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So what if Cloyster could turn its spiky hide into shurikens? I'll be shocked if I see most water/skill link retainers NOT add a frog ninja's specialty.
Though speaking of Skill Link, I'm thinking Marowak on a Bone Rush.
So what if Cloyster could turn its spiky hide into shurikens? I'll be shocked if I see most water/skill link retainers NOT add a frog ninja's specialty.
Cloyster gets spikes and toxic spikes. Shurikens are "spiky". Cloyster is a water type. Cloyster gets skill link. GF likes giving skill link pokemon multi-hit moves. Therefore cloyster gets water shuriken.
Mega or no, water shuriken is useful as priority (outside the lame ice shard, did i mention that ice shard + cloyster kinda sucks?). With it, you can finally beat talonpain, any relevant steel type besides excadrill, and all these new megas.
Cloyster gets spikes and toxic spikes. Shurikens are "spiky". Cloyster is a water type. Cloyster gets skill link. GF likes giving skill link pokemon multi-hit moves. Therefore cloyster gets water shuriken.
Mega or no, water shuriken is useful as priority (outside the lame ice shard, did i mention that ice shard + cloyster kinda sucks?). With it, you can finally beat talonpain, any relevant steel type besides excadrill, and all these new megas.
Talonflame will always outprioritize prior to a Shell Smash regardless.
The world has plenty of Talonflame checks. I really don't think it fits to use another poke's signature move just for a reason like that alone. It's a signature move. Signature. Move.
Talonflame will always outprioritize prior to a Shell Smash regardless.
The world has plenty of Talonflame checks. I really don't think it fits to use another poke's signature move just for a reason like that alone. It's a signature move. Signature. Move.
I'm not moving any faster than one submission period every two days anything shorter would make it really difficult to manage this thread, please be patient, results are always posted (about) 24 hours after voting begins (As soon as Peef Rimgar gets back online...)
Hypno is reallllyyy creepy. If any of you guys have read/heard of Hyno's Lullaby, then you know exactly what I mean. It's basically the Bogeyman, but with psychic powers and the ability to put you to sleep.
No Guard is an interesting ability for Hypno; unlike the other common user of the ability, Machamp, Mega Hypno is more of a defensive No Guard Pokemon. How exactly does that work? Well, Hypno gets two moves that inflict status but are rather inaccurate; one is the near-eponymous Dynamic Punch, made famous by No Guard Machamp for its guaranteed Confusion. The other, of course, is Hypnosis. No Guard gives Hypno the only perfect-accuracy Hypnosis in the game; it's basically Spore, but not for mushrooms. Hypno also gets the small bonus of a perfectly accurate Zen Headbutt, so the 10% miss rate won't screw it up during critical moments.
I gave it Dynamic Punch to give it a unique, somewhat annoying niche of perfectly accurate Confusion and Sleep--fitting, considering that Hypno, well, confuses and puts people to sleep. While I also buffed its Attack to keep it from being a sitting duck against strong wallbreakers, it is primarily a defensive Pokemon. Hypnosis is obviously there to inhibit the foe from attacking, while Dynamic Punch encourages switching and gives it a secondary method to incapacitate foes while waiting for another chance to use Hypnosis. The damage is just a bonus. Really, the ideal set for Mega Hypno would be something along these lines:
Zen Headbutt
Hypnosis
Fire Punch
Dynamic Punch
Zen Headbutt, Hynosis, and Dynamic Punch are really the only staples; Fire Punch is just an example of a coverage move Hypno could run to make use of its decent Attack. Ice Punch, Shadow Punch, and Thunder Punch are all also coverage options; in particular, Shadow Punch helps it take care of the Ghost-types that it is weak to. Drain Punch is an option as well; though redundant with Dynamic Punch, it gives Hypno some decent recovery. Finally, though perhaps not advisably, Dream Eater is an option for Hypno if it needs to heal. I'm not advocating it as a good option, I'm just saying that it is an option.
Mega Hypno is quite a unique Pokemon, to say the least. Great Special Defense and Attack, but low Speed and mediocre Defense each balance each other out. It has the unique combination of perfectly accurate sleep and confusion, perfect for a Pokemon known for decieving and hypnotizing its foes. As cool as Mega Hypno is, it's not something I'd want to run into walking through the forest though--Hypno's Lullaby still gives me nightmares.
Dewgong really doesn't have much hope. You can't change the typing, it fits too well. So whatever, i tried. Scald is mandatory if you're gonna be defensive, recover because it makes sense on just about all water types. Serene grace because, well, it looks pretty graceful in the water.
Competitive uses: Ice beam + Dragon tail for freeze shuffling would be pretty evil.
Then there's the standard serene grace scald mixed wall set.
Or you could be a cunt and do a paraflinch set.
Perish song + whirlpool + scald is finally somewhat viable (not)
Toxic stall on this thing... oh my.
Dodrio
Normal / Flying ----> Normal / Flying
60/110/70/60/60/100 ---> 60/150 (+40) / 110 (+40) / 60 / 95 (+35) / 85 (-15)
Ability Run Away / Early Bird / Tangled Feet ----> Analytic
New Moves: Jump Kick, U-Turn, Drill Run
Heartgold: It collects data and plans three times as wisely, but it may think too much and fall into a state of immobility.
Concept: I decided upon a very, very different Dodrio, one that emphasizes not its speed but its humanity ability to think 3 times deeper about things hence analytic. Most of the new moves are just for coverage and U-Turn allows Dodrio to act as a solid pivot. While Dodrio may not be the strongest most of the time with the better bulk it has it will be able to force more switches and by doing so open up opportunities to hit with Analytic boosted damage. 85 is a solid speed for Dodrio as it can outrun most walls such as Venusaur but be slow enough to get analytic damage on anything else.
Mega Muk (Mukinite)
Type: Poison ===> Poison / Dark
Abilities: Stench / Sticky Hold / Poison Touch ===> Corrosion (Steel's poison immunity is ignored when this pokemon uses an attacking Poison move.)
Stats: 105 / 105 / 75 / 65 / 100 / 50 ===> 105 / 150(+35) / 90(+15) / 75(+10) / 120(+20) / 60(+10)
New Moves: Knock Off, Toxic Spikes
This take on Mega-Muk focuses on making him a very threatening bulky attacker. With the addition of dark typing, Muk has a sole weakness in Ground, making him difficult to revenge kill. He also gets a dangerous (and maybe unresisted?) dual STAB combo, thanks to his ability which removes the annoying immunity to his poison STAB.
Congrats to our winners and thanks to everyone who voted or submitted.
We are now accepting Submissions for...
Cloyster
Electrode
Marowak
Hitmonlee
Please follow the rules listed in the OP when making your submissions or it will not be considered. You are allowed to submit one (No X and Y evolutions just one) mega for each of the Pokemon listed. You have 24 hours to do your submissions. Good luck and have fun!
Electricity produces heat, and Electrode explodes, so I thought it'd be a fun idea to give an Electric-type a secondary Fire-typing, and Heat Wave was chosen over Flamethrower to fit the flavor further. Competitive isn't really there for flavor, but to absolutely punish Defog users and be a fatal threat to hyper offense teams. Electric/Fire coverage is great, and when backed by a potential Competitive boost, things will go boom, and I'm not talking about Electrode here (Oh lord, I'm so funny). I chose to significantly buff his speed because that's what he's all about, and being able to narrowly outspeed base 100s that are at +1 or have a scarf really aids in the cause.
Typing: Water / Ice -----> Water / Steel
Abilities: Shell Armor / Skill Link / Overcoat ------> Bulletproof
50/95/180/85/45/70 -----> 60/125/220/85/75/70
New Moves: Calm Mind, Iron Head, Heavy Slam
Does anyone know why Cloyster is an Ice-type? Seriously, read it's Pokedex entries. Nowhere in the Pokedex does it say something like "It's body can reach temperatures of -200° F" or other generic Ice-type info, nor does it even mention anything along the lines of "It lives in frigid northern waters on the rocky seafloor." Nothing of the sort. This is what it does say, however:
"For protection, it uses its harder-than-diamonds shell. It also shoots spikes from the shell."
-Yellow Pokedex
What's harder than diamond? Nothing you say? Well, this is Pokemon logic after all, so I would infer that Cloyster's shell is as hard as, if not harder than, steel. Yes, it gains the Steel-typing. It makes more sense flavorwise in my opinion based on what we know from the Pokedex, and its a great defensive typing as well. It only has three weaknesses, Fighting, Electric, and Ground. However, unfortunately for it, these three types are also some of the most common in the metagame. Luckily, the Pokedex holds one more tidbit of information that helps Cloyster deal with this...
Cloyster's shell can withstand bombs and missiles. Bulletproof prevents bomb- and bullet-based moves. It's a perfect fit, really. Mainly Cloyster values Bulletproof because it makes it immune to Aura Sphere and Focus Blast, the two most common special Fighting-type moves. This means that most super-effective Fighting moves will have to attack its monstrous Defense--not an easy task. Its ground weakness stays mostly intact (Mud Bomb immunity doesn't count, really), as does its Electric weakness. Energy Ball, Bullet Seed, and Shadow Ball immunities are all nice bonuses, but it's mainly the Aura Sphere and Focus Blast immunities that it values. Remember, Cloyster learns Toxic Spikes and Spikes, so its hardiness makes it a worthy option for a hazard setter as well.
Now, if you notice, I didn't touch Cloyster's Special Defense much. This is because Bulletproof, a solid defensive typing, and a massive Defense stat are in my opinion more than enough to make it viable. I boosted it to a less-abysmal number just so it wouldn't be complete trash on the special side defensively (it's a Mega, after all). What this mainly does is discourage the use of Shell Smash; sure, the extra Defense means that you can still take hits well on the physical side even with the stat-lowering, but the low Special Defense and HP mean that a single Shell Smash will likely mean that Cloyster will fall to even neutral attacks; remember, Cloysterite means Cloyster can't hold a White Herb, and so anything with priority or higher Speed can take advantage of its lowered defenses and take it out. In terms of the other boosts, Cloyster has the same Defense stat as Aggron, so I raised it to roughly the same level as Mega Aggron (10 less, because Cloyster is already solid defensively). The Attack boost is because Cloyster loses STAB on Icicle Spear AND Skill Link, meaning that it will be outputting less damage than normal (most of its other moves can't match the base power of 5x-hitting STAB Icicle Spear). Iron Head gives it a physical Steel STAB to use, while Heavy Slam provides another, more variable, option. Finally, Calm Mind is an option should Mega Cloyster want to patch up it's Special Defense. Cloyster's Special Attack is dwarfed by its Attack, so the Special Attack boost doesn't mean much to it. However, it does have a use for the Special Defense boost; I gave it Calm Mind instead of, say, Amnesia, because I felt that boosting Cloyster's Special Defense shouldn't be a common way of playing it. By giving it a move that only boosted the stat by one stage instead of two, it remained an option, but not an outstanding one. Cloyster also lacks reliable recovery. This makes it vulnerable to status (particularly burn). This is fine by me, since Bulletproof and amazing Defense make it relatively hard to take down already.
Mega Cloyster seeks to be defensive rather than offensive, a niche Cloyster hasn't seen much use in since Gen IV. A monstrous Defense stat is offset by a lack of recovery and mediocre Special Defense, the latter of which also discourages the use of Shell Smash. A new Steel-typing grants Cloyster a plethora of new resistances, in exchange for losing STAB on Ice-type moves like Icicle Spear. Finally, Bulletproof grants it immunities to key moves like Aura Sphere and Focus Blast, but also removes its niche as an abuser of powerful multihit moves in conjunction with Skill Link. Mega Cloyster plays very differently from standard Cloyster, in a role similar to the pre-Shell Smash, Skill Link era. It is better able to use the hazard moves it already has access to with its improved defenses, and becomes a reliable wall thanks to its typing and its ability. I had fun with Mega Cloyster; I never viewed it much as a defensive Pokemon, but after writing this up I've realized how good of a wall it could actually be.
Electrode
Electrode
Typing: Electric -----> Electric
Abilities: Soundproof / Static / Aftermath ------> Generator (Sets Electric Terrain for five turns upon switch-in)
60/50/70/80/80/140 -----> 60/60/80/130/100/150
New Moves: Electric Terrain (alright this one was pretty obvious)
Alright, I was between Levitate (since Electrode is known for floating away in the wind when overcharged) and this, but since Eelektross already has the whole "no-weakness-Electric-with-Levitate" thing down pretty well, I went with the latter. The thing is named Electrode, which in real life is a part of the circuit that conducts electricity, so creating Electric Terrain isn't that much of a stretch. Generator is a better name for it, since generators, well, generate electricity. It goes with the Gardener ability Mega Florges has (Grassy Terrain), and the Enchanted ability I'm holding onto for Mega Sylveon (or Mismagius even if Etheriate doesn't work out, considering that enchantment is its whole schtick).
In terms of stat boosts, Electrode's stats all kind of suck besides Speed. I put 10 into Speed just to emphasize that this thing is fast, even when compared to other Megas. 30 total went into both defenses, just to bolster it a bit without making it bulky. I didn't want to put 60 into Special Attack, even if it might need it, so I went ahead and tossed 10 into Attack and instead raised its Special Attack to a respectable 130. Now, that doesn't sound like much for a Mega, especially one with such poor defenses, but that's where the ability comes in. Electric Terrain gives Electric attacks a 1.5x boost on grounded Pokemon (in addition to preventing sleep in grounded Pokemon, but that's besides the point). This gives Electrode an effective Special Attack of 195 when using Electric-type moves, before factoring in STAB. For reference, that's a point higher than Mega-Mewtwo Y. Sound broken yet? Well, not quite.
Well, for starters, a glance on the physical side shows that Mega Mawile with Pure Power has an effective Attack stat of 210. It also has better STAB and defenses, and also isn't limited by number of turns. Mega Electrode, on the other hand, can only use Electric-type moves if it wants to utilize the boost. This, unlike Steel-and Fairy-type moves, notably has a shortcoming in the fact that Ground is immune to Electric. Additionally, while Mega Mawile can run coverage moves like Sucker Punch and still get the boost, Electrode has no such luxury. Mawile also has far better defenses, while Electrode's poor bulk makes it very susceptible to priority. Unlike Defense, Special Defense has walls like Blissey and Mega Tyrannitar that can wall Mega Electrode for days. Finally, Electric Terrain lasts 5 turns; when it runs out, Electrode loses its 1.5x boost, and has to switch back in an out to reactivate it. With its frailty, it will have a lot of trouble puling that off. However, those are are able to will reap the rewards.
One thing Mega Electrode does have over Mega Mawile, however, is a much, much higher Speed. This enables it to utilize its powerful Thunderbolts without the need to resort to priority to hit faster foes. I know that the Ground immunity to Electric really hurts it, but no Electric-types other than Lanturn get a stronger Ice move than Hidden Power Ice, so I'm not about to break the trend with Electrode. HP-Ice or a neutral Signal Beam would be enough, I suppose.
With its blistering Speed and Electric Terrain, Electrode's Electric attacks are extremely powerful. Staying true to its design intentions, Mega Electrode attacks powerfully and quickly, like an explosion. However, its poor defense and Ground's immunity to Electric, as well as the limited number of turns for Electric Terrain, hamper its versatility and flexibility. Despite this, Mega Electrode can do the few things it does extremely well, and will likely find a spot on many teams because of this.
Marowak
Marowak
Typing: Ground -----> Ground / Ghost
Abilities: Rock Head / Lightningrod / Battle Armor ------> Etheriate (Ghost-type Pixilate, check Mismagius and Girafarig)
60/80/110/50/80/45 -----> 60/130/110/60/100/65
New Moves: Shadow Claw, Destiny Bond, Shadow Ball
This Mega Marowak is inspired by the ghost Marowak found in the Pokemon Tower back in Lavender Town; hence it gains the Ghost typing upon Mega Evolution. This comes with some standard Ghost-type moves: Shadow Claw and Shadow Ball, with Destiny Bond for flavor reasons (I wanted to give it Grudge and Spite purely for flavor too, but the move limit made me choose). Considering that the Cubone line is closely associated with bones and death, a Ghost-type addition seems fitting even without the whole Pokemon Tower thing.
Etheriate is a strong ability, I know, but Marowak sorely needed a boost. A Marowak with Thick Club has an effective Attack of 160; A Mega Marowak with Marowakite will effectively have an Attack of 169 when using a Ghost-type move, and only 130 using any other move; it's not much stronger than standard Marowak is. In terms of physical Normal-type moves it can abuse Etheriate with, the only viable ones are Double-Edge and Return (Thrash, Giga Impact, and Skull Bash each have their own drawbacks that make them very difficult to use competitively; inability to switch moves and confusion, recharge turn, and charge turn, respectively). Double-Edge has some nasty recoil that Marowak won't be able to take well, given its lack of Recovery and low base HP. This only leaves Return as a usable move with Etheriate; but it is a strong one. Here are some damage calcs against OU's strongest physically defensive walls:
252+ Atk Marowak Return vs. 252 HP / 232+ Def Skarmory: 127-151 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Marowak Return vs. 252 HP / 184+ Def Gliscor: 144-169 (40.6 - 47.7%) -- guaranteed 3HKO after Stealth Rock and Poison Heal
Hurts a lot, doesn't it? Luckily, it's not at all unstoppable; far from it, in fact. Firstly, Marowak's massive 167 Attack stat only applies to Normal-type moves; any other physical attacks it uses will run off its more standard 130 Attack. This means Normal-types, like Blissey notably, can completely shrug off Mega-Marowak's strongest attacks. A combination of low speed and average (for a Mega) defenses, in tandem with lack of any non-Rest recovery whatsoever, means that it will be taking considerable damage often and will be unable to heal any of it off. Anything that can survive a hit can hit back for some serious damage. That being said, Marowak can demolish many threats in teams who are unprepared.
Mega Marowak may hit hard, but it in actuality only hits about as hard as Thick Club Marowak does normally, and even then this attack only applies to Normal-type moves. Though low speed and mediocre defenses may hold it back, Mega Marowak certainly will be a force to reckoned with in the metagame if used correctly.
Did anyone ever notice that Hitmonlee's entire body looks like a foot? Well now you do.
Anyways, I didn't do anything drastic with Hitmonlee regarding typing, ability, or movepool. Sure I could have given it Iron Foot or something, and I'm sure that some other submissions will. Instead, I decided to improve on what Hitmonlee already could do, by improving its capabilities as a powerful wallbreaker.
I saw no reason for a type change, since pure Fighting fits it perfectly well. Reckless fits with its flavor and movepool, though I gave it Double Edge to give it another recoil move besides High Jump Kick. I didn't want to give it too much coverage with recoil moves, as it needs to be countered by something (and conveniently, in fact, it is--but more on that later).
Speed got a boost to help Hitmonlee hit foes before it takes damage; while it's Special Defense is respectable, its combination of poor HP and Defense means that taking a physical hit essentially means a KO for it. Each of its defenses gets a small boost, in addition to its Special Attack, so that not all of the points remaining go to Attack. Speaking of its Attack, Mega Hitmonlee is on par with Mega Banette when it comes to raw offensive power; what it lacks in utility it makes up for in speed and strength. Reckless High Jump Kick and Double Edge coming off of that Attack stat will absolutely wreck most Pokemon that don't resist it.
Most, of course, however, doesn't include Ghost-types. They are immune to both High Jump Kick and Double Edge; in fact, switching a Ghost-type in on a Mega Hitmonlee using High Jump Kick will cause Mega Hitmonlee to take some serious recoil damage. This makes Ghost-types the hands down best counter to Mega Hitmonlee, though that doesn't at all mean that they are the only ones. Skarmory and Gliscor, two of OU's most famous physical walls, can both take out Mega Hitmonlee by capitalizing on its lower physical defense. Hitmonlee also lacks recovery, meaning that the recoil damage that it accumulates with Reckless will stay, and eventually even take it out. The poor Defense means that priority and anything that can outspeed it and hit with a moderately strong physical move will likely be able to take it out; most priority moves are physical, and most teams already carry priority around in some form or another.
Despite these shortcomings, Mega Hitmonlee shouldn't be scoffed at, as it can completely demolish unprepared teams. Though recoil and a lack of recovery will wear it down even before it takes a hit, its raw power makes this a fair exchange; low physical defense is offset by decent special defense, and increased speed makes up for the minor buffs to defense. All in all, Mega Hitmonlee should certainly be considered when building a team that needs a quick boost in raw power.
EDIT: Whoops, totally forgot about Knock Off. Yeah this would have been a big problem.
Typing: Water / Ice -----> Water / Steel
Abilities: Shell Armor / Skill Link / Overcoat ------> Bulletproof
50/95/180/85/45/70 -----> 60/125/220/85/75/70
New Moves: Calm Mind, Iron Head, Heavy Slam
Does anyone know why Cloyster is an Ice-type? Seriously, read it's Pokedex entries. Nowhere in the Pokedex does it say something like "It's body can reach temperatures of -200° F" or other generic Ice-type info, nor does it even mention anything along the lines of "It lives in frigid northern waters on the rocky seafloor." Nothing of the sort. This is what it does say, however:
What's harder than diamond? Nothing you say? Well, this is Pokemon logic after all, so I would infer that Cloyster's shell is as hard as, if not harder than, steel. Yes, it gains the Steel-typing. It makes more sense flavorwise in my opinion based on what we know from the Pokedex, and its a great defensive typing as well. It only has three weaknesses, Fighting, Electric, and Ground. However, unfortunately for it, these three types are also some of the most common in the metagame. Luckily, the Pokedex holds one more tidbit of information that helps Cloyster deal with this...
Cloyster's shell can withstand bombs and missiles. Bulletproof prevents bomb- and bullet-based moves. It's a perfect fit, really. Mainly Cloyster values Bulletproof because it makes it immune to Aura Sphere and Focus Blast, the two most common special Fighting-type moves. This means that most super-effective Fighting moves will have to attack its monstrous Defense--not an easy task. Its ground weakness stays mostly intact (Mud Bomb immunity doesn't count, really), as does its Electric weakness. Energy Ball, Bullet Seed, and Shadow Ball immunities are all nice bonuses, but it's mainly the Aura Sphere and Focus Blast immunities that it values. Remember, Cloyster learns Toxic Spikes and Spikes, so its hardiness makes it a worthy option for a hazard setter as well.
Now, if you notice, I didn't touch Cloyster's Special Defense much. This is because Bulletproof, a solid defensive typing, and a massive Defense stat are in my opinion more than enough to make it viable. I boosted it to a less-abysmal number just so it wouldn't be complete trash on the special side defensively (it's a Mega, after all). What this mainly does is discourage the use of Shell Smash; sure, the extra Defense means that you can still take hits well on the physical side even with the stat-lowering, but the low Special Defense and HP mean that a single Shell Smash will likely mean that Cloyster will fall to even neutral attacks; remember, Cloysterite means Cloyster can't hold a White Herb, and so anything with priority or higher Speed can take advantage of its lowered defenses and take it out. In terms of the other boosts, Cloyster has the same Defense stat as Aggron, so I raised it to roughly the same level as Mega Aggron (10 less, because Cloyster is already solid defensively). The Attack boost is because Cloyster loses STAB on Icicle Spear AND Skill Link, meaning that it will be outputting less damage than normal (most of its other moves can't match the base power of 5x-hitting STAB Icicle Spear). Iron Head gives it a physical Steel STAB to use, while Heavy Slam provides another, more variable, option. Finally, Calm Mind is an option should Mega Cloyster want to patch up it's Special Defense. Cloyster's Special Attack is dwarfed by its Attack, so the Special Attack boost doesn't mean much to it. However, it does have a use for the Special Defense boost; I gave it Calm Mind instead of, say, Amnesia, because I felt that boosting Cloyster's Special Defense shouldn't be a common way of playing it. By giving it a move that only boosted the stat by one stage instead of two, it remained an option, but not an outstanding one. Cloyster also lacks reliable recovery. This makes it vulnerable to status (particularly burn). This is fine by me, since Bulletproof and amazing Defense make it relatively hard to take down already.
Mega Cloyster seeks to be defensive rather than offensive, a niche Cloyster hasn't seen much use in since Gen IV. A monstrous Defense stat is offset by a lack of recovery and mediocre Special Defense, the latter of which also discourages the use of Shell Smash. A new Steel-typing grants Cloyster a plethora of new resistances, in exchange for losing STAB on Ice-type moves like Icicle Spear. Finally, Bulletproof grants it immunities to key moves like Aura Sphere and Focus Blast, but also removes its niche as an abuser of powerful multihit moves in conjunction with Skill Link. Mega Cloyster plays very differently from standard Cloyster, in a role similar to the pre-Shell Smash, Skill Link era. It is better able to use the hazard moves it already has access to with its improved defenses, and becomes a reliable wall thanks to its typing and its ability. I had fun with Mega Cloyster; I never viewed it much as a defensive Pokemon, but after writing this up I've realized how good of a wall it could actually be.
Electrode
Electrode
Typing: Electric -----> Electric
Abilities: Soundproof / Static / Aftermath ------> Generator (Sets Electric Terrain for five turns upon switch-in)
60/50/70/80/80/140 -----> 60/60/80/130/100/150
New Moves: Electric Terrain (alright this one was pretty obvious)
Alright, I was between Levitate (since Electrode is known for floating away in the wind when overcharged) and this, but since Eelektross already has the whole "no-weakness-Electric-with-Levitate" thing down pretty well, I went with the latter. The thing is named Electrode, which in real life is a part of the circuit that conducts electricity, so creating Electric Terrain isn't that much of a stretch. Generator is a better name for it, since generators, well, generate electricity. It goes with the Gardener ability Mega Florges has (Grassy Terrain), and the Enchanted ability I'm holding onto for Mega Sylveon (or Mismagius even if Etheriate doesn't work out, considering that enchantment is its whole schtick).
In terms of stat boosts, Electrode's stats all kind of suck besides Speed. I put 10 into Speed just to emphasize that this thing is fast, even when compared to other Megas. 30 total went into both defenses, just to bolster it a bit without making it bulky. I didn't want to put 60 into Special Attack, even if it might need it, so I went ahead and tossed 10 into Attack and instead raised its Special Attack to a respectable 130. Now, that doesn't sound like much for a Mega, especially one with such poor defenses, but that's where the ability comes in. Electric Terrain gives Electric attacks a 1.5x boost on grounded Pokemon (in addition to preventing sleep in grounded Pokemon, but that's besides the point). This gives Electrode an effective Special Attack of 195 when using Electric-type moves, before factoring in STAB. For reference, that's a point higher than Mega-Mewtwo Y. Sound broken yet? Well, not quite.
Well, for starters, a glance on the physical side shows that Mega Mawile with Pure Power has an effective Attack stat of 210. It also has better STAB and defenses, and also isn't limited by number of turns. Mega Electrode, on the other hand, can only use Electric-type moves if it wants to utilize the boost. This, unlike Steel-and Fairy-type moves, notably has a shortcoming in the fact that Ground is immune to Electric. Additionally, while Mega Mawile can run coverage moves like Sucker Punch and still get the boost, Electrode has no such luxury. Mawile also has far better defenses, while Electrode's poor bulk makes it very susceptible to priority. Unlike Defense, Special Defense has walls like Blissey and Mega Tyrannitar that can wall Mega Electrode for days. Finally, Electric Terrain lasts 5 turns; when it runs out, Electrode loses its 1.5x boost, and has to switch back in an out to reactivate it. With its frailty, it will have a lot of trouble puling that off. However, those are are able to will reap the rewards.
One thing Mega Electrode does have over Mega Mawile, however, is a much, much higher Speed. This enables it to utilize its powerful Thunderbolts without the need to resort to priority to hit faster foes. I know that the Ground immunity to Electric really hurts it, but no Electric-types other than Lanturn get a stronger Ice move than Hidden Power Ice, so I'm not about to break the trend with Electrode. HP-Ice or a neutral Signal Beam would be enough, I suppose.
With its blistering Speed and Electric Terrain, Electrode's Electric attacks are extremely powerful. Staying true to its design intentions, Mega Electrode attacks powerfully and quickly, like an explosion. However, its poor defense and Ground's immunity to Electric, as well as the limited number of turns for Electric Terrain, hamper its versatility and flexibility. Despite this, Mega Electrode can do the few things it does extremely well, and will likely find a spot on many teams because of this.
Marowak
Marowak
Typing: Ground -----> Ground / Ghost
Abilities: Rock Head / Lightningrod / Battle Armor ------> Etheriate (Ghost-type Pixilate, check Mismagius and Girafarig)
60/80/110/50/80/45 -----> 60/130/110/60/100/65
New Moves: Shadow Claw, Destiny Bond, Shadow Ball
This Mega Marowak is inspired by the ghost Marowak found in the Pokemon Tower back in Lavender Town; hence it gains the Ghost typing upon Mega Evolution. This comes with some standard Ghost-type moves: Shadow Claw and Shadow Ball, with Destiny Bond for flavor reasons (I wanted to give it Grudge and Spite purely for flavor too, but the move limit made me choose). Considering that the Cubone line is closely associated with bones and death, a Ghost-type addition seems fitting even without the whole Pokemon Tower thing.
Etheriate is a strong ability, I know, but Marowak sorely needed a boost. A Marowak with Thick Club has an effective Attack of 160; A Mega Marowak with Marowakite will effectively have an Attack of 169 when using a Ghost-type move, and only 130 using any other move; it's not much stronger than standard Marowak is. In terms of physical Normal-type moves it can abuse Etheriate with, the only viable ones are Double-Edge and Return (Thrash, Giga Impact, and Skull Bash each have their own drawbacks that make them very difficult to use competitively; inability to switch moves and confusion, recharge turn, and charge turn, respectively). Double-Edge has some nasty recoil that Marowak won't be able to take well, given its lack of Recovery and low base HP. This only leaves Return as a usable move with Etheriate; but it is a strong one. Here are some damage calcs against OU's strongest physically defensive walls:
252+ Atk Marowak Return vs. 252 HP / 232+ Def Skarmory: 127-151 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Marowak Return vs. 252 HP / 184+ Def Gliscor: 144-169 (40.6 - 47.7%) -- guaranteed 3HKO after Stealth Rock and Poison Heal
Hurts a lot, doesn't it? Luckily, it's not at all unstoppable; far from it, in fact. Firstly, Marowak's massive 167 Attack stat only applies to Normal-type moves; any other physical attacks it uses will run off its more standard 130 Attack. This means Normal-types, like Blissey notably, can completely shrug off Mega-Marowak's strongest attacks. A combination of low speed and average (for a Mega) defenses, in tandem with lack of any non-Rest recovery whatsoever, means that it will be taking considerable damage often and will be unable to heal any of it off. Anything that can survive a hit can hit back for some serious damage. That being said, Marowak can demolish many threats in teams who are unprepared.
Mega Marowak may hit hard, but it in actuality only hits about as hard as Thick Club Marowak does normally, and even then this attack only applies to Normal-type moves. Though low speed and mediocre defenses may hold it back, Mega Marowak certainly will be a force to reckoned with in the metagame if used correctly.
Did anyone ever notice that Hitmonlee's entire body looks like a foot? Well now you do.
Anyways, I didn't do anything drastic with Hitmonlee regarding typing, ability, or movepool. Sure I could have given it Iron Foot or something, and I'm sure that some other submissions will. Instead, I decided to improve on what Hitmonlee already could do, by improving its capabilities as a powerful wallbreaker.
I saw no reason for a type change, since pure Fighting fits it perfectly well. Reckless fits with its flavor and movepool, though I gave it Double Edge to give it another recoil move besides High Jump Kick. I didn't want to give it too much coverage with recoil moves, as it needs to be countered by something (and conveniently, in fact, it is--but more on that later).
Speed got a boost to help Hitmonlee hit foes before it takes damage; while it's Special Defense is respectable, its combination of poor HP and Defense means that taking a physical hit essentially means a KO for it. Each of its defenses gets a small boost, in addition to its Special Attack, so that not all of the points remaining go to Attack. Speaking of its Attack, Mega Hitmonlee is on par with Mega Banette when it comes to raw offensive power; what it lacks in utility it makes up for in speed and strength. Reckless High Jump Kick and Double Edge coming off of that Attack stat will absolutely wreck most Pokemon that don't resist it.
Most, of course, however, doesn't include Ghost-types. They are immune to both High Jump Kick and Double Edge; in fact, switching a Ghost-type in on a Mega Hitmonlee using High Jump Kick will cause Mega Hitmonlee to take some serious recoil damage. This makes Ghost-types the hands down best counter to Mega Hitmonlee, though that doesn't at all mean that they are the only ones. Skarmory and Gliscor, two of OU's most famous physical walls, can both take out Mega Hitmonlee by capitalizing on its lower physical defense. Hitmonlee also lacks recovery, meaning that the recoil damage that it accumulates with Reckless will stay, and eventually even take it out. The poor Defense means that priority and anything that can outspeed it and hit with a moderately strong physical move will likely be able to take it out; most priority moves are physical, and most teams already carry priority around in some form or another.
Despite these shortcomings, Mega Hitmonlee shouldn't be scoffed at, as it can completely demolish unprepared teams. Though recoil and a lack of recovery will wear it down even before it takes a hit, its raw power makes this a fair exchange; low physical defense is offset by decent special defense, and increased speed makes up for the minor buffs to defense. All in all, Mega Hitmonlee should certainly be considered when building a team that needs a quick boost in raw power.
Water/Ice > Water/Steel
Shell Armor/Skill Link/Overcoat > Filter
50/95/180/85/45/70 > 50/105/230/95/85/60 (+10 Atk/50 Def/10 SpA/40 SpD, -10 Spe)
New moves: Iron Head, Rock Slide, Heavy Slam
Weight: 292.1 lbs > 1309.3 lbs (steel shell added a lot of weight)
I decided to go for the more defensive route on Cloyster by replacing the Ice typing with a Steel typing, and giving it Filter, similar to Mega-Aggron. It gets the same massive Defense stat as Mega Aggron, slightly higher SpD, and slightly higher speed, as well as better mixed offenses. It did lose a little speed, as adding a really heavy steel shell will do that, but it can still remain effective with Shell Smash, although it loses the ability to run White Herb. It does lose the Grass resist that Mega-Aggron has, but unlike Mega-Aggron, it's only neutral to Fire, and it resists Water.
The new moves are fairly self-explanatory, Iron Head is to give it a new, reliable Steel stab, Rock Slide is to sort of replace Rock Blast, since it no longer has Skill Link, and Heavy Slam is a stab move to take advantage of its massive weight. The new Steel typing allows it to become a pretty good counter to Azumarill, Talonflame, and other threats:
Azumarill:
252+ Atk Huge Power Azumarill Superpower vs. 252 HP / 0 Def Filter Cloyster: 114-135 (37.5 - 44.4%) -- guaranteed 3HKO
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 0 Def Cloyster: 42-51 (13.8 - 16.7%) -- possible 6HKO
252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Cloyster: 38-45 (12.5 - 14.8%) -- possible 7HKO
252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Cloyster: 19-23 (6.2 - 7.5%) -- possibly the worst move ever
In return:
252+ Atk Cloyster Heavy Slam (100 BP) vs. 252 HP / 0 Def Azumarill: 186-220 (46 - 54.4%) -- 55.9% chance to 2HKO (it would actually have 120 BP vs Azumarill, but you can't modify weight in the calcs, and I'm too lazy to figure it out manually)
Talonflame:
252 Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Cloyster: 102-121 (33.5 - 39.8%) -- guaranteed 3HKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Cloyster: 112-133 (36.8 - 43.7%) -- guaranteed 3HKO
In return:
252+ Atk Cloyster Razor Shell vs. 4 HP / 0 Def Talonflame: 306-362 (102.6 - 121.4%) -- guaranteed OHKO
That's all I feel like doing for calcs atm, but you get the gist of it.
However, it also has the same problems as Mega-Aggron, mainly lack of recovery. While it is very good at taking hits, the only recovery outside of Rest is Aqua Ring, which forces it to take up a moveslot. So that's my version of Mega-Cloyster.
Electric > Electric
Static/Soundproof/Aftermath > Live Wire (automatically starts Electric Terrain effects upon switching in, for five turns)
60/50/70/80/80/140 > 60/50/100/110/110/150 (+30 Def/SpA/SpD/10 Spe)
New moves: Memento, Baton Pass, Reflect
Again, I'm going for a support role on Mega-Electrode, increasing its defenses, giving it access to dual screens, Memento, and Baton Pass to support its teammates. The ability is brand new, with the effects being based on Electric Terrain, and named after Electrode being infamously unstable. This gives it an interesting niche in allowing fellow Electric types to hit extremely hard with their own Electric moves, especially Thundurus. Between Dual Screens, and Memento, Mega-Electrode can easily give Thundurus a free turn to set up, then hit extremely hard with its Thunderbolts. Also, the increase to its special attack allows it to hit somewhat harder, especially with its ability taking place.
Ground > Ground/Ghost
Lightningrod/Rock Head/Battle Armor > Battle Fury (every turn this Pokemon has its Atk raised by 50%)
60/80/110/50/80/45 > 60/120/130/50/90/75 (+40 Atk/20 Def/10 SpD/30 Spe)
New moves: Phantom Force, Shadow Sneak, Close Combat
It took me a while to figure out how to differentiate Mega-Marowak from normal Marowak. Marowak is defined by its signature item, Thick Club, which doubles its Attack without any drawbacks. The loss of that is enormous, and makes it really hard to come up with something that isn't outclassed by its regular form. To that end, I added the Ghost typing, which does give it more weaknesses, but also a couple resists, then I added its ability. The idea behind its typing and abilities is an enraged Marowak trying to protect its young to the point where it doesn't care if it lives or dies - it has abandoned its weapon to beat the shit out of you personally, hence the loss of the Thick Club.
With the ability decided, it was time to move on to its stats. Since it no longer has Thick Club doubling its Attack, it was alright to boost its base Atk. I also increased its defenses slightly, and gave it an important speed boost, allowing it to beat Bisharp and Tyranitar, to new threats due to its new Ghost typing, while still being slow enough for common Pokemon to outrun it and kill it. The new moves it gains are Phantom Force, which is its main Ghost stab, and is also a cute trick to get Battle Fury going. Shadow Sneak is a ghost type priority, but it helps prevent it from being revenged kill to easily, and finally Close Combat, for the reasons I explained above. It's largely superfluous, but it fits thematically.
Fighting > Fighting/Fire
Limber/Reckless/Unburden > Steel Toe (gives a 20% boost to all kicking moves)
50/120/53/35/110/87 > 50/180/60/35/120/110 (+60 Atk/7 Def/10 SpD/23 Spe)
New moves: Fire Punch, Flare Blitz
First off: its typing. Mega-Hitmonlee is now able to contract and stretch its legs so fast that the friction from the air is setting its feet on fire, which obviously isn't a good thing, unless you're part Fire. The Atk boost is simply because it's all about offense, thus it gets a +60 boost like Mega-Heracross. It gets +7 Def to even out its defense at 60, and +10 SpD to pad its already high SpD a bit more. The final boost was +23 Speed, allowing it to hit 110 Spe. This is significant for Mega-Hitmonlee, as it now allows it to wreak havoc on a large amount of OU with Steel Toe boosted Hi Jump Kick and Blaze Kick (or Flare Blitz, if you're feeling suicidal). However, its defense is still pathetic, allowing Mega-Pinsir and Talonflame to easily revenge it, and Lati@s to kill it with Psyshock (although they take a huge amount of damage from Sucker Punch)
252 Atk Hitmonlee Sucker Punch vs. 4 HP / 0 Def Latios: 270-318 (89.4 - 105.2%) -- 37.5% chance to OHKO
252 Atk Hitmonlee Sucker Punch vs. 4 HP / 0 Def Latias: 244-288 (80.7 - 95.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Hitmonlee Sucker Punch vs. 252 HP / 0 Def Latios: 270-318 (74.1 - 87.3%) -- guaranteed 2HKO
252 Atk Hitmonlee Sucker Punch vs. 252 HP / 0 Def Latias: 244-288 (67 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Latios Psyshock vs. 4 HP / 0 Def Hitmonlee: 326-386 (134.7 - 159.5%) -- guaranteed OHKO
0 SpA Latias Psyshock vs. 4 HP / 0 Def Hitmonlee: 284-336 (117.3 - 138.8%) -- guaranteed OHKO
Water/Ice > Water/Steel
Shell Armor/Skill Link/Overcoat > Filter
50/95/180/85/45/70 > 50/105/230/95/85/60 (+10 Atk/50 Def/10 SpA/40 SpD, -10 Spe)
New moves: Iron Head, Rock Slide, Heavy Slam
Weight: 292.1 lbs > 1309.3 lbs (steel shell added a lot of weight)
I decided to go for the more defensive route on Cloyster by replacing the Ice typing with a Steel typing, and giving it Filter, similar to Mega-Aggron. It gets the same massive Defense stat as Mega Aggron, slightly higher SpD, and slightly higher speed, as well as better mixed offenses. It did lose a little speed, as adding a really heavy steel shell will do that, but it can still remain effective with Shell Smash, although it loses the ability to run White Herb. It does lose the Grass resist that Mega-Aggron has, but unlike Mega-Aggron, it's only neutral to Fire, and it resists Water.
The new moves are fairly self-explanatory, Iron Head is to give it a new, reliable Steel stab, Rock Slide is to sort of replace Rock Blast, since it no longer has Skill Link, and Heavy Slam is a stab move to take advantage of its massive weight. The new Steel typing allows it to become a pretty good counter to Azumarill, Talonflame, and other threats:
Azumarill:
252+ Atk Huge Power Azumarill Superpower vs. 252 HP / 0 Def Filter Cloyster: 114-135 (37.5 - 44.4%) -- guaranteed 3HKO
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 0 Def Cloyster: 42-51 (13.8 - 16.7%) -- possible 6HKO
252+ Atk Huge Power Azumarill Waterfall vs. 252 HP / 0 Def Cloyster: 38-45 (12.5 - 14.8%) -- possible 7HKO
252+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Cloyster: 19-23 (6.2 - 7.5%) -- possibly the worst move ever
In return:
252+ Atk Cloyster Heavy Slam (100 BP) vs. 252 HP / 0 Def Azumarill: 186-220 (46 - 54.4%) -- 55.9% chance to 2HKO (it would actually have 120 BP vs Azumarill, but you can't modify weight in the calcs, and I'm too lazy to figure it out manually)
Talonflame:
252 Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Cloyster: 102-121 (33.5 - 39.8%) -- guaranteed 3HKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Cloyster: 112-133 (36.8 - 43.7%) -- guaranteed 3HKO
In return:
252+ Atk Cloyster Razor Shell vs. 4 HP / 0 Def Talonflame: 306-362 (102.6 - 121.4%) -- guaranteed OHKO
That's all I feel like doing for calcs atm, but you get the gist of it.
However, it also has the same problems as Mega-Aggron, mainly lack of recovery. While it is very good at taking hits, the only recovery outside of Rest is Aqua Ring, which forces it to take up a moveslot. So that's my version of Mega-Cloyster.
Electric > Electric
Static/Soundproof/Aftermath > Live Wire (automatically starts Electric Terrain effects upon switching in, for five turns)
60/50/70/80/80/140 > 60/50/100/110/110/150 (+30 Def/SpA/SpD/10 Spe)
New moves: Memento, Baton Pass, Reflect
Again, I'm going for a support role on Mega-Electrode, increasing its defenses, giving it access to dual screens, Memento, and Baton Pass to support its teammates. The ability is brand new, with the effects being based on Electric Terrain, and named after Electrode being infamously unstable. This gives it an interesting niche in allowing fellow Electric types to hit extremely hard with their own Electric moves, especially Thundurus. Between Dual Screens, and Memento, Mega-Electrode can easily give Thundurus a free turn to set up, then hit extremely hard with its Thunderbolts. Also, the increase to its special attack allows it to hit somewhat harder, especially with its ability taking place.
Ground > Ground/Ghost
Lightningrod/Rock Head/Battle Armor > Battle Fury (every turn this Pokemon has its Atk raised by 50%)
60/80/110/50/80/45 > 60/120/130/50/90/75 (+40 Atk/20 Def/10 SpD/30 Spe)
New moves: Phantom Force, Shadow Sneak, Close Combat
It took me a while to figure out how to differentiate Mega-Marowak from normal Marowak. Marowak is defined by its signature item, Thick Club, which doubles its Attack without any drawbacks. The loss of that is enormous, and makes it really hard to come up with something that isn't outclassed by its regular form. To that end, I added the Ghost typing, which does give it more weaknesses, but also a couple resists, then I added its ability. The idea behind its typing and abilities is an enraged Marowak trying to protect its young to the point where it doesn't care if it lives or dies - it has abandoned its weapon to beat the shit out of you personally, hence the loss of the Thick Club.
With the ability decided, it was time to move on to its stats. Since it no longer has Thick Club doubling its Attack, it was alright to boost its base Atk. I also increased its defenses slightly, and gave it an important speed boost, allowing it to beat Bisharp and Tyranitar, to new threats due to its new Ghost typing, while still being slow enough for common Pokemon to outrun it and kill it. The new moves it gains are Phantom Force, which is its main Ghost stab, and is also a cute trick to get Battle Fury going. Shadow Sneak is a ghost type priority, but it helps prevent it from being revenged kill to easily, and finally Close Combat, for the reasons I explained above. It's largely superfluous, but it fits thematically.
Fighting > Fighting/Fire
Limber/Reckless/Unburden > Steel Toe (gives a 20% boost to all kicking moves)
50/120/53/35/110/87 > 50/180/60/35/120/110 (+60 Atk/7 Def/10 SpD/23 Spe)
New moves: Fire Punch, Flare Blitz
First off: its typing. Mega-Hitmonlee is now able to contract and stretch its legs so fast that the friction from the air is setting its feet on fire, which obviously isn't a good thing, unless you're part Fire. The Atk boost is simply because it's all about offense, thus it gets a +60 boost like Mega-Heracross. It gets +7 Def to even out its defense at 60, and +10 SpD to pad its already high SpD a bit more. The final boost was +23 Speed, allowing it to hit 110 Spe. This is significant for Mega-Hitmonlee, as it now allows it to wreak havoc on a large amount of OU with Steel Toe boosted Hi Jump Kick and Blaze Kick (or Flare Blitz, if you're feeling suicidal). However, its defense is still pathetic, allowing Mega-Pinsir and Talonflame to easily revenge it, and Lati@s to kill it with Psyshock (although they take a huge amount of damage from Sucker Punch)
252 Atk Hitmonlee Sucker Punch vs. 4 HP / 0 Def Latios: 270-318 (89.4 - 105.2%) -- 37.5% chance to OHKO
252 Atk Hitmonlee Sucker Punch vs. 4 HP / 0 Def Latias: 244-288 (80.7 - 95.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Hitmonlee Sucker Punch vs. 252 HP / 0 Def Latios: 270-318 (74.1 - 87.3%) -- guaranteed 2HKO
252 Atk Hitmonlee Sucker Punch vs. 252 HP / 0 Def Latias: 244-288 (67 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Latios Psyshock vs. 4 HP / 0 Def Hitmonlee: 326-386 (134.7 - 159.5%) -- guaranteed OHKO
0 SpA Latias Psyshock vs. 4 HP / 0 Def Hitmonlee: 284-336 (117.3 - 138.8%) -- guaranteed OHKO
clapyourhands you SERIOUSLY forgot Knock Off man. Any Ghost-type is fucked over by Knock Off. Actually, ANY Pokemon besides megas are fucked by Knock Off. I think that 165 Atk and 112 Spe are too much for the metagame. I did calcs and it literally 2HKOs every single physical wall.
Anyway, submissions:
Marowak
Marowak @ Marowakite
Type: Ground -> Ground / Ghost (it makes sense. he has an ENTIRE backstory about the ghost of his mother, 'could happen to any other species' really isn't an excuse for it not to have a ghost typing)
Abilities: Rock Head / Lightningrod / Battle Armour -> Huge Power
New Moves: buff to Bonemerang: accuracy is 100%, Shadow Sneak, buff to Shadow Punch (also learns it), it now has base 80 power.
Description: Like many have said, Marowak should have Huge Power because of Thick Club. I followed in Mega Mawile's steps when making this, except I gave it a Ghost typing, new good STAB in Shadow Punch and a buff to Bonemerang's accuracy. This won't completely overshadow Mega Mawile because the latter still has a better typing and pretty much same defenses, but lower speed, and slightly higher attack.
Description: This is a simple one, I just took Hitmonlee and buffed its stats. I originally had 160 and 117 base attack and speed but when I did calcs it turned out to be too much for any wall to handle, so I reduced it to 150 and 107 attack and speed, which ensures its easily revenge killed and walls can handle him a bit.
Electrode
Electrode @ Electrite
Type: Electric -> Electric
Abilities: Soundproof / Static / Aftermath -> Electricate (This Pokemon's Normal moves become Electric-type and do 1.3x damage.)
New Moves: Hyper Voice (it already gets screech)
60/50/70/80/80/140 (480) -> 60/100/70/110/90/150 (580) ...................................... / --/+50/--/+20/+10/+10
Description: As I said I would.. Explosion is now a lot more viable on Electrode thanks to a buffed attack stat and Electricate. I also gave it Hyper Voice as a move to abuse the new ability with, since it already learns Screech which is another voice move, and it makes sense if it could learn both. 140 Speed is ridiculously fast, and 100/110 offenses aren't bad considering you have moves like Return, Explosion and Hyper Voice.. This is really the best I could do for Electrode, lol. Not much else I can do.
The Ground/Ghost typing is actually starting to grow on me, but I only think it fits if it has Parental Bond. That's the whole justification for the ghost typing, after all.
I think I figured out how to give Marowak his Thick Club back... it doesn't even break the rules of mega evolution! Mega Marowak
Ground > Ground/Ghost
Lightningrod/Rock Head/Battle Armor > Pure Power
60/80/110/50/80/45 > 60/110/130/50/105/60
New moves: Water Shuriken, Shadow Sneak, Shadow Claw
Concept: Not much to explain here. Marowak becomes a slow, but defensive ninja of the shadows with lots of power!
Mega Electrode
Electric > Electric/Fire
Static/Soundproof/Aftermath > Speed Strike (Half the user's speed is added to their damage calculations)
60/50/70/80/80/140 > 60/55/95/90/110/170
New moves: Flame Charge, Flamethrower
So... ya wanna go hard? Well, here's the mon for you. The sad thing about the ability is that even using Flame charge, your attack stats are only getting +.5... so that's not as effective as it could be. This makes Mega trode fairly not broken... or so I hope.
Mega Cloyster
Typing: Water/Ice>>>Water/Ice
Abilities: Shell Armor/Skill Link/Overcoat >>> Skill Link
50/95/180/85/45/70 -----> 60/135/190/85/115/80
New Moves: Water Shuriken, Bone Rush
There's not much to it. Just a stronger, sturdier Skill link bruiser.
Mega Hitmonlee
Typing: Fighting >>> Fighting/Ground
Abilities: Limber/Reckless/Unburden >>> Untouchable (Ignores abilities that require you or the enemy to be struck.)
50/120/53/35/110/87 -----> 50/160/65/35/120/120
New Moves: U-Turn, Zen Headbutt
The ability means that abilities like Parental Bond, Skill Link, Poison Touch, Sharp Claws, Serene Grace, even Pinch abilities... as well, it ignores abilities that effect its hitting like Rough Skin, Pressure or Flame Body. Mega Hitmonlee does not care about your stally abilities. He just... stands his ground.