 (68.8 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
-1 0 Atk Skarmory Brave Bird vs. 252 HP / 0 Def Arcanine: 72-85 (18.7 - 22.1%) -- possible 5HKO

252+ Atk Arcanine Sacred Fire vs. 4 HP / 0 Def Excadrill: 602-710 (166.2 - 196.1%) -- guaranteed OHKO
-1 252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 0 Def Arcanine: 248-294 (64.5 - 76.5%) -- guaranteed 2HKO

Double Intimidate gives it a win condition even against OU's physical Waters, while its beefy attack helps it bust through its physical walls (Excadrill was thrown in there mostly for fun). What makes it great is its access to Extremespeed; since it outspeeds even standard priority, Arcanine can take out a foe before taking a second hit. That being said, Arcanine is far from being perfect. Its success relies in part on Intimidate to soften physical blows, which only activates when Arcanine switches in. This means that Arcanine will likely be doing a lot of switching, not a good trait for a Stealth-Rock weak Fire-type. Additionally, recoil-heavy moves like Wild Charge and Flare Blitz only serve to compound this problem. This was in part the reason why I gave it Sacred Fire, to help with the recoil problem (it's called the "Legendary Pokemon", after all, so flavorwise it's actually quite fitting). Morning Sun may help it a bit, but Stealth Rock and recoil mean that it will be taking quite a bit of indirect damage. This means that Arcanine will likely require a lot of team support, especially with Rapid Spin, to help keep it healthy. Finally, while Intimidate helps on the physical side, Arcanine has little to help on its Special side, so it is very vulnerable on that side of the attacking spectrum. However, with the right team (with hazard removal and a way to deal with Special Attackers), Arcanine could be a valuable player indeed.

With improved attacking and defending capabilities, Mega Arcanine is certainly a force to be reckoned with. Double Intimidate gives it a way to cushion physical blows as it wrecks house, though it may require some careful team planning in order to put it to its best use. Mega Arcanine allows the Pokemon to rise from the depths of BL and truly live up to its name as the "Legendary Pokemon".
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Mega Arcanine (Arcanite)
Appearance:
Majestic af
Type: Fire
Ability: Reckless
Normal Stats: 90/110/80/100/80/95
Mega Stats: 90/160/100/100/100/105

Mega Arcanine is designed to destroy teams with its brutally powerful Reckless-boosted attacks. Flare Blitz reaches an incredible 216 Base Power after STAB and Wild Charge is a strong 108. Morning Sun is pretty obligatory on any set with all the recoil damage Arcanine will take, however, its 90/100/100 defenses can take quite a beating. I saw no need to change its typing or give it new moves, although I considered giving it Jump Kick.
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Mega Arcanine (Arcanite)
Type: Fire/Normal
Ability: Speed Boost
Base Forme Stats: 90/110/80/100/80/95
Mega Forme Stats: 90/140(+30)/100(+20)/120(+20)/95(+15)/110(+15)

Okay, I know this looks strange at a glance: hear me out.

Lets start with the typing. Arcanine is one of the rare mons to get non-event Extremespeed, so I felt that its type should show such. Plus, it resembles the thousand other Normal type dog pokemon (Furfrou, Stoutland, etc.).

Now the Ability. Arcanine, in every Dex entry, Manga, lore, and crappy pokemon spin off, is associated with speed. As soon as I noticed that trend, I knew i had to make it's ability speed boost. It gives Arcanine a niche as a Speed Boost cleaner/sweeper, and its far from broken given how weak to priority it is.
Arcanine
Type: Fire>>>Fire/Dragon
Ability: Flash Fire/Intimidate/Justified>>>Strong Jaw
Stats: 90/110/80/100/80/95>>>90/135/85/125/85/115
New Moves: Dragon Dance, Earthquake, Calm Mind

There's little Arcanine can do to abuse it's new type offensively... defensively, Dragon is a huge boon as it negates Water and has it's fairy and ice negated, leaving Ground/Rock/Dragon weaknesses. While not good, it's manageble, and after an Intimidate on the right foe, you can set a sweep as needed, or use a special set. Lacking Sacred Fire ensures it doesn't run into Entei's turf!
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Typing: Fire -----> Fire / Normal
Abilities: Intimidate / Flash Fire / Justified -----> Reckless
BST: 90/110/80/100/80/95 -----> 90/140/105/100/125/95 (Atk +30, Def +25, SDef +45)
New moves: None

So this spread is more focused on bulky offense, not giving it any speed and giving it more bulk but some power. Reckless helps make up for the lack of power boost by powering up its STAB Flare Blitz. A specially defensive bias was given since Arcanine will spend most of its time burning things, and it also has intimidate pre-mega. The Normal typing not only gives it STAB ESpeed, but it also has a neat ghost immunity and a STAB Double-Edge boosted by Reckless. The Fighting weakness is unfortunate, but its not game changing in a meta full of Talonflame, Mega Venu, and Fairies roaming around. So yea, this is a neat MegArcanine imo.
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Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Rock Head
BST: 90/110/80/100/80/95 -----> 90/135/105/125/105/95 (Atk +25, Def +25, SDef +25, Sp.Atk +25)
New moves: None

I like the suggestion of Reckless Arcanine, but Arcanine has always been useful for it's bulk as well as it's power, so I think Iron Head is a more appropriate ability to encourage physical sets. However, Arcanine has always has the ability to use special attacks, and be rather balanced, so I bumped special attack as well.
Mega Arcanine
Fire -> Fire/Fighting
Intimidate/Flash Fire/Justified -> Moxie
HP: 90 -> 90
Atk: 110 -> 150 (+40)
Def: 80 -> 110 (+30)
SpA: 100 -> 110 (+10)
SpD: 80 -> 90 (+10)
Spe: 95 -> 105 (+10)
Total: 555 -> 655
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Mega Arcanine
Typing: Fire ----> Fire/Rock
Abilities: Intimidate/Flash Fire/Justified ----> Rock Head
BST: 90/110/80/100/80/95 ----> 90/140/90/125/85/125
New Moves: Head Smash

I based the possible design of MegaArca on the Chinese Guardian Lions, which should explain the Rock secondary typing. Basically, just click Flare Blitz/Head Smash/Wild Charge/whatever and everything dies. Granted, a Water or Ground move would still absolutely murder MegaArca, but hey, at least it's not too slow.
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Arcanine
Typing: Fire > Fire/Fighting
Abilities: Intimidate/Flash Fire/Justified > Flariate (Normal type moves become Fire type)
BST: 90/110/80/100/80/95 > 90/140/90/130/90/115

Fire/Fighting may seem a bad type, but it is actually a quite rare type combination, and will give Arcanine a good Close Combat boost. Flariate also allows ExtremeSpeed to be even more powerful.
arcanine.gif

Design Description: Arcanine's body, where the orange color is, now blazes uncontrollably on fire. It becomes more furrier and its teeth grow sharper and longer.

Fire.png
/ Fairy
Intimidate/Flash Fire/Justified -----> Berseker (Physical Recoil moves will always lower the opponent's Defense)

90/110/80/100/80/95 (555) -----> 90/135/95/125/95/115 (655)

New Moves:
Fairy.png
Light Charge (95 Power, 100% Accuracy, 1/3rd Recoil Damage, 10% chance to lower opponent's Accuracy)

Of all the things, Arcanine is one that didn't need a Mega Evolution to be good. While many Pokémon reach 555 BST after Mega Evolving, Arcanine is already there. As for my submission, Mega Arcanine puts the 'break' in Stallbreak. It comes in with Intimidate, almost always forcing the opponent to switch. Then it can spam its dual STABS Flare Blitz/Light Charge, not even caring about resistances (Also gets Wild Charge for a good measure). When it dies, it would either have taken down a wall or put holes in many pivots. Extreme Speed also helps it adequately to take down a weakened foe quicker than it, thanks to the reduced Defense. It has access to Morning Sun for recovery on the damage as well, for what it's worth. So a bulky EV spread maximizes its utility, although an Offensive spread would be required to break through prominent walls.

Finally, I understand how people see Arcanine gaining a Dragon type. But I figured, since its Dex entries state that it has been admired by people for its elegant style and that it has been around for a very long time, Fairy would suit it better. Also, there is a serious lack of Fairies with intimidating looks (Mega Mawile and maybe Granbull being the only ones as of now).

Arcanine-Mega's Moveset(s) (close)
Arcanine @ Arcanate
Ability: Intimidate
EVs: 252 Atk / 4 HP / 252 Spe
Jolly Nature
- Morning Sun
- Flare Blitz
- Light Charge
- Extreme Speed

Arcanine @ Arcanate
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Morning Sun
- Flare Blitz
- Light Charge
- Extreme Speed
FLUFFY!!! Arcanine (Arcanite)
Type: Fire -> Fire/Dark
Abilities: Intimidate, Flash Fire (Justified) -> Strong Jaw
New Moves: Poison Fang, Heal Bell

HP: 90 -> 90
Atk: 110 -> 130 (+20)
Def: 80 -> 100 (+20)
SpA: 100 -> 110 (+10)
SpD: 80 -> 130 (+50)
Spe: 95 -> 95
BST: 555 -> 655

Arcanine needs either more speed or more bulk to go along with its increased power. I see it more interesting to try and work with its bulk instead of just bumping it up a few speed tiers.
The Ghost and Dark resists are incredibly useful in OU, and it makes a perfect check to Aegislash (fears Sacred Sword). Strong Jaw is a very fitting ability for Arcanine. It already gets Crunch, Fire Fang and Thunder Fang, and it honestly needs to have moves that don't hurt itself (Flare Blitz, Wild Charge, Close Combat to a degree) to work with its solid bulk.
The idea is to start with Intimidate and then go Mega, where the extra bulk really comes in handy so you'll definitely get some hard hits in. Or you could switch into a weak Dark attack with Justified and recieve an Attack boost.
Mega Arcanie is an even fluffier Arcanine with a little bell on its collar (explaining access to Heal Bell).
Arcanine
Fire
Intimidate/Flash Fire/Justified -> Flareate (Fire version of Pixilate)
90/110/80/100/80/95 -> 90/130/110/120/110/95

This thing. Well, it started off by realizing that Extreme Speed was originally Arcanine's signature move. So, let it be the only Pokemon that can potentially get -ate off of it. I decided not to boost its attack by much and I didn't boost its speed at all (not that it needs it too much). Instead I gave it a hearty boost to its defenses. It has Morning Sun and Will-O-Wisp. It now works more like a Tank.
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Arcanine
Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Majestic Fur (special moves are reduced by 50%, special defense equivalent of Fur Coat)
BST: 90/110/80/100/80/95 (555) -----> 90/145/90/120/100/110 (655)
New moves: none

Description: With this, Arcanine becomes a pretty beastly mixed wall on-paper, especially with moves like Will-o-Wisp and Morning Sun. Tyranitar and Hippowdon will think twice before switching thanks to WoW, and it'll be able to deliver hard hits with a strong STAB in Flare Blitz and base 145 attack. It now also has a pretty amazing speed tier, so that makes him pretty strong offensively. Access to good priority (ExtremeSpeed) is also fucking awesome. With Majestic Fur it could switch into a number of threats like Gengar, Thundurus and Alakazam, and force them out or kill them.

It's still checked and countered by a number of obvious things in an OU environment though, so it's not as broken as you would think.

Majestic Fur was named that way because Arcanine is a fucking Royal Pokemon.

edit: Turns out Arcanine is the Legendary Pokemon and not the Royal Pokemon.. meh, it's still royal in my eyes.
Arcanine
Fire ---> Fire
Abilities: Intimidate/Flash Fire/Justified ---> Intimidate
New Moves: U-Turn, Noble Roar

90/110/80/100/80/95 ---> 90/140/105/105/110/105
I always liked Arcanine (was thinking of reserving his Mega beforehand, but backed out), so here's my idea of what to do with him. His stat distribution is great to begin with, so I added to his bulk and gave him U-Turn, basically making him a bulky pivot. I gave him Noble Roar as well because he's friggen majestic. With Will-O-Wisp and Morning Sun, his longevity isn't too much of an issue, while 140/105 offenses enable him to hit reasonably hard.
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Fire --> Fire
Intimidate/Flash Fire/Justified --> Moxie
90/110/80/100/80/95 (BST 555) --> 90/150/100/120/110/105 (BST: 655)
New Moves: Blaze Kick
Moxie allows Arcanine to use its once signature move, Extremespeed, to greater effect and gives it a way to boost its attack. Blaze Kick gives Arcanine a strong, non-recoil Fire type attack to use, which can be very handy on defensive sets, but Flare Blitz is still more reliable overall. Speaking of defensive sets, the added bulk and speed allows it to use Will-o-Wisp, Toxic and Morning Sun more often and more quickly, while maintaining an offensive presence thanks to a high attack stat, strong physical Fire moves and Moxie. All three of its abilities are useful for it pre-Mega, though Intimidate is most consistent and is more helpful defensively. Mega Arcanine will be a threatening sweeper and wallbreaker capable of defensive feats.
I'm not really sure what I can do for the other Megas, but I can try:
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Mega-Arcanine
Type - Fire
Ability - Awareness: Immunity to the affects of all forms of field hazards
Stats - 90/125/120/100/120/100 - BST: 655
New moves - Healing Wish, Baton Pass, Noble Roar


Play style
Mega-Arcanine has been designed as a defensive pivot, with significant increases to both of its defences. With a physical attacking stat of 125, a defensively invested set still has the potential to humble fragile attackers, while holding them off with its excellent bulk. Arcanine loses its ability Intimidate in exchange for its new ability, Awareness. While losing out on the pseudo-phyiscal bulk its regular form relished, its new ability offers to mitigate damage to a far greater extent over the course of a longer battle. Awareness allows Arcanine to capitalise on its new found bulk, switching in and out as it likes without having to fret over excess damage from Stealth Rocks and poisoning from Toxic Spikes.

Arcanines new moves have been chosen to help establish itself more so as a team-player. Healing Wish allows an enervated Arcanine to make one last contribution by restoring a beleaguered teammate - a very useful ability when your win-condition is dire straits (and with 100 base speed, quite likely to be gotten off). Baton Pass simply allows for Arcanine to steal momentum; an excellent move for a pivot, which also allows for the passing of Agility boosts, should you be inclined to run it, too. Finally, Noble Roar takes the sting out of offensive threats, paving the way for the more fragile elements of your team to take to the field. Noble Roar also lends itself to a stalling set, with reliable recovery in Morning Sun and access to Toxic, Arcanine can stall out both offensive and defensive threats.

Felling a legend
While Mega-Arcanine's mixed bulk allows it to stand tall in the face of a plethora of offensive threats, its defences are not so high that an invested (and possibly choiced) wall-breaker can cut through its sub-adamantium fur.

As tempting as it was to add Heal Bell, keeping Mega-Arcanine 'fair' by allowing it to be whittled away by Toxic solves the issue many walls would face when confronted by the potential ensuing stall.


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Arcanine @ Arcaninite
Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Prankster
Stats: 90/110/80/100/80/95 (BST 555) -----> 90/115/110/100/135/105 (BST 655)
New Moves: Taunt, Volt Switch

Concept: When Arcanine Mega Evolves, it gains a massive competitive advantage. Its already impressive bulk boosts from 90/80/80 to a monolithic 90/105/125, letting it wall a plethora of special attackers in OU. In addition, it gets access to the excellent ability prankster, letting it fire (heh) off Priority Taunts, Will-o-Wisps, Morning Suns and Toxics to serve as an excellent annoyer. As if that wasn't good enough, it even gets Volt Switch, letting it escape from the battle on one of the many switches Prankster Taunt / Will-o-Wisp cause. In conclusion, Prankster Mega-Arcanine would become a major threat, and have a very interesting effect on the meta!

The Pizza Man, thank you for reminding me about the HP in my spread! Fixed.

Ok time for my ideas:
Mega Arcanine
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Type: Fire --> Fire / Fighting
Abilities: Intimidate / Flash Fire / Justified --> Defiant
Stats:
Hp: 90 --> 90 ( +0 )
Attack: 110 --> 145 ( +35 )
Defense: 80 --> 90 ( +10 )
Sp. Atk: 100 --> 125 ( +25 )
Sp. Def: 80 --> 90 ( +10 )
Speed: 95 --> 115 ( +20 )
Moves: Final Gambit, Bulk Up

So Arcanine has been ignored OU status time in time again because of it's speed and typing, however this mega Arcanine changes that to give it another chance in the world of OU. It's typing changes from Fire to Fire Fighting. I chose Fire Fighting because he is a loyal dog and he would definitely fight for his trainer, he also gets several Fighting type attacks like Reversal and Close Combat which makes it a more believable typing. He also loses his Stealth Rock weakness which is cool.

Upon mega evolving Arcanine's ability changes to Defiant. Seeing as how Defiant is commonly an ability for Fighting Pokemon or Pokemon that would look like they would defend their trainer with their own live it seemed like a perfect fit for Mega Arcanine.

All it's stats except for Hp increase upon mega evolving. The main boosts are given to it's attack and special attack because Fighting and Fire types are almost always seen as more offensive types and Arcanine just so happens to be both of those types. It gets a minor boost in defenses and also a good boost in it's speed stat. It gets quite a few extra points in it's speed stat because it's Pokedex entries say that it can run 6200 miles in one day and one night which would be a bit impossible with such a mediocre base 95 speed. While this Mega Arcanine may seem overpowered keep in mind that it can't use an item to boost it's attack, special attack and speed even more and that common Pokemon like Greninja and Alakazam can revenge kill it.

Now for the moves and how it would look. The new moves it gets are Final Gambit and Bulk Up to showcase more of it's Fighting type and give it some more FIghting attacks. While Final Gambit isn't really the most useful move and is more of a gimmick it just needed some more Fighting moves hence why I chose it. Bulk Up however is the main deal here. Bulk Up can turn Arcanine into a great wallbreaker with good defense in just a few turns. Arcanine also lacked set up moves like Nasty Plot and Swords Dance and Bulk Up is a Fighting type move so I gave it to him. For it's design I am not really sure how it would look. Probably the treatment Gamefreak gave to quite a few mega evolution's where they just make it flashier and cooler while still maintaining the old design.





Mega-Arcanine (Arcanite)
Fire ---> Fire
Abilities: Intimidate/Flash Fire/Justified ---> Intimidate
New Moves: Close Combat
90/110/80/100/80/95 ---> 90/120 (+10)/100 (+20)/110 (+10)/110 (+30)/115 (+30)

It's a police dog! Keep it Intimidating. I don't think Arcanine needs more moves to do its thing, it's already got Wild Charge to take out Water Types. I gave him more speed (Because Justice is Swift) and more defenses. His attack is already good enough. However, I did give him Close Combat, since that is one of the "signature" moves of the Swords of Justice. With this spread Arcanine can switch in on Physical Attackers and PUNISH THEM.

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Mega Arcanine

Fire ----> Fire
Intimidate / Flash Fire / Justified ----> Drought
90 / 110 / 80 / 100 / 80 / 95 (555) ----> 90 / 110 / 125 / 100 / 125 / 105 (655)
New Moves: Glare
The Fire-type is such an underrated defensive typing, so I thought I'd give Arcanine a more defensive presence rather than an offensive one. Morning Sun really provides it with longevity, recovering 2/3 of its health back, and backed by 90 / 125 / 125 defenses, Arcanine's going to last a while in battle. The newly added Glare gives Arcanine a niche as a flexible status abuser, providing greater support for its teammates. Arcanine is unique among sturdy walls in that it can hit back hard with sun-powered STAB attacks.


I (AS SHOULD EVERYONE) draw my inspiration from the Dex Descriptions, so for the lazy here they are:


Red - A Pokémon that has been admired since the past for its beauty. It runs agilely as if on wings.

Yellow - A legendary Pokémon in China. Many people are charmed by its grace and beauty while running.

Stadium - A Pokémon whose beauty is legendary in China. It is said to run gracefully and lightly, as if it were flying.

Running, hm? FLYING, HMMM? Let's see what we can work with here:

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Mega Arcanine

Fire ----> Fire
Intimidate / Flash Fire / Justified ----> Quick Feet
90 / 110 / 80 / 100 / 80 / 95 (555) ----> 90 / 130 / 110 / 120 / 100/ 105 (655)
New Moves: Outrage, Agility, Bounce

SPEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEED

But more of a bulky attacker, really.

Arcanine has always been a bulky mixed attacker, and here he still is, just a much better one.

He's got great mixed bulk, great mixed attacking stats, great speed, he's just fucking great.

Balance was what I was going for, as Arcanine has always been balanced. Unfortunately balance kind of went out the window in much of XY, venturing into a realm of extremes, but I do believe I've given THE Legendary Pokemon what it needs to excel in OU once more (plus he's hella bulky after an Intimidate, which is nice)

Arcanine
Type: Fire -> Fire
Ability: Flash Fire/Intimidate/Justified -> Flash Fire
Stats: 90/110/80/100/80/95 -> 90/115 (+5)/90 (+10)/145 (+45)/100 (+20)/115 (+20)
I have seen many arcanine submissions, but they have all been physical. This is pretty much the same as regular arcanine, but it focuses more on his special attack. Not much more to say here.

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golem.gif
Golem

Typing: Rock/Ground -----> Rock
Abilities: Rock Head / Sturdy / Sand Veil -----> Bulletproof
BST: 80/120/130/55/65/45 -----> 80/140/190/65/95/25
New moves: Rock Wrecker (Head Smash? Would like some feedback about this one)

Oooh, this one was fun. I didn't think Golem would be very interesting to work with, but I was proven wrong; I really enjoyed working on this one (might even be up there with Starmie from the beginning of this project as my favorite), and I hope you enjoy reading, and hopefully using, it as well.

Alright, so Golem is what one generally pictures when someone says, "Rock-type": great on the physical side, but poor on the special side; high defense and attack, but low speed; powerful attacks, but inaccurate ones as well. This makes sense; after all, the Geodude family is the archetypal Rock-type, found in nearly every cave and trained by nearly every Rock-type specialist. That being said, it isn't exactly amazing in battle. While it can fill many roles--Stealth Rocker, defensive wall, physical tank--three things in particular let it down and prevent it from being anything particularly notable:

1. It's typing, which grants it double weaknesses to both Water- and Grass-type moves, among others.
2. It's poor speed.
3. It's low Special Defense.

Now, given that this is a Mega Evolution, the first bullet is by far the easiest to fix. Dropping the Ground- typing removes both of its double weaknesses, and while one may argue that Ground is in fact a better monotype than Rock, Golem is far too associated with the Rock typing for it to drop it, from a flavor standpoint. However, pure Rock still left it with 5 weaknesses: Water, Grass, Fighting, Ground, and Steel. Of these, Water, Fighting, and Ground are all relatively common, with Steel and Grass being present, but not as prevalent. On a defensive Pokemon like Golem, this many weaknesses is not a good sign. How could these weaknesses be managed?

Well, the fact that Mega Golem has 190 Defense enables it to soak up even super-effective attacks; though it certainly won't like them, its high defense will keep physical super-effective attacks from totally neutering him. The specially-defensive side, on the other hand, was another story. That would be much tougher to fix.

Its boulder-like body is extremely hard. It can easily withstand dynamite blasts without taking damage.
-RB Pokedex
Enter Bulletproof. Currently only owned by the Chespin line, the ability involves a shell or carapace of some sort preventing bullet- or bomb-based moves from damaging the holder. Golem happens to have a carapace, which also happens to be rock-hard (since it's, you know, a golem, and a Rock-type). Bulletproof would be perfect for it! What moves in particular would Bulletproof help Golem with? There are three separate categories.

1. Super-effective moves that don't see much use
- Mud Bomb
- Magnet Bomb
- Octazooka

2. Super-effective moves found in competitive play
- Aura Sphere
- Gyro Ball
- Bullet Seed
- Seed Bomb
- Focus Blast
- Energy Ball

3. Other commonly-found moves in competitive play
- Shadow Ball
- Sludge Bomb

Note number 2 in particular. Bulletproof virtually gets rid of Golem's weakness to Fighting on the special side, making it immune to the most commonly used special Fighting attacks (Focus Blast and Aura Sphere). Grass also is hindered by immunities to Bullet Seed, Seed Bomb, and Energy Ball. Shadow Ball and Sludge Bomb immunities notably give Golem the perfect opportunity to switch in on the likes of Gengar, of all Pokemon. Bulletproof aids Golem by making it immune to some common attacks that would otherwise completely wreck it. That isn't to say that it is unstoppable by any means, however. Noticeably absent from the list of attacks Bulletproof blocks are Water- and Ground-type moves other than Octazooka and Mud Bomb, respectively. This means that Golem still has two common weaknesses without any useful immunities to specific moves from them. Additionally, Golem lacks any sort of reliable recovery, especially with Golemite instead of Leftovers, so it can be whittled down eventually even from the physical side.

Golem's Mega Evolution turns him into a very heavily defensive (physically), very slow, powerful attacker. Bulletproof helps it overcome its middling Special Defense and suboptimal defensive typing by making it immune to some of the common attacks that would normally scare it away. Mega Golem was a real treat to design, and I was wholeheartedly surprised when the movelist that Bulletproof blocked matched so well with weaknesses of a pure-Rock type. I think that it would be a great ability on Golem, regardless of what final spread is chosen in the voting.
Mega Golem (Golemite)
Appearance:
A giant, clunkier more metallic version of itself
Type: Ground / Steel
Ability: Heatproof
Normal Stats: 80/110/130/55/65/45
Mega Stats: 80/140/180/65/95/25
New Moves: Rapid Spin

The addition of Steel-type over Rock causes Golem to lose both of its 4x weaknesses, leaving it only with three once Heatproof is taken into account, which serves its impressive 80/180/95 defensive stats very well. The Speed drop helps out its new STAB Gyro Ball a lot, reaching 100 Base Power on anything with a base speed of 87 or higher without investment. However, the best tool in its arsenal, and certainly what sets it apart from other Rock or Ground types is Rapid Spin. Mega Golem's typing lets it only take 3.125% health from Stealth Rock, meaning it can come in and spin them away while threatening spinblockers with its impressive coverage.
golem.gif
Typing: Rock/Ground -----> Rock/Ground
Abilities: Rock Head / Sturdy / Sand Veil -----> Dry Skin
BST: 80/120/130/55/65/45 -----> 80/165/150/55/100/45 (Atk +45, Def +20, SDef +35)
New moves: +Drain Punch

Dry Skin gets rid of Rock / Ground's main 4x weakness of Water. It still has a 4x weakness to Grass but that is much more manageable since Grass is a much worse offensive tying than Water. Dry Skin in general is a cool ability on him I feel. I've giving him a Defense and SpDef buff, but the main buff here is his Attack, boasting a high 165 with STAB EdgeQuake. The only problem I see with this is that this is the worst Rock-type to take on MegaZardY, as it no longer resists Fire and dies to Solar Beam. Still, it's Water immunity is neat, and gets rid of its biggest weakness. I decided not to give it Slack Off, and have it rely on Drain Punch and Dry Skin for Recovery.
golem.gif
Typing: Rock/Ground -----> Rock/Ground
Abilities: Rock Head / Sturdy / Sand Veil -----> Sturdy
BST: 80/120/130/55/65/45 -----> 80/140/145/55/100/75 (Atk +20, Def +15, SDef +35, Spd+30)
New moves: None

Golem is Golem. That isn't gonna change. I don't think sticking something like Dry Skin on it is going to change this. Not to mention Megas still need to make relative sense [And yes, Mega Ampy makes sense when you bear in mind the legend it is based off, like Karp to Dos.]

So what I did instead is literally turn Golem into... Mega Golem. Golem is a tanky rock type with good defenses. He's always had good offenses, and can usually be relied upon to take a hit thanks to Sturdy.

So I focused on turning Golem into a Rock Polish sweeper. Sturdy ensures it will survive a hit, barring Mold Breaker or status from something like Scald. A bump to base 75 speed allows Golem to actually outspeed things after Rock Polish. I was cautious not to raise Golem's attack too much due to this. Base 120 is already pretty high, and above Base 140 I think would be overkill with Sturdy, Base 75 speed and Rock Polish.
Mega Golem
Rock/Ground -> Rock/Ground
Rock Head/Sturdy/Sandveil -> Weatherproof (Reduces power of Water, Ice and Grass moves by 75%)
HP: 80 -> 80
Atk: 120 -> 180 (+60)
Def: 130 -> 160 (+30)
SpA: 55 -> 65 (+10)
SpD: 65 -> 85 (+20)
Spe: 45 -> 25 (-20)
Total: 495 -> 595
Weight: 300 kg -> 400 kg
golem.gif
Mega Golem
Typing: Rock/Ground ----> Rock/Fighting
Abilities: Rock Head/Sturdy/Sand Veil ----> Brute (All attacking moves become physical)
BST: 80/120/130/55/65/45 ----> 80/140/160/75/105/35
New Moves: None

I just took a look at Golem's movepool, noticed the number of Fighting type moves, and there you go. Brute because please do tell me how a rock can breath fire (Incinerate, Flamethrower, Fire Blast) and yet can't wrap itself in fire and smash the opponent (Flare Blitz). Sigh. Anyways, Mega Golem got that added bulk on its previously meh Sp.Def and ramped that high Def EVEN HIGHER. The lack of x4 weakness helps, too.

golem.gif
Golem
Typing: Rock/Ground > Rock
Abilities: Rock Head/Sturdy/Sand Veil > Solid Rock
BST: 80/120/130/55/65/45 > 80/140/160/65/105/45

Being the Rock version of Mega Aggron may seem unoriginal, but Solid Rock will be perfect. Removing it's Ground type removes Earthquake STAB, but in exchange for many other weaknesses.
Golem-Mega (Golemite)

golem.gif

Design Description: Golem's hands and feet become rock-like. Its shell becomes whole without crack in the middle. Its is now able to move only by rolling.

Rock.png

Rock Head/Sturdy/Sand Veil -----> Rocky Hide (Solid Rock + Iron Barbs)

80/120/130/55/65/45 (495) ------> 80/150/180/65/95/25 (595)

New Moves:
Rock.png
Rocky Shield (Spiky Shield clone: 1/16th Damage against Physical Fighting, Grass, Ground, Steel and Water Type Contact Moves; 1/4th Damage against Physical Fire, Flying, Normal and Poison Type Contact Moves; 1/8th Damage against all other Physical Contact Moves)

Mega Golem is basically Mega Aggron, only better in making Physical Attackers pay. Phenomenal Defense coupled with an amazing Defensive ability makes in a nuisance for Physical Attackers. But it still has the unlucky Rock typing, which is weak to a whole lot of common attacking moves. It can also dish out pain with its aggressive Attack Stat using a Curse moveset late-game.

Golem-Mega's Moveset(s) (close)
Golem @ Golemite
Ability: Sturdy
EVs: 248 HP / 252 SDef / 8 Atk
Careful Nature
- Rocky Shield
- Rock Blast
- Earthquake
- Roar

Golem @ Golemite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Curse
- Stone Edge
- Earthquake
- Gyro Ball
Mega Golem:
Rock/Ground --> Rock/Fire
Ability: Sturdy/Rock Head/Sand Veil --> Sturdy (or maybe Solid Rock? Unsure on this)
BST: 80/120/130/55/65/45 (495) --> 80(+0)/140(+20)/170(+40)/75(+20)/85(+20)/45(+0) (595)
Weight: 300 kg --> 450 kg
New moves: Shell Smash, Fire Punch (Gen. V tutor move already), Heat Crash.
Appearance: Like before, but its shell is charred black and the cracks glow, as if Golem is full of magma (which, coincidentally, is now the case).

Say hello to the Pokémon Magcargo wishes it could be. Or, well, it still has a pitiful Speed and mediocre Sp.Def, but fewer overall weaknesses and a few more resistances, plus a Heat Crash that would put a dent in most other Pokémon. It has 120 BP and no drawbacks when facing Pokémon weighing less than 90 kg, which means anything lighter than Chesnaught is in for a nasty surprise. Shell Smash allows it to sacrifice some of its Defense (of which it has plenty on the physical side, and so little that the difference won't be noticeable on the special side), to boost its Attack to terrifying levels and Speed to barely passable levels. It might not be the strongest Mega out there, but it will hit your foes hard, and be a somewhat capable wall in the lower tiers.
Golem (Golemite)
Type: Rock/Ground -> Rock/Ground
Abilities: Rock Head, Sturdy (Sand Veil) -> Tough Claws
New Moves: Spikes, Head Smash

HP: 80 -> 80
Atk: 120 -> 150 (+30)
Def: 130 -> 150 (+20)
SpA: 55 -> 55
SpD: 65 -> 105 (+40)
Spe: 45 -> 55 (+10)
BST: 495 -> 595

With increased Speed and Attack along with its new ability, Golem has potential to pull off a sweep. Rock Polish allows it to outspeed all base 140 and below (base 77 scarfers) if Adamant. Head Smash is there for STAB boosted by Tough Claws. Golem has a lot of coverage options that receive the boost, like Fire Punch, Thunderpunch, Superpower, and even Sucker Punch for priority. Other options include Curse and Power-up Punch or a defensive set with Spikes, Stealth Rock, Roar, or Toxic. Mega Golem is versatile, a team player and a force to be reckoned with.
Golem
Rock/Ground
Rock Head/Sturdy/Sand Veil -> Speed Boost
80/120/130/55/65/45 -> 80/130/150/65/75/95

Picture this! Golem is essentially a rock ball with a head and appendages, right? It can choose to roll around all over the place, right? What if its a Mega Form capitalizes on that? It decides to just roll around everywhere and keep gaining more and more speed as it goes. So, I decided to maximize its speed (by dumping 50 points immediately to it) and give it minimal boosts to its attacking stats as well as increased its defenses.
076.png
Rock/Ground --> Rock
Rock Head/Sturdy/Sand Veil --> Weakness Policy (raises Attack and Special Attack upon taking a super-effective hit)
80/120/130/55/65/45 --> 80/140/160/55/105/55
New Moves: +Drain Punch
This Mega gives Golem the ability to abuse Weakness Policy multiple times and do that easier with its higher bulk and lack of 4x weaknesses. Toxic and Will-o-Wisp will be the only way to take this thing down without much of a fight. Drain Punch gives Golem some recovery and decent coverage too.

I have no ideas for Slowbro.


Mega Golem
076.gif

Type: Rock / Ground --> Rock / Steel
Abilities: Rock Head / Sturdy / Sand Veil --> Bulletproof
Stats:
Hp: 80 --> 80 ( +0 )
Attack: 120 --> 130 ( +10 )
Defense: 130 --> 175 ( +45 )
Sp. att: 55 --> 55 ( +0 )
Sp. def: 65 --> 100 ( +35 )
Speed: 45 --> 55 ( +10 )
Moves: Recover, Rapid Spin

Ever since generation 2 Golem hasn't really had use in OU which is sad because it looks really cool. I am not sure if this mega evolution will make it viable enough in OU but I am doing it anyway. Similar to Steelix Golem's type changes to Rock and Steel because it's body becomes hard as metal when it has been underground for that long. The added Steel typing would also give it a ton of extra resistances but sadly it also gains a few deadly weaknesses because of it's added Steel type.

The ability changes to Bulletproof which is a perfect fit for it in my opinion. Golem's Pokedex suggests that it can even withstand dynamite blasts and Bulletproof is the closest thing to anti dynamite armor. In competitive play this would also really help it as Focus Blast will now no longer be it's graveyard anymore and now it can actually switch in on Focus Blasts. It also a full stop to any Gengar that doesn't have Will-O-Wisp which is cool.

It's stats try to make Golem as defensive as possible while still giving it a slight attack boost. It's defense and special defense get the biggest boost at a whopping extra 45 and 35 points respectively. These extra defenses will make Golem a big tank he always wanted to be. Golem also gets a minor boost to it's attack buffing it to a base 130 attack stat and it's speed also gets a slight boost when mega evolving.

Onto the new moves, first of all we have Recover. While Recover may seem overpowered and unfitting for Mega Golem hear me out. In Soul Silver the Pokedex says Golem blows itself up to go from mountain to mountain. This means Golem can recover from to explosion to go from mountain to mountain, hence why I gifted it the move Recover. It also gives a much needed recovery option to the Golem line outside of Rest. Rapid Spin is the second move and quite a few others also suggested Rapid Spin. The main reason is that many other Ground and Rock Pokemon have gotten Rapid Spin and Golem also deserves it. There has also been a Rapid Spin Geodude event somewhere around the time of Gold, Silver and Crystal which gives it more reason. Mega Golem design wise would probably look similar to Golem now but instead the rock skin has replaced itself with an coat of iron. This could also make sense as Golem sheds it's skin once a year and one year he may have grown an iron skin.

Let me know what you guys think of these :)

Mega Golem

Type: Rock/Ground
Abilities: Rock Head/Sturdy/Sand Veil>>> Spin About (User spins into combat, removing hazards from their field when switched in. It WILL take the effects of the hazards before it removes them so beware.)
80/120/130/55/65/45>>>80/155/160/55/115/30

Concept: Other than removing hazards without wasting a slot other than mega, what else do you need?! No seriously, tell me! I mean, to be fair, it does deny you access to Pinsir or Charizard, or what have you, but you're Volcarona's bestest friend even if there's a water weakness shared between you.

It needs nothing else, except maybe recovery, and I'd rather not give it too much switch potential.[/quote]

These Golem submissions are nice and all (I'm rather partial to the Speed Boost one myself) but I think it's time we get a submission that's straight up balls to the wall.

tumblr_m2hs06Tf5U1r1n5pqo1_500.gif


Golem @
Golemite
Typing: Rock/Ground -----> Rock/Ground
Abilities: Rock Head / Sturdy / Sand Veil -----> Reckless
BST: 80/120/130/55/65/45 -----> 80/135/180/65/85/50
New moves: Head Smash

LOOKS ENTICING, NO? LOOKS BROCKEN AS SHIET, AMIRITE?

Well no, I am not right. Reckless Head Smash coming off of a 135 Base Attack is total shit-your-pants worthy, but do you know what aint?

A godawful defensive typing, mediocre special defense, and shit speed.

So what we have here is an insanely powerful wallbreaker that shatters the likes of Skarmory, but is like the easiest thing in the world to revenge kill.

Reckless is still fairly flavorful as this thing basically attacks in the anime by curling into a ball and aggressively smashing into everything.


DAMAGE CALC TIME:

252+ Atk Reckless Mega Golem Head Smash vs. 252 HP / 232+ Def Skarmory: 190-225 (56.8 - 67.3%) -- guaranteed 2HKO after Leftovers recovery

SCARY AS SHIT AMIRITE?


0 SpA Mega Venusaur Giga Drain vs. 252 HP / 4 SpD Golem: 436-520 (119.7 - 142.8%) -- guaranteed OHKO

oh

not so scary



TL;DR Golem is now one of the scariest physical wallbreakers out there, but is not remotely broken due to low speed, mediocre SDef, and bad typing.

080.gif

Slowbro
Typing: Water/Psychic -----> Same
Abilities: Oblivious/Own Tempo/Regenerator -----> Unaware
BST: 95/75/110/100/80/30 -----> 95/85/150/130/100/30
New moves: Recycle

Stats are just a buff of what he previously had, as it should be
Nothing radical, but Recycle is a good move for the bro to recharge his fat ass with berries n shit

Unaware is there for pretty fukken obvious reasons

go bro
slowbro.gif
Slowbro

Typing: Water/Psychic -----> Water/Psychic
Abilities: Oblivious / Own Tempo / Regenerator -----> Unaware (I know, I know)
BST: 95/75/110/100/80/30 -----> 95/95/130/130/90/50
New moves: None

Alright, so for this one I'll just start right off with discussing the ability, since I know that Unaware is one of the "don't-touch-these-unless-you-have-a-really-good-reason-to" abilities. But I do have a good reason...

Hide Hide


Slowbro.gif


Look at that thing. Look at it and tell me it has even the slightest clue about what's going on around it. No, he's completely and utterly unaware of everything.

So yeah, Unaware. I was actually between this and Analytic, considering Slowbro's poor speed (SLOW, bro) and decent Special Attack. However, while Slowking (who we will be dealing with in the near future) would be perfectly suited for Analytic, it wouldn't fit very well with Unaware. So through a decision that will impact how I deal with Slowking a few weeks from now, Unaware Slowbro it was.

For stat changes, Unaware is a pretty awesome ability change already, so I didn't want to buff it too much. For some Pokemon, losing Regenerator is a huge hit, since it takes away a recovery option from the Pokemon; being a Mega only compounds this due to lack of Leftovers. To help a bit with this, I put 20 points into Defense and 10 into Special Defense, given that Slowbro has a physically defensive bias. While it may not compensate for the severe nerf in recovery Slowbro got, remember that it has Slack Off, so it still has options when it comes to healing. I also didn't give it any new moves for this reason; healing, two decent STABS, and a variety of support moves that it already had in tandem with Unaware was enough for it to be viable.

I put 30 points into Special Attack to give it a decent offensive option (not that it will become setup fodder with Unaware and all). I didn't think it needed anything else, really; Unaware, a good defensive typing with healing, and nice Special Attack (the latter two are important; Quagsire also has Unaware and a good defensive typing, but lacks Recovery outside of Leftovers and Rest and can't attack well) were really enough to make it stand out. Subsequently, I split the remaining 40 points between the mostly-unused stats of Speed and Attack.

I know that I normally write a lot more for these things, but Unaware is such a good ability, both flavorwise and competitively, that I think it really speaks for itself.


I'm sensing a lack of creativity on Slowbro so I'm going to submit my own:

080.png

Slowbro
Typing: Water/Psychic ---> Water (wanted water / normal but I pity bibarel too much to do that)
Abilities: Oblivious / Own Tempo / Regenerator ---> Regenerator
Base Stats: 95/75/110/100/80/30 ----> 95/95(+20)/145(+35)/125(+25)/110(+30)/20(-10)

Concept: As unflavorful as it may be Slowbro hates being psychic type as there are so many Pokemon Slowbro could wall if it just wasn't psychic type such as Bisharp and Aegislash. Regenerator is a fantastic ability especially for a pivot which is what Slowbro really is. The spread is pretty balanced but leans more towards defensive Slowbro. Slowbro can already do pretty well in OU but with a retyping it can do everything it always wanted to do. I would encourage more people to think about retypings for Slowbro as water/psychic is less than ideal.

I'm loving the very different directions people are taking Arcanine, Golem and Primeape though keep up the good work!
slowbro.gif
slowbro.gif


Here are my amazing(ly terrible) Slowbro ideas.

According to Bulbapedia, Slowbro draws inspiration from a few animals like the hermit crab, hippopotamus and giant salamander. One will be based off a hippo and the other a salamander.

I never saw Slowbro as Psychic type, which is why both Megas ditch the awful defensive typing.


Slowbro X (Slowbroite X)
Type: Water/Psychic -> Water/Ground
Abilities: Oblivious, Own Tempo (Regenerator) -> Water Veil
New Moves: Sand Tomb, Earth Power

HP: 95 -> 95
Atk: 75 -> 115 (+40)
Def: 110 -> 150 (+40)
SpA: 100 -> 110 (+10)
SpD: 80 -> 105 (+30)
Spe: 30 -> 20 (-10)
BST: 490 -> 590

One thing I need to explain is the lack of Regenerator: I wanted it to have a different ability because I'd prefer for both Megas not to have the same ability.
So I decided to do something very different with Slowbro and make it more physical an attacker than special. Now it has reason to use Curse and a decent physical movepool containing Earthquake, Drain Punch, Ice Punch, and Aqua Tail. No Rock Slide unfortunately.
As such, I decided on Water Veil, which prevent burns. To me it makes sense because of the animal it's based on; the hippopotamus spends its time in shallow water and mud. They are considered unpredictable and dangerous, amd believe it or not they cause hundreds of human deaths a year.
Hippos are pretty cool animals and Slowbro is a pretty cool Pokémon.


Slowbro Y (Slowbroite Y)
Type: Water/Psychic -> Water/Poison
Abilities: Oblivious, Own Tempo (Regenerator) -> Regenerator
New Moves: Sludge Wave, Poison Gas

HP: 95 -> 95
Atk: 75 -> 75
Def: 110 -> 140 (+30)
SpA: 100 -> 120 (+20)
SpD: 80 -> 130 (+50)
Spe: 30 -> 30
BST: 490 -> 590

In medieval lore, the salamander is an amphibious beast with a natural affinity for fire. It is not hurt by fire and can put it out with its own body. It is also highly poisonous, thought to be able to poison a fruit tree by climbing on it. It constantly breathes and otherwise seeps with this deadly poison, and the only way to kill it is to confine it in a space so it breathes in its own poison. That's the reason I gave it Poison Gas, even if the move itself sucks.

Further justification of Poison typing is in the Pokédex: “Naturally dull to begin with, it lost its ability to feel pain due to Shellder's seeping poison.” Also gave it Sludge Wave for the sake of strong Poison STAB which is actually useful now with the fairies about. It naturally gets Fire Blast to deal with Steel types.
Its new typing grants it immunity to Toxic, one of the greatest obstacles to Slowbro.
The typing also grants it new resitances to Poison, Bug, and Fairy in exchange for Psychic, and fewer weaknesses.

So what do you guys think?

Anyway, I seem to miss the likability meter here, so I'll try again.

Mega Slowbro
Type: Water / Psychic
Abilities: Oblivious / Own Tempo / Regenerator --> Speed Swap (Takes the enemy's base speed stat and exchanges it with your own. The foe's speed will reset when its switches out, but the user will keep it until it switches out.)
Stats: 95/75/110/100/80/30>>>95/90/140/140/110/10
New Moves: Shell Smash

Concept: So the concept seems pretty simple, force the enemy to switch in a slow mon to anticipate a speed swap. What does speed swap do? It literally puts Mega Slow's craptastic 10 stat speed on the first pokemon it switches into (prioritizing the faster target in doubles,) and in doing so, it applies its own EVs and natures to adjust that base value. In short, even if you speed swap with Aero, getting 130 Speed, you still might be slow if you gave a negative nature and no EVs. Shell Smash can help but those decent defenses are lost in the process.

On the other hand, Mega Bro still needs to switch in and then mega. So its easy to anticipate it at least once and switch to the right counter (IE, your slowest mon.)

slowbro.gif
Slowbro-Mega
Type: Water/Psychic>>>Water/Fighting
Stats: 95/75/110/100/80/30>>>95/145/80/120/80/70
Ability: Oblivious/Own Tempo/Regenerator>>>Numb(halves damage from all forms of passive damage including (LO/Struggle)recoil, crash damge, status damage, partial trapping damage, curse damage, belly drum damage, damage from confusion, etc.)
movepool: +Mach Punch +Drain Punch +Aqua Jet
I don't understand why Slowbro is Psychic type. I chose Fighting type because when you decide to classify a bro as a type it's either normal or fighting.
I took slow to mean slow to react to pain so numb. I didnt use magic guard for the purpose of belly drum.
The new moves are for stab.
080.png


Mega Slowbro (Slowbrite)
Appearance: Lying on his lazy back, with a Cheetos packet on his stomach

Type: Water / Psychic
Ability: Simple
Normal Stats: 95/75/110/100/80/30
Mega Stats: 95/95/130/130/110/30

This thing is reminiscent to its Gen I days when Amnesia was a thing and gave an effective +2 boost to both Special Attack and Special Defense. It can now do this with Calm Mind and literally stall for days with Slack Off. Although it's horribly vulnerable to status - particularly Toxic, 95/130/130 defenses are particularly hard to break, especially if it starts setting up Calm Minds.

I can't believe it took me so long to find a thread like this xD. Oh well, time to start getting involved.

Slowbro
Type: Water / Psychic ----------> Water / Psychic
Ability: Oblivious / Own Tempo / Regenerator ----------> Simple
Sats: HP 95 /Atk 75 /Def 110 /SpA 100 /SpD 80 /Spe 30 ----------> HP 95 /Atk 115 /Def 130 /SpA 120 /SpD 100 /Spe 30
New Moves: Aqua Tail, Hydro Pump.

I wanted to make Slowbro a powerful Set-up abusing Trick Room sweeper. With this spread he has great versatility with enough bulk to take his time setting up what ever he choses. This bulk also lets him take hits fairly easily so one may chose to use Recover over Trick Room. With the focus on boosting his Atk to similar power levels as his SpA, Slowbro can now choose to either go physically or specially offensive with either Calm Mind or Curse. Aqua Tail gives him a strong physical water STAB while Hydro Pump gives him a stronger alternative to Scald or Surf.
The set I would use would probably run something along the lines of: Calm Mind / Trick Room / Psyshock / Hydro Pump.

slowbro.gif

Typing: Water/Psychic -----> Water/Psychic
Abilities: Oblivious / Own Tempo / Regenerator -----> Unaware
BST: 95/75/110/100/80/30 -----> 95/85/140/130/110/30 (Atk +10, Def +30, SpA +30, SpDef +30)
New moves: None

So Unaware is really obvious, and its really good on it. I don't think I need to explain. The stat spread also just favors bulk, although it does have a decent amount of damage output. Normal Slowbro still has Regenerator over its MegaForm, and it can use RegenVest for some shenanigans still, so its not completely outclassed. There's not much to say here - in fact, I expect a lot of Slowbro Megas to looks very similar honestly, since Unaware is really obvious on it, at least imo. Plus we need a really good unaware mon, so yeah.

Mega Slowbro
Water/Psychic -> Water/Psychic
Oblivious/Own Tempo/Regenerator -> Slow Start
HP: 95 -> 90
Atk: 75 -> 109 (+34)
Def: 110 -> 140 (+30)
SpA: 100 -> 150 (+50)
SpD: 80 -> 95 (+15)
Spe: 30 -> 1 (-29)
Total: 490 -> 590

slowbro.gif

Mega Slowbro
Typing: Water/Psychic ----> Water/Psychic
Abilities: Oblivious/Own Tempo/Regenerator ----> Oblivious
BST: 95/75/110/100/80/30 ----> 95/85/145/105/135/25
New Moves: Spikes, Roar

Seeing as everyone are going for the bulky attacker type of Slowbro, I went for a more supportive MegaBro. Oblivious is actually kind of useful; It lets you to stop Taunt without using something that might be too OP, like Magic Bounce. MegaBro now has ridiculous defenses, and can set up Spikes and phaze the opponents with Roar.

Slowbro-Mega (Slowbronite)

slowbro.gif
slowbro.gif


Design Description: The Shell(der) on the back of Slowpoke's tail grows all the way up its back, making it a quadrupedal with a spiky back.

Water.png
Psychic.png
----->
Water.png
Psychic.png


Oblivious/Own Tempo/Regenerator -----> Hydro Turbine (Lightning Rod + Water Absorb)

95/75/110/100/80/30 -----> 95/95/140/115/105/40

New Moves:
Electric.png
Special.png
Thunderbolt
Electric.png
Special.png
Thunder

Slowbro's main role was to act as a Pivot, utilizing Regenerator and its superb bulk. I don't understand why people keep giving it defensive abilities or the abilities from OU Theorymon (I'm looking at you Simple), when the thread's idea is to create a new role for the Pokémon's Mega. So, let's try to be more creative.

Mega Slowbro takes a different, offensive role. While its ability is a bit overpowered, Slowbro needs that kind of power to be able to function as a good Special Sweeper. Its Ability also gives it an important immunity to Electric Type Moves. The New Moves learned are also according to the flavor.

Slowbro (M) @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 180 Def / 96 SDef
Bold Nature
- Slack Off
- Scald
- Thunderbolt
- Fire Blast

Slowbro (M) @ Slowbronite
Ability: Oblivious
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Trick Room
- Hydro Pump
- Psychic
- Fire Blast
Mega Slowbro
Typing: Water/Psychic ----> Water/Psychic
Abilities: Oblivious/Own Tempo/Regenerator ----> Trace
BST: 95/75/110/100/80/30 ----> 95/110/150/110/95/30

A viable Pokemon that can use trace both offensively and defensively? Yes please! 150 defense and 110 attack gives you the ability to switch in on Mawile/Azu and have a field day with huge power. I'm not even gonna bother to write any more, there's just so much shit you can pull off with trace + amazing mixed stats. Poison Heal Gliscor, immunity abilities, trolling CM unaware Clefable, dedicated Aerilate/Pixelate counter with return, etc. - it's all just so beautiful.
Slowbro
Water/Psychic
Oblivious/Own Tempo/Regenerator -> Unaware
95/75/110/100/80/30 -> 95/95/140/130/110/20

I was trying to find something unique for Slowbro...but I failed. So here's Unaware Mega Slowbro. Hope you enjoy.
Mega Slowbro
Typing: Same
Ability: Oblivous/Own Tempo/Regenerator --> Analytic
Stats: 95/75/110/100/80/30 --> 95/85/120/135/100/45

Mega Slowbro is meant to be a special tank, and I feel like I accomplished that goal. Here, I drew a lot of inspiration from the newest CAP, namely Volkraken. Its a slow pokemon who uses its lack of speed to its advantage by using moves boosted by Analytic, nothing more nothing less.
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Mega Slowbro
Type: Water / Psychic ------> Water / Psychic
Abilities: Oblivious / Own Tempo / Regenerator ------> Analytic
Stats: 95 / 75 / 110 / 100 / 80 / 30 ------> 95 / 95 / 155 / 120 / 100 / 25
New Moves: Shell Smash, Clamp, Recover
Inspiration / Concept: Mega Slowbro is a larger Slowbro, more resembling a hermit crab. Its typing stayed the same so I could add Analytic, as it is a slow Pokemon. Its Attack is boosted, for flavor, while its Defenses is massively boosted. Its Special Attack is upped by 20, while so is SpD to keep up the 20 difference. Speed is dropped to 25, not that it matters, it's so slow. Shell Smash is because it is a crab, with a shell, and it should be able to break it, it isn't broken on this though, as it is not fast enough to abuse it (only outspeeds base 99 Speed Pokemon with 252+, which is not optimal), and it loses a lot of bulk in return, but it is mainly flavor-wise. Clamp has always bothered me that Slowbro does not get it, it clamps, crab! Recover is to grow back its tail, although it gets Slack Off anyways, but again, flavor-wise. This Slowbro aims to be more defensively oriented, flavor-wise mainly, and also being a bit more strong with Analytic.
[/hide]

Vileplume: DineshThePoet
Vileplume-Mega (Vileplumate)
Design Description: Vileplume's petals become infested with pollen and becomes more toxic-colored. Its feet turn root-like.
Chlorophyll/Effect Spore -----> Pollinate (Priority to Powder Moves)
75/80/85/110/90/50 (490) -----> 75/100/120/120/125/50 (590)
New Moves: Leech Seed
Venomoth: Chesnaught
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
Persian: Clapyourhands
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
Golduck: Dawnmidst
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
 
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Intimidate would only be before you go mega, but it can be played smart with.

And I really doubt Arcanine should go 252/252+ SpD, you're wasting those awesome offensive capabilities. It was meant to make Arcanine kind of a bulky attacker, but I guess it could wall just fine.

In return, Arcanine can't really touch Keldeo unless it has Wild Charge, which the 252/252+ SpD variant shouldn't have IMO. Morning Sun/WoW/Flare Blitz/ExtremeSpeed would be the ideal moveset for that spread. And Specs Keldeo is the most common so I would use that in the calc.

In addition, it also is susceptible to all kinds of hazards including weakness to SR, and is set-up bait for a number of mons, including and not limited to SubDD Gyarados and CharX among others, and is walled to death by Heatran and Toxic'd easily.

The offensive variants on the other hand, can be pretty dangerous. I might think of lowering that speed to 105 just so it could be slower than Keldeo/Terrak or some shit.

Fine, but you still win 89% of the time

252 SpA Choice Specs Keldeo Hydro Pump vs. +2 4 HP / 0 SpD Arcanine: 270-318 (83.8 - 98.7%) -- guaranteed 2HKO

252 Atk Arcanine Close Combat vs. 0 HP / 0 Def Keldeo: 155-183 (47.9 - 56.6%) -- 89.1% chance to 2HKO
 
Fine, but you still win 89% of the time

252 SpA Choice Specs Keldeo Hydro Pump vs. +2 4 HP / 0 SpD Arcanine: 270-318 (83.8 - 98.7%) -- guaranteed 2HKO

252 Atk Arcanine Close Combat vs. 0 HP / 0 Def Keldeo: 155-183 (47.9 - 56.6%) -- 89.1% chance to 2HKO
If Keldeo switches into CC, then Arcanine's SpD would be +1 rather than +2 and Hydro Pump would OHKO. If it switches into Flare Blitz Arcanine would die from hydro + recoil, Wild Charge + espeed is probably a kill tho.

Should I lower the speed to 105 ?
 
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If Keldeo switches into CC, then Arcanine's SpD would be -1 and Hydro Pump would OHKO. If it switches into Flare Blitz Arcanine would die from hydro + recoil, Wild Charge + espeed is probably a kill tho.

Should I lower the speed to 105 ?

Flare Blitz+Wild Charge also kills it although you'll take a ton of damage. I personally used 105 Speed, but it's your decision, it does have checks/counters like Hippowdon
 
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Arcanine
Fire --> Fire
Intimidate/Flash Fire/Justified --> Moxie
90/110/80/100/80/95 (BST 555) --> 90/150/100/120/110/105 (BST: 655)
New Moves: Blaze Kick
Moxie allows Arcanine to use its once signature move, Extremespeed, to greater effect and gives it a way to boost its attack. Blaze Kick gives Arcanine a strong, non-recoil Fire type attack to use, which can be very handy on defensive sets, but Flare Blitz is still more reliable overall. Speaking of defensive sets, the added bulk and speed allows it to use Will-o-Wisp, Toxic and Morning Sun more often and more quickly, while maintaining an offensive presence thanks to a high attack stat, strong physical Fire moves and Moxie. All three of its abilities are useful for it pre-Mega, though Intimidate is most consistent and is more helpful defensively. Mega Arcanine will be a threatening sweeper and wallbreaker capable of defensive feats.
I'm not really sure what I can do for the other Megas, but I can try:
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Primeape
Fighting --> Fighting
Vital Spirit/Anger Point/Defiant --> Sniper
65/105/60/60/70/95 --> 65/145/90/60/90/105
New Moves: +Cross Poison, +Shadow Claw, +Mach Punch
So this set is kind of intended to be a "Primeape's Revenge" of sorts. He hated taking critical hits before (see "Anger Point"), but now he hits all the harder. Focus Energy guarantees Primeape a critical hit on Cross Chop, Karate Chop, Stone Edge, Cross Poison, Shadow Claw and Night Slash, giving him numerous ways to abuse Sniper. Mach Punch is much-needed priority for him as Vacuum Wave clearly doesn't cut it.

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Golem
Rock/Ground --> Rock
Rock Head/Sturdy/Sand Veil --> Weakness Policy (raises Attack and Special Attack upon taking a super-effective hit)
80/120/130/55/65/45 --> 80/140/160/55/105/55
New Moves: +Drain Punch
This Mega gives Golem the ability to abuse Weakness Policy multiple times and do that easier with its higher bulk and lack of 4x weaknesses. Toxic and Will-o-Wisp will be the only way to take this thing down without much of a fight. Drain Punch gives Golem some recovery and decent coverage too.

I have no ideas for Slowbro.
Weakness Policy is an item, not an ability.
 
!Important!Please Read!
Ok, so from now on, acestriker19 will be posting the four new Pokemon, and I will update this post with the current slate of submissions, while I will eventually put all submissions in one large hide tag! Please VM me if I forget to add you! Anyways, eventually I will begin to take over the voting period of this, me and rachet67 will be working together on this :)

So, here's the current slate:
primeape_by_creepyjellyfish-d7a495x.gif

primeape.gif

Primeape

Typing: Fighting -----> Fighting
Abilities: Vital Spirit / Anger Point / Defiant -----> Temperamental (Raises Attack 2 stages if hit by a not very effective move)
BST: 65/105/60/60/70/95 -----> 65/135/90/60/80/125
New moves: None



Primeape is a flaming hot ball of vicious, furry rage. I'm 90% sure that it's default stance has that little anime sign for anger (the square with all the corners inverted) near its eyebrow; it's vicious, it's mean, it's relentless... it has less attack than Unfezant? Seriously?!?

Yes, Primeape, the furious monkey who literally does nothing but beat things up and be angry has an Attack stat that is a full 10 points lower than the overgrown pigeon whose males wear hot pink masks with dangling streamers across their face. Take a moment to let that sink in. You know what else has higher Attack than it? A panda, a poodle, an ant, an eel, and a big fat tub of lard (you can go figure out each of those yourselves). What is this injustice?

Well, luckily, Mega Primeape is here to remedy that. With a 30-point boost to Attack, Primeape now has a higher Attack than any of those previously mentioned Pokemon (screw you, Unfezant!). Another 30-point boost to Speed puts it right alongside Weavile and Swellow; considering that its whole concept is a relentless, short-tempered Pokemon that will chase its foes to the ends of the earth if they so much as look its way, I'd say both of these boosts are warranted.

For the ability, I wanted to switch things up a bit. Each of its abilities are rather situational; Vital Spirit is really only useful for Spore, and occasionally Hypnosis. Critical hits in singles are far too inconsistent to make Anger Point reliable in any way. Defiant is nice, but other than Intimidate, there aren't really many ways that Primeape would get its stats lowered. What the latter two abilities do, though (let's all just forget about Vital Spirit because it's Vital Spirit, alright?), is take something that would normally be detrimental to Primeape--critical hits and stat lowering, respectively--and make them help Primeape in some way. Essentially, Primeape gets its revenge, just as outlined in the Pokedex. The problem is, neither of these two abilities consistently help Primeape out much, and only are situational at best.

What Temperamental seeks to do is provide an ability with similar flavor that Primeape can take advantage of relatively consistently. Due to its poor defenses, which I buffed to help it better take attacks, there is very little chance that it will be able to survive a super-effective hit of any sort (the boosted Speed helps a bit with this, helping it attack before being attacked). Instead, the idea with this ability is to switch Primeape in on a resisted attack that it can survive, and net an Attack boost on the switch. Primeape doesn't have the bulk to set up really, so the free Attack boost rewarded on a good switch in would help make Primeape a force to be reckoned with. On the flip side, such an ability seemed too powerful without some sort of downside; Defiant was limited by the lack of common stat-lowering moves, and Anger Point by the inconsistency of critical hits. This "downside" I decided would be that Temperamental would only raise Primeape's Attack if hit by a resisted move. The reasoning behind this is rather simple; since Temperamental rewards Primeape for a smart switch-in, it shouldn't activate more than once. It is unlikely that the opponent would choose to use a resisted move on Primeape once it's already out; Primeape is intended to switch into a resisted move. If the opponent for some reason continued using resisted moves on Primeape even after it switched in, then honestly he or she deserved to lose anyways, because I can't think of many cases where using a resisted move would be superior than a neutral or super-effective one once you already know what you're up against. Additionally, while Primeape's defense help it survive one or maybe two resisted moves, it's still not particularly bulky, and lack of recovery means it defintely won't like taking more than a few hits. The fact that Temperamental activates on resisted moves means that, bar a questionable opponent, should only activate once, as that's as many times a sensible opponent will try to use a resisted move to take it out.

Fighting-types resist Bug, Dark, and Rock. Of these, Primeape particularly can take advantage of the latter two, especially with the usage of moves like Knock Off (Mega Primeape can't get its item knocked off, hooray), Stone Edge, and Rock Slide. It can then proceed to sweep with its Attack boost and nice speed. It's not unstoppable, with its average-for-a-Mega defenses making it particularly vulnerable to priority. Additionally, its success relies heavily on prediction; a good prediction nets Primeape doubled attack; a poor one leaves it boostless, and likely close to fainting. Regardless, in the hands of a skilled player, Mega Primeape should be able to demolish unprepared teams, and be the destructive furry menace it was always meant to be.
Hmm, I made an electric feline and forgot to make a Thundercats pun. No wonder it lost.


Anyways, I have 2 Primapes.


Very different... so I'll differentiate them as X and Y.


Mega Primape X

Type: Fight >>>Fight/Electric
Vital Spirit / Anger Point / Defiant -----> Brute Force (All damage comes from the attack stat, but still strike the correct defense. IE, don't Focus Blast Blissey!)
BST: 65/105/60/60/70/95 -----> 65/135/75/65/80/135
New Moves: Volt Turn, Bolt Strike, High Jump Kick


Concept: Primeape has Overheat, Vacuum Wave, and Thunder[bolt] is wasted potential. So... abuse it. Switch in defiantly and abuse them Sticky Webs, then abuse a much more diverse movepool than expected. Abuse the lack of drop from Overheat... and if you're worried, use Hone Claws to solve Accuracy Issues.

Why Electric? Because this frazzled ape is bursting with angry ENERGY! Bam! So much surge! Its fur is just so charged at this point that it's dangerous to the touch.



Now for the alternative...

Mega Primeape Y

Type: Fight >>>Fight/Ice
Vital Spirit / Anger Point / Defiant -----> Refrigerate
BST: 65/105/60/60/70/95 -----> 65/135/75/65/80/135
New Moves: Tail Slap, Quick Attack, High Jump Kick


Concept: Primeape becomes a friggen Yeti! I don't think I need to say much else, do I? It's a an ooga booga force of Himaliyan conspiracy theory! Hit hard!

You know you want the wompa!
Wampa.PNG



I'm not sure which is better, feel free to tell me.
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Mega Primeape (Primeapite)
Appearance:
Same as now, but with a Mike Tyson face tattoo
Type: Fighting
Ability: Furious (Increases attack by one stage when hit by a contact move. Will trigger each time for multi-hit moves)
Normal Stats: 65/105/60/60/70/95
Mega Stats: 65/125/100/60/80/125
New Moves: Pursuit, Play Rough

Primeape now is physically bulky enough to switch in on a physical hit and stay healthy while activating his new ability. 125 Speed is an excellent tier and Primeape can use this advantage to scout with U-turn or simply start hitting hard with its Fighting-type coverage. I added Pursuit to trap some of the softer things it switches in on (seriously, how the hell doesn't it have Pursuit?) and Play Rough, because if Primeape catches you, it will not Play Nice.
Primeape
Type: Fighting -> Fighting (is there any reason to change it?)
Ability: Vital Spirit/Anger Point/Defiant -> Aggravation (This pokemon is immune to status effects and if something tries to status it, it will gain two attack.)
Stats: 65/105/60/60/70/95 -> 65/135 (+30)/75 (+15)/70 (+10)/80 (+10)/130 (+35)

I gave him this ability to deal with painful status effects. This is especially handy with all of the new sleep inducers running around and it also helps with burns. I was thinking along the lines of guts when I thought of this, bit it is hard to pull off guts without an item, and it also doesn't help with sleep or paralysis speed drops. Getting the ability to activate is kinda tricky and needs prediction, but it can easily lead to a sweep if it activates.
I boosted his attack a fair ammount, but not very much making him rely more on his ability and high speed that lets him outspeed weavile. I didn't add any more moves because I didn't think he needed any.
I may boost his attack another five points and lower his speed by five.

I may do the rest later, but that's it for now.
primeape.gif
Typing: Fighting -----> Fighting / Steel
Abilities: Vital Spirit / Anger Point / Defiant -----> Iron Fist
BST: 65/105/60/60/70/95 -----> 65/155/70/60/80/125 (Atk +50, Spe +30, Def +10, SDef +10)
New moves: +Meteor Mash, +Mach Punch

So it becomes part Steel because it has those steel braces around its hands and feet, which would become more apparent and more part of the design. Hey, if Lucario can be part Steel so can MegaPrimape. Iron Fist is because of its giant fists of fury, and makes sense with the steel sub-typing. The stats are straight forward - it becomes fast and strong. The bulk boost is minor, but pretty cool. Meteor Mash gives it really strong STAB move that's boosted by Iron Fist, while Mach Punch gives it priority. Overall Primape stronk.
primeape.gif
Typing: Fighting -----> Fighting / Dark
Abilities: Vital Spirit / Anger Point / Defiant -----> Tangled Feet
BST: 65/105/60/60/70/95 -----> 65/135/80/60/90/125 (Atk +30, Spe +30, Def +20, SDef +20)
New moves: + Outrage; + Sucker Punch + Knock Off

Primeape already learns a fair amount of Dark-Type attacks, and it's violent fighting style fits the Dark-type well. Although it lacks powerful dark moves, that are usable on it [Too fast for Payback], so I added Sucker Punch, which is a move I feel is appropriate for a monkey pokemon. In addition, Primeape has always been associated with the move Thrash since Gen 1, because of it's anger and such. Due to this, I made the ability Tangled Feet, to encourage the use of the BP 120 Thrash on Primeape. Outrage was also added for the 'Angry Monkey' thematic.

Mega Primeape
Fighting -> Fighting
Vital Spirit/Anger Point/Defiant -> Iron Fist
HP: 65 -> 65
Atk: 105 -> 150 (+45)
Def: 60 -> 75 (+15)
SpA: 60 -> 60
SpD: 70 -> 85 (+15)
Spe: 95 -> 120 (+25)
Total: 455 -> 555
Moves: +Mach Punch, +Drain Punch, +Meteor Mash

primeape.gif
Mega Primeape
Typing: Fighting ----> Fighting
Abilities: Vital Spirit/Anger Point/Defiant ----> Overcoat
BST: 65/105/60/60/70/95 ---> 65/130/105/65/115/75
New Moves: Slack Off, Knock Off, Glare
primeape.gif
Primeape
Typing: Fighting -> Fighting
Abilities: Vital Spirit/Anger Point/Defiant > No Guard
BST: 65/105/60/60/70/95 > 65/135/85/85/95/120
New Moves: Knock Off, Ice Punch, Thunder Punch
primeape.gif

Design Description: Primeape's hands become larger and muscular. Its body becomes darker, especially around its eyes, making it look extremely intimidating. It gains a few more braces in its wrist and grows a f%#n tail.

Fighting.png

Vital Spirit/Anger Point/Defiant -----> Guts
65/105/60/60/70/95 (455) -----> 65/145/75/70/85/115 (555)

New Moves:
Fighting.png
Knock Off
Fighting.png
Mach Punch
Let's face it. Primeape isn't all that bad to begin with. The only thing putting it out of the big leagues is its lacklustre Speed and getting burned by Ghost Types quite easily. Mega Primape counters both weaknesses. You can now switch in on a predicted Will-O-Wisp, Mega Evolve, Set Up and get to work. A Hone Claws set with Cross Chop, Knock Off and Iron Tail work amazingly well (Hone Claws Iron Tail KOs all Fairies, even ones with full investment in Defense and HP, who would otherwise wasily KO Primeape now with a 4x Weakness to Fairy). Defiant is a great ability for Primeape to have before Mega Evolving. The Dark Typing is justified by the fact that Primeape learns Judgement, a move mostly learned by Dark Types and also its Dex Entries stating that it has an uncontrollable anger.

Primeape-Mega's Moveset(s) (close)
Primeape (M) @ Primeapate
Ability: Defiant
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Hone Claws
- Cross Chop
- Knock Off
- Iron Tail
Mega Primeape
Typing: Fighting ----> Fighting
Abilities: Vital Spirit/Anger Point/Defiant ----> Defiant
BST: 65/105/60/60/70/95 ---> 65/145/95/60/75/115
Moves: +Knock Off

Built to be "your worst nightmare" defiant abuser (defiant is a wonderful ability, not sure what you guys are talking about.) With how threatening a +2 145/115 Pokemon is, your opponent may just opt to leave your hazards up. 145 attack is enough to OHKO Mega-Scizor 100% of the time with a +2, adamant natured close combat; 95 defense dodges the OHKO from Skarmory's Brave Bird and helps out with priority in general. 115 is a very awkward speed tier for Primeape as with a without a timid nature, a lot can revenge kill you, but with it, you miss some valuable KO's. This is the counterweight that balances out his demanding presence on any hazard stacking team.
Primeape (Primapite)
Type: Fighting -> Fighting/Dark
Abilities: Vital Spirit, Anger Point (Defiant) -> Sheer Force
New Moves: Dark Pulse, Fire Blast, Play Rough

HP: 65 -> 65
Atk: 105 -> 130(+25)
Def: 60 -> 60
SpA: 60 -> 110(+50)
SpD: 70 -> 75 (+5)
Spe: 95 -> 115 (+20)
BST: 455 -> 555

It gets Dark Pulse because the move is described as "a horrible aura imbued with dark thoughts". Primape's a ball of anger and hatred, and according to the Pokédex: "It is always outrageously furious. If it gives chase, it will tenaciously track the target no matter how far."
This manifests itself as a Dark typing. With Sheer Force, usable SpA, and an incredibly wide movepool (damaging moves of every type but Steel, Water, and Psychic), Mega Primeape is an amazing mixed sweeper.
It also gets Bulk Up if you want to roll with that.
Primeape
Fighting/Dark
Vital Spirit/Anger Point/Defiant -> Moxie
65/105/60/60/70/95 -> 65/145/70/60/80/135
Moves: +Knock Off

Simple enough. Primeape hates living things. It gets angry. Upon Mega Evolution it now gets a massive boost to its two main stats. Every time it gets a KO it then gets even more POWER! It just hates everything so it gets a Dark Type and it hates items too so it gets Knock Off. However, it focuses so much on trying to stop everything that it does really leave much for protecting itself and can easily be taken out by any strong move.
Mega Primeape
Type: Fighting
Ability: Vital Spirit/Anger Point/Defiant -> Moxie
Stats: 65/105/60/60/70/95 -> 65/150/60/65/70/145
Moves: Mach Punch.

So basic thought son this, I've always seen primeape as a pokemkn of emotion. If he starts building up momentum and confidence he would become more dangerous. With this in mind I chose moxie because it suits how I think of him and it gives him a cool niche. The spread makes him an interesting option at fighting type, his attack is high enough to distinguish himself from mienshao, whil still not as high as mega conk. And just tagging with guess work here I doubt mega shao will have less speed than mega ape so it all balances out and he's a nice middle ground choice at the fighting type slot.
Mega Primeape
Typing: Fighting --> Fighting/Dragon
Abillity: Vital Spirt/Anger Point/Defiant --> Own Tempo (Or Tangled Feet if this is to OP)
Stats: 65/105/60/60/70/95 --> 65/145/77/70/88/115
New Moves: Outrage, Dragon Pulse

This mega is meant to show of Primeape's true anger, through the use of Outrage. It is meant to destroy with its Outrage and I gave it Own Tempo to show its unstoppable Outrage, by unstoppable I mean that Primeape's anger cant be controlled, not that this pokemon is unstoppable.

Will post rest latter, also I'm still making Mega Arcanine
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Fighting --> Fighting
Vital Spirit/Anger Point/Defiant --> Sniper
65/105/60/60/70/95 --> 65/145/90/60/90/105
New Moves: +Cross Poison, +Shadow Claw, +Mach Punch
So this set is kind of intended to be a "Primeape's Revenge" of sorts. He hated taking critical hits before (see "Anger Point"), but now he hits all the harder. Focus Energy guarantees Primeape a critical hit on Cross Chop, Karate Chop, Stone Edge, Cross Poison, Shadow Claw and Night Slash, giving him numerous ways to abuse Sniper. Mach Punch is much-needed priority for him as Vacuum Wave clearly doesn't cut it.

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arcanine.gif
Arcanine

Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Intimidate
BST: 90/110/80/100/80/95 -----> 90/150/100/100/100/115
New moves: Sacred Fire

Arcanine's awesome. I don't usually use a Pokemon more than once on a main-series game, but thinking back Arcanine's the only Pokemon I've used in four of the six current regions (Infernape and Talonflame beat it out in the other two). It's been a powerful, reliable Pokemon for over a decade since its introduction. Unfortunately, in recent years Arcanine hasn't been living up to its species name as the "Legendary Pokemon"; while it's no longer strong enough to make the cut into OU, it's also been deemed too powerful for lower tiers, forcing it to linger in the limbo of the division known as BL. Such a pathetic fate should not have befallen on such a majestic Pokemon as Arcanine, being somewhere but belonging nowhere. Mega Arcanine gives Arcanine the push that it needs to push itself out of BL and once again live up to its name as the "Legendary Pokemon".

Mega Arcanine is designed to be a bulky physical Attacker, with equal defenses and a beefy physical Attack. Intimidate gives Arcanine the unique ability to cut the opponent's physical attack in half should it choose to stay in; both its standard form and Mega form have Intimidate, and thus can drop the opponent's attack by one stage each. This enables it to soak up physical attacks much more easily, and may often force physical opponents out of battle. It's special bulk isn't too shabby, either, though without Intimidate to soften the blows it certainly won't enjoy any hits on its Special side. The Attack and Speed boosts put it on par with other Megas like Mega Scizor and Mega Absol (its Attack and Speed actually match Mega Absol's, coincidentally), but still is a bit weaker than Choice Band Arcanine to compensate for its improved agility and bulk. Some damage calcs:

252+ Atk Arcanine Wild Charge vs. 252 HP / 0 Def Azumarill: 288-340 (71.2 - 84.1%) -- guaranteed 2HKO
-2 252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Arcanine: 162-192 (42.1 - 50%) -- 0.4% chance to 2HKO
(Extremespeed>Aqua Jet, basically guaranteeing Arcanine the win in this situation)

252+ Atk Arcanine Sacred Fire vs. 252 HP / 184+ Def Gliscor: 129-153 (36.4 - 43.2%) -- 4.7% chance to 3HKO after Poison Heal
-2 0 Atk Gliscor Earthquake vs. 252 HP / 0 Def Arcanine: 104-126 (27 - 32.8%) -- guaranteed 4HKO

252+ Atk Arcanine Close Combat vs. 4 HP / 0 Def Mega Gyarados: 296-350 (89.1 - 105.4%) -- 37.5% chance to OHKO
-1 252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 0 Def Arcanine: 218-260 (56.7 - 67.7%) -- guaranteed 2HKO

252+ Atk Arcanine Sacred Fire vs. 252 HP / 232+ Def Skarmory: 230-272 (68.8 - 81.4%) -- guaranteed 2HKO after Leftovers recovery
-1 0 Atk Skarmory Brave Bird vs. 252 HP / 0 Def Arcanine: 72-85 (18.7 - 22.1%) -- possible 5HKO

252+ Atk Arcanine Sacred Fire vs. 4 HP / 0 Def Excadrill: 602-710 (166.2 - 196.1%) -- guaranteed OHKO
-1 252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 0 Def Arcanine: 248-294 (64.5 - 76.5%) -- guaranteed 2HKO

Double Intimidate gives it a win condition even against OU's physical Waters, while its beefy attack helps it bust through its physical walls (Excadrill was thrown in there mostly for fun). What makes it great is its access to Extremespeed; since it outspeeds even standard priority, Arcanine can take out a foe before taking a second hit. That being said, Arcanine is far from being perfect. Its success relies in part on Intimidate to soften physical blows, which only activates when Arcanine switches in. This means that Arcanine will likely be doing a lot of switching, not a good trait for a Stealth-Rock weak Fire-type. Additionally, recoil-heavy moves like Wild Charge and Flare Blitz only serve to compound this problem. This was in part the reason why I gave it Sacred Fire, to help with the recoil problem (it's called the "Legendary Pokemon", after all, so flavorwise it's actually quite fitting). Morning Sun may help it a bit, but Stealth Rock and recoil mean that it will be taking quite a bit of indirect damage. This means that Arcanine will likely require a lot of team support, especially with Rapid Spin, to help keep it healthy. Finally, while Intimidate helps on the physical side, Arcanine has little to help on its Special side, so it is very vulnerable on that side of the attacking spectrum. However, with the right team (with hazard removal and a way to deal with Special Attackers), Arcanine could be a valuable player indeed.

With improved attacking and defending capabilities, Mega Arcanine is certainly a force to be reckoned with. Double Intimidate gives it a way to cushion physical blows as it wrecks house, though it may require some careful team planning in order to put it to its best use. Mega Arcanine allows the Pokemon to rise from the depths of BL and truly live up to its name as the "Legendary Pokemon".
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Mega Arcanine (Arcanite)
Appearance:
Majestic af
Type: Fire
Ability: Reckless
Normal Stats: 90/110/80/100/80/95
Mega Stats: 90/160/100/100/100/105

Mega Arcanine is designed to destroy teams with its brutally powerful Reckless-boosted attacks. Flare Blitz reaches an incredible 216 Base Power after STAB and Wild Charge is a strong 108. Morning Sun is pretty obligatory on any set with all the recoil damage Arcanine will take, however, its 90/100/100 defenses can take quite a beating. I saw no need to change its typing or give it new moves, although I considered giving it Jump Kick.
arcanine.gif
Mega Arcanine (Arcanite)
Type: Fire/Normal
Ability: Speed Boost
Base Forme Stats: 90/110/80/100/80/95
Mega Forme Stats: 90/140(+30)/100(+20)/120(+20)/95(+15)/110(+15)

Okay, I know this looks strange at a glance: hear me out.

Lets start with the typing. Arcanine is one of the rare mons to get non-event Extremespeed, so I felt that its type should show such. Plus, it resembles the thousand other Normal type dog pokemon (Furfrou, Stoutland, etc.).

Now the Ability. Arcanine, in every Dex entry, Manga, lore, and crappy pokemon spin off, is associated with speed. As soon as I noticed that trend, I knew i had to make it's ability speed boost. It gives Arcanine a niche as a Speed Boost cleaner/sweeper, and its far from broken given how weak to priority it is.
Arcanine
Type: Fire>>>Fire/Dragon
Ability: Flash Fire/Intimidate/Justified>>>Strong Jaw
Stats: 90/110/80/100/80/95>>>90/135/85/125/85/115
New Moves: Dragon Dance, Earthquake, Calm Mind

There's little Arcanine can do to abuse it's new type offensively... defensively, Dragon is a huge boon as it negates Water and has it's fairy and ice negated, leaving Ground/Rock/Dragon weaknesses. While not good, it's manageble, and after an Intimidate on the right foe, you can set a sweep as needed, or use a special set. Lacking Sacred Fire ensures it doesn't run into Entei's turf!
arcanine.gif
Typing: Fire -----> Fire / Normal
Abilities: Intimidate / Flash Fire / Justified -----> Reckless
BST: 90/110/80/100/80/95 -----> 90/140/105/100/125/95 (Atk +30, Def +25, SDef +45)
New moves: None

So this spread is more focused on bulky offense, not giving it any speed and giving it more bulk but some power. Reckless helps make up for the lack of power boost by powering up its STAB Flare Blitz. A specially defensive bias was given since Arcanine will spend most of its time burning things, and it also has intimidate pre-mega. The Normal typing not only gives it STAB ESpeed, but it also has a neat ghost immunity and a STAB Double-Edge boosted by Reckless. The Fighting weakness is unfortunate, but its not game changing in a meta full of Talonflame, Mega Venu, and Fairies roaming around. So yea, this is a neat MegArcanine imo.
arcanine.gif
Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Rock Head
BST: 90/110/80/100/80/95 -----> 90/135/105/125/105/95 (Atk +25, Def +25, SDef +25, Sp.Atk +25)
New moves: None

I like the suggestion of Reckless Arcanine, but Arcanine has always been useful for it's bulk as well as it's power, so I think Iron Head is a more appropriate ability to encourage physical sets. However, Arcanine has always has the ability to use special attacks, and be rather balanced, so I bumped special attack as well.
Mega Arcanine
Fire -> Fire/Fighting
Intimidate/Flash Fire/Justified -> Moxie
HP: 90 -> 90
Atk: 110 -> 150 (+40)
Def: 80 -> 110 (+30)
SpA: 100 -> 110 (+10)
SpD: 80 -> 90 (+10)
Spe: 95 -> 105 (+10)
Total: 555 -> 655
arcanine.gif
Mega Arcanine
Typing: Fire ----> Fire/Rock
Abilities: Intimidate/Flash Fire/Justified ----> Rock Head
BST: 90/110/80/100/80/95 ----> 90/140/90/125/85/125
New Moves: Head Smash

I based the possible design of MegaArca on the Chinese Guardian Lions, which should explain the Rock secondary typing. Basically, just click Flare Blitz/Head Smash/Wild Charge/whatever and everything dies. Granted, a Water or Ground move would still absolutely murder MegaArca, but hey, at least it's not too slow.

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none

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Slowbro
Typing: Water/Psychic -----> Same
Abilities: Oblivious/Own Tempo/Regenerator -----> Unaware
BST: 95/75/110/100/80/30 -----> 95/85/150/130/100/30
New moves: Recycle

Stats are just a buff of what he previously had, as it should be
Nothing radical, but Recycle is a good move for the bro to recharge his fat ass with berries n shit

Unaware is there for pretty fukken obvious reasons

go bro

Vileplume: DineshThePoet
Vileplume-Mega (Vileplumate)
Design Description: Vileplume's petals become infested with pollen and becomes more toxic-colored. Its feet turn root-like.
Chlorophyll/Effect Spore -----> Pollinate (Priority to Powder Moves)
75/80/85/110/90/50 (490) -----> 75/100/120/120/125/50 (590)
New Moves: Leech Seed
Venomoth: Chesnaught
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
Persian: Clapyourhands
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
Golduck: Dawnmidst
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

vileplume.gif

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.

venomoth.gif

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 ._.)
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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.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.
53.png

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)
053.gif

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.
053.gif
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


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.

DineshThePoet's Vileplume says it gets Leech Seed, which it already has
 
Posting the past slates in its own post because fuck it made editing that post really laggy u.u
vileplume.gif

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.
045.png
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.

venomoth.gif

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 ._.)
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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.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.
53.png

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)
053.gif

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.
053.gif
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


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.
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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.

EDIT;
Also, I completed adding Primeape and Arcanine, if I accidentally skipped yours, please VM me :)
 
Chesnaught Once again, the typings in my submissions is messed up. Fix it this time and I'll not use picture for types here on out.

Arcanine is Fire/Fairy
Slowbro is same
Primeape is Fighting/Dark
Golem is pure Rock
 
59.png

Mega-Arcanine
Type - Fire
Ability - Awareness: Immunity to the affects of all forms of field hazards
Stats - 90/125/120/100/120/100 - BST: 655
New moves - Healing Wish, Baton Pass, Noble Roar


Play style
Mega-Arcanine has been designed as a defensive pivot, with significant increases to both of its defences. With a physical attacking stat of 125, a defensively invested set still has the potential to humble fragile attackers, while holding them off with its excellent bulk. Arcanine loses its ability Intimidate in exchange for its new ability, Awareness. While losing out on the pseudo-phyiscal bulk its regular form relished, its new ability offers to mitigate damage to a far greater extent over the course of a longer battle. Awareness allows Arcanine to capitalise on its new found bulk, switching in and out as it likes without having to fret over excess damage from Stealth Rocks and poisoning from Toxic Spikes.

Arcanines new moves have been chosen to help establish itself more so as a team-player. Healing Wish allows an enervated Arcanine to make one last contribution by restoring a beleaguered teammate - a very useful ability when your win-condition is dire straits (and with 100 base speed, quite likely to be gotten off). Baton Pass simply allows for Arcanine to steal momentum; an excellent move for a pivot, which also allows for the passing of Agility boosts, should you be inclined to run it, too. Finally, Noble Roar takes the sting out of offensive threats, paving the way for the more fragile elements of your team to take to the field. Noble Roar also lends itself to a stalling set, with reliable recovery in Morning Sun and access to Toxic, Arcanine can stall out both offensive and defensive threats.

Felling a legend
While Mega-Arcanine's mixed bulk allows it to stand tall in the face of a plethora of offensive threats, its defences are not so high that an invested (and possibly choiced) wall-breaker can cut through its sub-adamantium fur.

As tempting as it was to add Heal Bell, keeping Mega-Arcanine 'fair' by allowing it to be whittled away by Toxic solves the issue many walls would face when confronted by the potential ensuing stall.
 
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Arcanine @ Arcaninite
Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Prankster
Stats: 90/110/80/100/80/95 (BST 555) -----> 90/115/110/100/135/105 (BST 655)
New Moves: Taunt, Volt Switch

Concept: When Arcanine Mega Evolves, it gains a massive competitive advantage. Its already impressive bulk boosts from 90/80/80 to a monolithic 90/105/125, letting it wall a plethora of special attackers in OU. In addition, it gets access to the excellent ability prankster, letting it fire (heh) off Priority Taunts, Will-o-Wisps, Morning Suns and Toxics to serve as an excellent annoyer. As if that wasn't good enough, it even gets Volt Switch, letting it escape from the battle on one of the many switches Prankster Taunt / Will-o-Wisp cause. In conclusion, Prankster Mega-Arcanine would become a major threat, and have a very interesting effect on the meta!

The Pizza Man, thank you for reminding me about the HP in my spread! Fixed.
 
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Chesnaught Once again, the typings in my submissions is messed up. Fix it this time and I'll not use picture for types here on out.

Arcanine is Fire/Fairy
Slowbro is same
Primeape is Fighting/Dark
Golem is pure Rock

Thanks a lot! Yeah, I don't know why it does that but the images get screwed up ~_~

EDIT; I had two more Slowbros to add and I accidentally refreshed the page and lost it all T_T Will finish Slowbro later, want to submit my own ideas now :)
 
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