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

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Mega Articuno

Ice / Flying ----> Ice / Flying
Pressure / Snow Cloak ----> Pressure
90 / 85 / 100 / 95 / 125 / 85 (580) ----> 90 / 85 / 160 / 95 / 175 / 75 (680)
New Moves: Heal Bell None

I was trying to think of a way to make Articuno capable of handling Stealth Rock, but I couldn't really come up with anything, so I decided to just raise Articuno's defenses to insane levels. Now Articuno has much better overall bulk than Deoxys-D, but lacking Leftovers and losing half its health upon switching into Stealth Rock more than balances it. With these mammoth defenses, Mega Articuno can endure hits from the like of Choice Specs Keldeo, Aegislash without SD or Iron Head, Deoxys-S, Dragonite without Choice Band and Fire Punch, Mega Gardevoir without Calm Mind, and can even live Scarf Garchomp's Stone Edge at full health. But this bulk is far from broken, mainly due to the SR weakness and the number of weaknesses it has in general, so most Fire-, Steel-, and Rock-types, such as both Mega Charizards, Excadrill, Ferrothron, Tyranitar, Bisharp, Heatran, Mega Mawile, (Mega) Scizor, Talonflame, and Terrakion can easily threaten Mega Articuno out, and upon switching in with SR up, setup sweepers can take advantage of a free turn Mega Articuno spends healing with Roost, such as Belly Drum Azumarill and anything with Calm Mind and decent special bulk. To be honest, many people will probably say Deoxys-D is a better Pokemon due to having an arguably better defensive typing, Leftovers, and better Speed, so I gave Mega Articuno Heal Bell to set the two apart from each other.

*Edit

Just found out that Articumo learns Heal Bell in Pokemon XD, so no new moves added.
 
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EQ still can't touch Gengar

Also can't trap Greninjas running U-Turn (aka 90% of them)

U-turn isn't really that good on Greninja as it appreciates the full coverage of Hydro Pump/Ice beam/Extrasensory/Dark Pulse much more (and U-turn just adds LO chip damage and does nothing to the opponent). It's not even listed under it's main moveset on its analysis.

Anyways, I'm not trying to say that it's a monster against offense (stall hates it more), I'm just saying that we don't need a trapper as good as Snorlax that can effortlessly take out Chansey, defensive Venusaur, Hippowdon, etc. while not being dead weight against offense like Gothitelle is.
 
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U-turn isn't really that good on Greninja as it appreciates the full coverage of Hydro Pump/Ice beam/Extrasensory/Dark Pulse much more. It's not even listed under it's main moveset on its analysis.
If TrapLax became very common, so would U-Turn. It's not a very large adjustment to make. You're focusing too much on how it'd effect the meta as it is right now, not now the meta would be if it was already a part of it, let alone after hundreds of new megas are introduced. If TrapLax is already manageable with many current teams, I have no worries for future ones.
 
Anyways, I'm not trying to say that it's a monster against offense (stall hates it more), I'm just saying that we don't need a trapper as good as Snorlax that can effortlessly take out Chansey, defensive Venusaur, Hippowdon, etc. while not being dead weight against offense like Gothitelle is.
Bar trapping, Lando-I can already do that and more, yet nobody seems to have any real complaints there.

You're really overstating how destructive it is. It carries its own weight and is a Chansey-killer, yeah, but it's very difficult to gain momentum with Snorlax, unlike Zard X who shreds everything after one boost. It's a good trapper (that can't trap about 1/3 of OU) and a solid bulky attacker (that can't touch Gengar with most sets). Is it a great pokemon? Yes. Can it wreck half the tier? No. Does it destroy all forms of stall? No. I understand your concern, but I've done everything I could to prevent it from being broken, and I can confirm that it is far from it.
 
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Flareon
Fire --> Fire
Flash Fire/Guts --> Serene Grace
65/130/60/95/110/65 --> 65/165/80/120/120/75
New Moves: Sludge Bomb, Blaze Kick, Crunch
Serene Grace Lave Plume and Sludge Bomb? Yes please! This Mega Flareon can function as a good bulky offensive Pokemon that can easily induce status on the opposing Pokemon. Crunch will have a 40% chance to lower defense and Iron Tail (if you decide to use it) can grant you a 60% chance to lower the opponent's defense. Blaze Kick grants you a moderately strong STAB move with no recoil and the other two moves widen its movepool and use Serene Grace. Mega Flareon's not hitting harder than Life Orb Flareon, but nobody uses Life Orb Flareon as far as I know, so who cares?
Omastar --> Helix
Rock/Water --> Rock/Water
Swift Swim/Shell Armor/Weak Armor --> Analytic
70/60/125/115/70/55 --> 70/80/155/145/100/45
Yes, another Analytic entry. But Helix is special! Helix helped Red all along his journey, giving him guidance and analyzing the situation. Analytic gives Helix a different role from Omastar rather than just being an ordinary Shell Smasher. The lowered speed reflects that while still being good enough to Shell Smash (see Agility Ampharos). Omastar has a lot more bulk to either set up or just be a tank.
Articuno
Ice/Flying --> Ice/Flying
Pressure/Snow Cloak --> Snow Warning
90/85/100/95/125/85 --> 90/105/120/135/145/95
New Moves: Water Pulse is a level-up move, +Aeroblast, +Shadow Ball
Articuno really deserves Snow Warning. It has been NU since Gen 4 with a horrible defensive typing including a 4x weakness to Stealth Rock, so it really needs a huge buff with its Mega Evolution. With Snow Warning and better stats all around, it has a 100% accurate Blizzards and cripples most other Pokemon around it with hail damage. Shadow Ball and Water Pulse are there for coverage (Water Pulse great coverage with Freeze-Dry and other Ice moves and is as strong as Hidden Power just in case anyone is baffled about that) while Aeroblast is given to Articuno from its guardian Lugia and gives it a strong Flying move to use under Hail since Hurricane would only be 50% accurate I think.
Dat Articuno 10/10

Shadow Ball is kind of weird though.
 
I'm backing up Rosenfeldius on Snorlax. Not only is he completely shut down by many pokemon, but he has to take a turn to mega evolve to trap anything. That alone lets the opponent switch to the perfect counter before they get trapped.
 
I'm backing up Rosenfeldius on Snorlax. Not only is he completely shut down by many pokemon, but he has to take a turn to mega evolve to trap anything. That alone lets the opponent switch to the perfect counter before they get trapped.
That's actually not a really good argument. Didn't prevent Gengar from being broken.

Don't get this wrong tho, I like Blockade Snorlax.
 
Also if anybody has an idea for a better name than "Roadblock" let me know pls, it's just a placeholder of sorts at the moment
 
I haven't really been keeping up to date with this discussion but Blockade>Roadblock IMO.
Blockade sounds all militaristic and organized, Roadblock entails more fatassery.

Maybe like "Belly Block" or something.

Nah I don't like that very much...

If we could just go with "Block" that'd be cool.

"Body Wall" sounds good, errybody cool with Body Wall?
 
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I'm personally in favor of Body Wall as it's obvious what it's a reference to without being to literal but here's the options so far:

Roadblock (too literal imo but Arikado likes it and that's what's important)

Body Wall (my preference)

Block (clashes with the move, which he already learns)

Blubber Barricade (as much as I love this I probs won't use it, my apologies)

If there isn't any real decision made, I'll just change it to Body Wall and that'll be that. I think everyone could live with that.
 
I'm personally in favor of Body Wall as it's obvious what it's a reference to without being to literal but here's the options so far:

Roadblock (too literal imo but Arikado likes it and that's what's important)

Body Wall (my preference)

Block (clashes with the move, which he already learns)

Blubber Barricade (as much as I love this I probs won't use it, my apologies)

If there isn't any real decision made, I'll just change it to Body Wall and that'll be that. I think everyone could live with that.
I think Body Wall is too literal tbh. Plus Roadblock justifies it easier
 
So quick question, when voting comes around, are we allowed to make arguments in favor of voting for our mega? Just asking. Also Rosenfeldius, I think Body Wall doesn't sound right, I like Blubber Barricade lol, but I think Roadblock sounds good, and pays homage to Snorlax's roots.
 
I think Body Wall is too literal tbh. Plus Roadblock justifies it easier
So quick question, when voting comes around, are we allowed to make arguments in favor of voting for our mega? Just asking. Also Rosenfeldius, I think Body Wall doesn't sound right, I like Blubber Barricade lol, but I think Roadblock sounds good, and pays homage to Snorlax's roots.
So.. keeping it as Roadblock, then?
 
Anyway, not my focal point this round, but there's a lot of Reckless Flareons running about, so here's something a little different:

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Mega Flareon
Typing: Fire >>> Fire
Abilities: Flash Fire / Guts >>> Speed Boost
65/130/60/95/110/65 -----> 65/160(+30)/75(+15)/115(+20)/130(+20)/80(+15)

Everyone has a tendency to see "SPEED BOOST" and flip their shit, but honestly, on Flareon, it doesn't amount to much. He has bad coverage, horrible physical defenses, and a massive attack stat, but a massive attack isn't going to get you places fast on its own. He doesn't have a non-recoil option for powerful physical Fire moves, and Sacred Fire really should be reserved for legendaries.

Anyway, while he has some definite flaws, if you like Flareon, you're in luck, because he's now somewhat usable. After a Speed Boost, he becomes lightning fast. He also has good mixed offensive stats, which is good to use Work Up (his one boosting move) to some success. He's walled to hell by Dragonite, so you'll need HP Ice on your side.

Anyway, it's an option. One of the Reckless ones will probably be fine, but there's a lot of those, so here's just something a little different.

(I mean, c'mon, his Japanese name translated literally means "Booster")
 
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Sorry this was a bit late... some technical difficulties...
Voting is now Open for....
Flareon, Omastar, Snorlax and Articuno

Please PM your votes to Peef Rimgar make sure to list your top 3 submissions for each mega in order with the first one getting 3 votes, the second getting two and so on. Please check below for submissions you have 24 hours to vote and may the best mega win!
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I'll keep this simple. Every Eeveelution I'll be submitting will have similar stat values, but in different stats, just as their standard forms do. However, because HP can't be changed, there will be a few minor differences. Basically...

- Highest stat gets a boost of 30; the "130" stat (Since Vaporeon's highest stat is HP, this goes into its "110" stat instead)
- Second-highest stat gets a boost of 20; the "110" stat (Vaporeon gets this on its "95" stat instead)
- If HP is 65, "95" stat gets a boost of 20; otherwise, "60" stat gets boost of 20
- Remaining 2 stats get boost of 15

Typing also stays the same because I saw no reason for it not to. I contemplated giving each of them a Normal-typing, but it wouldn't help much; a Fighting weakness for a Normal STAB isn't much of a trade-off, and on top of that I felt that the addition would be more of a change for the sake of change rather than an actually beneficial change. Finally, every Eeveelution keeps its Hidden Ability upon Mega Evolving. For most of them, it's the better option; even for the ones that it isn't (notably Umbreon and Jolteon, my favorite two Eeveelutions), I had them keep their hidden abilities for the sake of consistency. Finally, none of them get new moves because, despite their limited movepools, they all have just what they need to function (at least since Flareon got Flare Blitz this generation). So without further ado, here are my Eeveelution submissions:

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Flareon

Typing: Fire -----> Fire
Abilities: Flash Fire / Guts -----> Guts
65/130/60/95/110/65 -----> 65/160/75/115/130/80

Flareon functions much like a poor man's Mega Blaziken--luckily, though, Mega Blaziken is locked away in Ubers, allowing a weaker version like Mega Flareon its time to shine. Both Mega Flareon and Mega Blaziken have the same initial Attack, though Blaziken is speedier. While Blaziken begins racking up Speed boosts, though, Flareon has no such luxury. The fact that it is holding Flareonite means it can't hold a Toxic Orb, so it has to rely on a well-predicted switch-in to activate Guts. Even without activating it, however, Mega Flareon can still hit like a tank. Game Freak was kind enough to give it Flare Blitz this generation, and a 120-BP STAB move coming off of an Attack of 160 will hurt anything that doesn't resist badly. Guts only intensifies the damage Flareon can cause. However, the difficulty of activation without a held item balances out its sheer power, while the nasty recoil from Flare Blitz and lack of recovery (Flareon can't run Rest well, as it would rid itself of its status and no smart opponent would status it again) means that it will also go down quickly. Great special bulk is offset by mediocre physical defense and a middling Speed; Flareon hits like a truck, but it is also very difficult to keep active; those who are able to handle it well, however, will be rewarded with its great strength and power.

Mega Flareon
Typing: Fire --> Fire
Abilities: Flash Fire/Guts --> Rapid Fire (gives +1 priority to Fire moves)
Stats: 65/130/60/95/110/65 --> 65/150/90/110/125/85

Yeah, priority Flare Blitz hurts coming off of base 150 Attack, but it's below-average Speed and average Defense allow it to be revenged by something that resists Fire and packs a strong Water/Ground/Rock attack (Gyarados anyone?). Typing stays the same for reasons outlined by others. I wanted to mitigate its low Speed, so I gave it priority.
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Mega-Flareon
Type - Fire
Ability - Flash Fire
Stats - 65/145/70/125/130/85 - BST: 625
New moves - Dazzling Gleam, Crunch, Extreme Speed


Play style
With the introduction of Guts as Flareon's hidden ability, Flareon has inevitably become an almost purely physical attacker. This is unfortunate, as it ignores Flareon's very viable special attack. This set retains Flareon's physical preference, but aims to keep its special side in the foreground, too.

Mega-Flareon's chosen ability, Flash Fire, assists Flareon in the goal of creating a mixed attacker. Flash Fire also keeps excess damage off of Flareon, which is very appreciated given its lower physical defence and poor defensive typing. Work Up is a move which mixed attackers adore; simultaneously boosting both offensive stats so that they may take advantage of walls stacked towards one style of defence.

Flareon's relatively shallow move pool doesn't help its offensive case. The addition of Dazzling Gleam and Crunch help to give it more coverage on either side of the spectrum. Extreme Speed gives Flareon a better priority move (compared to Quick Attack) which it so desperately needs to removes foes before they can break through its paper thin defences.

Stamping out the embers
Despite the stat increases and new moves, Flareon still struggles defensively, with mediocre health and poor physical defence. And while Flareon has formidable special defence, it yearns for additional speed and attack power, resulting in its potential bulk being overlooked, and therefore falls in short order to special attacks.

When running mixed sets, one usually runs into a problem when choosing which moves to run. With Work Up potentially taking up one spot, this leaves two on one side and on the other for offences. Without Work Up Flareon would likely run two fire moves to take advantage of Flash Fire. Leaving one on each side for coverage.

Flareon's average speed is a bit of fall down point, as it was in the past. Through Sticky Web and Paralysis you can get around this, but this is support which must be maintained.
Flareon
Type: Fire -> Fire
Ability: Flash Fire/Guts -> Reckless
Stats: 65/130/60/95/110/65 -> 65/180 (+50)/100 (+40)/105 (+10)/120 (+10)/55 (-10)
New Moves: Swords Dance and Wild Charge

If you want a wall breaker, then look no further. Mega flareon is designed to come out and kill any wall. With reckless, your flare blitz will hit like a truck... on fire... And since it now has swords dance, if you manage to find an opening, you can destroy pretty much any and every wall there is. Wild charge is also a pretty good option to beat those pesky water types. However, besides breaking walls, it doesn't do very good. It's low speed along with average defenses and a terrible defensive typing make it fall over dead at the sight of a sweeper. And since most walls have great hp, you will be taking a lot of recoil. Even then, if your team is having trouble with pokemon like mega venisaur, skarmory, or clefable, flareon would be perfect for the job.
Flareon:
Fire
Ability: Flash Fire/Guts > Steady Pace (Ignores Priority moves speed advantage; A Pokemon with the move Sucker Punch with lower base speed than Mega-Flare will move second)
New Moves: Wild Charge, Close Combat, Rock Slide
Stats: 65/130/60/95/110/65 > 65/145 (+15)/100 (+40)/95/110/110 (+45)

My Mega Flare is meant to beat priority users. How do I do this? Aside from increasing it's physical bulk, I gave it an ability to ignore the speed given by priority moves. And to help combat Gale Wings users, I gave it Rock Slide (And Wild Charge that's was originally meant for Water-type combat LOL) and Close Combat is meant for it to be a lot of Sucker Punch users. (Others are handled fine by STAB)
Mega Flareon
Ability: Flareate (fire type version of pixilate)
Typing: Fire
Stats
65 HP -> 65 HP
130 Att -> 160 Att
60 Def -> 70 Def
95 SpA -> 105 SpA
110 spD -> 120 spD
65 spd -> 105 spd
Movepool + Swords Dance

So yeah, flareate fits flareon perfectly, and while I was making this, I noticed how similar it was to mega pinsir. So basically this ended up becoming a fire type mega pinsir. Complete with frustration and quick attack, although it lacks coverage.

The basis around these suggestions were that Game Freak makes mega evolutions not for competitive purposes, but to make the games more fun for the fans. Let's face it, chansey absolutely sucked in the games, but is good in competitive. So if you can't imagine what these would be like in competitive, imagine what it would be like in the games.
Flareon (Flareonite)
Type: Fire -> Fire
Abilities: Flash Fire (Guts) -> Reckless
New Moves: Head Smash, Jump Kick, Wild Charge

HP: 65 -> 65
Atk: 130 -> 170 (+40)
Def: 60 -> 80 (+20)
SpA: 95 -> 95
SpD: 110 -> 110
Spe: 65 -> 105 (+40)
BST: 525 -> 625

Flareon is tired of being called useless and is ready to charge right into battle so it can prove everyone wrong. A good speed and Attack along with powerful Reckless-boosted moves allows it to function as a fearsome wallbreaker while some more defense allows it to not crumble at the slightest touch. It might go down quick but at least it can do some damage first.
Flareon
Fire --> Fire
Flash Fire/Guts --> Serene Grace
65/130/60/95/110/65 --> 65/165/80/120/120/75
New Moves: Sludge Bomb, Blaze Kick, Crunch
Serene Grace Lave Plume and Sludge Bomb? Yes please! This Mega Flareon can function as a good bulky offensive Pokemon that can easily induce status on the opposing Pokemon. Crunch will have a 40% chance to lower defense and Iron Tail (if you decide to use it) can grant you a 60% chance to lower the opponent's defense. Blaze Kick grants you a moderately strong STAB move with no recoil and the other two moves widen its movepool and use Serene Grace. Mega Flareon's not hitting harder than Life Orb Flareon, but nobody uses Life Orb Flareon as far as I know, so who cares?
Flareon (Flareonite)
Type- Fire --> Fire
Ability- Flash Fire (Guts) --> Fur Coat
Stats- 65/130/60/95/110/65 --> 65/150/85/100/135/90 (+20 Atk, +25 Def, +5 SpA, +25 SpD, +25 Spe)
New moves- +Sacred Fire, +Wild Charge

Flareon becomes quite possibly the best tank I've seen in a while. Fur Coat gives Flareon the equivalent of 170 Defense, with a massive 150 Attack and passable 100 SpA to give it some great offensive presence. Wild Charge gives Flareon something to deal with Water types, while Sacred Fire gives Flareon a powerful STAB with no recoil (NOT an exclusive move, and it's closely related to Entei.) Trust me, I'm the Flareon Guy. :D
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Mega Flareon
Typing: Fire >>> Fire
Abilities: Flash Fire / Guts >>> Speed Boost
65/130/60/95/110/65 -----> 65/160(+30)/75(+15)/115(+20)/130(+20)/80(+15)

Everyone has a tendency to see "SPEED BOOST" and flip their shit, but honestly, on Flareon, it doesn't amount to much. He has bad coverage, horrible physical defenses, and a massive attack stat, but a massive attack isn't going to get you places fast on its own. He doesn't have a non-recoil option for powerful physical Fire moves, and Sacred Fire really should be reserved for legendaries.

Anyway, while he has some definite flaws, if you like Flareon, you're in luck, because he's now somewhat usable. After a Speed Boost, he becomes lightning fast. He also has good mixed offensive stats, which is good to use Work Up (his one boosting move) to some success. He's walled to hell by Dragonite, so you'll need HP Ice on your side.

Anyway, it's an option. One of the Reckless ones will probably be fine, but there's a lot of those, so here's just something a little different.

(I mean, c'mon, his Japanese name translated literally means "Booster")
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omastar.gif
Omastar

Typing: Rock / Water -----> Rock / Water
Abilities: Swift Swim / Shell Armor / Weak Armor -----> Swift Swim
70/60/125/115/70/55 -----> 70/90/125/135/70/105
Moves: Pluck

Aerodactyl is a Pokémon that is revived from a Fossil, and some researchers insist that its Mega-Evolved appearance is the true appearance that Aerodactyl had before being fossilized.
-Pokemon website on Mega Aerodactyl
This little quote, found on the official Pokemon XY website, indicates that Mega Evolved fossil Pokemon will resemble what the Pokemon originally looked like before it was revived (which, I assume, would change some things about it). This opens up a variety of doors for us: Bug/Water Armaldo, Grass/Water Cradily, Steel/Normal Bastiodon, pure-Normal Rampardos, pure-Ice Aurorus, pure-Dragon Tyrantrum, Normal (or Dragon!)/Flying Archeops, pure-Water Carracosta.. The opinion on the typing of fossil Pokemon is split into two main camps: some believe that Rock-types fossilize best and thus researchers would tend to find fossilized Rock-types, while others believe that the Rock-typing is a side-effect of being fossilized. Mega Aerodactyl appears to suggest that both of these may be true. For one, it's "original" form is still part-Rock type, suggesting that Rock-types may indeed fossilize more easily. On the other, it also looks different, indicating that the revival process does indeed change some aspects of the Pokemon (indeed, it appears to make Aerodactyl lose its spikes and exactly 100 stat points). How does this relate to Mega Omastar? Well, thanks to this fact, there are quite a few typing options that open up for it: Water/Rock and pure-Water are likely going to be the most common, but the "original" Omastar likely could have had characteristics of any type that were compromised when fossilized. What I'm saying is that while the Water/Rock or pure-Water typings seem like the only ones that would comfortably fit, I wouldn't consider submissions that strayed from them as "untrue to flavor", since the description of Mega Aerodactyl indicates that Mega Evolutions of fossils may have characteristics not found in their base forms.

Having said that, my submission for Mega Omastar keeps its Rock/Water typing because in my imagination, even prehistoric Omastar had shells made of rock. However, there was one main idea with the "original" Omastar that stuck out to me as a way to keep it different from current Omastar. The Pokedex informs us that Omastar went extinct because they evolved increasingly large shells, which eventually became too heavy for them to efficiently catch prey with. This implies that during the heyday of Omastar evolution, the species had smaller shells, and thus were lighter, more agile, and better able to chase after food.

This is reflected both in the new stat spread and the choice of ability. The main change to Mega Omastar is its substantial boost to Speed; it's previously low base 55 Speed jumps up to a respectable 105. Swift Swim is just icing on the cake, helping it outspeed nearly anything under rain. Unlike in Gen V, the lack of permanent rain makes even base 105 Swift Swim Omastar manageable, though it still shouldn't be taken lightly. Staying true to flavor, neither of Mega Omastar's defenses were touched in the stat boosts. Its Special Attack got a 20 point boost to make it stronger than its base form, but the remaining 30 points were put into Attack so as to not make Mega Omastar too strong. As for Pluck, Omastar gets a suboptimal, but useable, attack to use against Fighting-types; for justication, it has a beak, which apparently was enough for Gamefreak to give the move to Malamar (yes, it seriously does get Pluck, so Omastar really should too).

Omastar's boosted Speed helps it fulfill one of Omastar's two main roles: hazard setter. With Shell Smash, people often overlook Omastar's decent Defense that enables it to set up hazards; in fact, it learns all of the hazard moves except Sticky Web. It can actually tank hits rather well and set up entry hazards, especially with its newfound Speed. However, Omastar can still pull off Shell Smash sets just as well. A boosted Special Attack helps it hit a bit harder, but the lack of a White Herb does hurt its defensive capablities permanently after pulling off a boost. Omastar's main appeal is that it can pull both of these positions off in the same set, and its Mega helps improve its ability to do just that.

Mega Omastar becomes what prehistoric Omastar was before going extinct; it becomes more more agile, but not much stronger defensively. Its new stats allow it to pull off both the roles of hazard setter and Shell Smash sweeper, possibly at the same time, as Omaster currently does, but better. While it may not be the god it is often made out to be, it certainly is a threat to be reckoned with. Hail Helix!
Mega Omastar
Typing: Rock/Water --> Rock/Water
Abilities: Swift Swim / Shell Armor / Weak Armor --> Solid Rock
Stats: 70/60/125/115/70/55 --> 70/80/145/135/110/45

Typing stays the same, gains Solid Rock to tank hits better, and stats are relatively balanced out. It basically becomes a special Carracosta. Forgive me for lack of description, but my brain is dead :/
[Disclaimer: Pluck was added after reading Clapyourhands' submission]
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Mega-Omastar
Type - Water/Rock
Ability - Regenerator
Stats - 70/95/150/140/115/25
New moves - Power Whip, Pluck


Play style
Omastar was said to have gone extinct when it could no longer get around due to the weight of its shell. Mega-Omastar exemplifies this; with Omastars shell getting larger and heavier, slowing it down, but affording it extra defences. Having lived to countless years, Regenerator didn't seem like a stretch. Maintaining itself for an eon would take some pretty awesome regenerative systems.

Mega-Omastar's best role is that of being a repeat hazard setter and a solid wall. The combination of Regenerator and access to all current field hazards, aside from Sticky Web, means that Omastar can come in again and again to re-lay any hazards which have been removed. Omastar's excellent special attack also gives it the potential to play a bulky special attacker. Although, with Shell Smash being far less viable due to the speed drop and inability to use a White Herb, Omastar must rely on its starting special attack value (which is good regardless). Power Whip is mostly a flavour fitting move, but with its buff to physical attack, it could potentially be a viable move for hitting fellow water types.

Extinction Event
Even with Omastar's buffs, it has to be played with caution due to its common weaknesses. A 4x weakness to grass types especially keeps Omastar out of the field. Omastar's awful speed allows most Pokemon to get in their damage before it can react, so if Omastar's your last Pokemon, it can be rapidly worn down.

Without the ability to boost its offensive stats (short of Shell Smash, which is inadvisable), Omastar risks being walled by solid special walls, and without reliable recovery, can be forced out this way.
Mega Omastar:
omastar.gif
Concept - Omastar receives awesomisation enhancements and loses it's shell.
Water / Rock -----> Water
Swift Swim / Shell Armor / Weak Armor -----> Shell Smash
- Upon obtaining this ability, the pokemon will gain a 'Shell Smash boost', but lose their ability to use the move 'Shell Smash'. (Ideas for a name?)
70/60/125/115/70/55 -----> 70/100/105/165/70/95
New Moves -----> Rapid Spin, Power Gem, Focus Blast.

Hide Hide
Ok so this is an interesting concept. Upon mega evolving Omastar becomes an extremely powerful Special Shell Smasher, but if it switches it loses that boost for the rest of the game. This will make Omastar a very strategic pokemon as you will have to decide when it is best to mega evolve it. Because of this I buffed his original form as much as I could by giving it stronger utility in Rapid Spin and a secondary STAB in Power Gem. Regular Omastar can also use his superior defense to set up hazards for the team, or Shell Smash boosts for himself. He can obtain 2 Shell Smashes really easily if given a turn to set up before mega evolving.
Once Mega Evolved this thing wants to be able to hit as much as it can so that it isn't walled and forced to switch, hence the additional coverage in Power Gem and Focus Blast. I also removed the Rock typing along with it's shell in order to remove those crippling weaknesses that come with Rock typing. This again helps Omastar in maintaining his Shell Smash boosts as only Grass and Electric type hit him super effectively. It is also worth noting that Omastar now has enough physical attack to run Stone Edge over Power Gem if that's what you want, and that he has great SpA, so isn't just dead weight if you loose your boosts. This Mega Omastar would be an epic late game sweeper.
(Oh and I took away 20 Def because he lost his shell).
Omastar
Type: Water/Rock -> Water/Rock
Ability: Shell Armor/Swift Swim/Weak Armor -> No Guard
Stats: 70/60/125/115/70/55 -> 70/90 (+30)/125/130 (+15)/100 (+30)/80 (+25)

Ruby and Sapphire pokedex entry: "OMASTAR uses its tentacles to capture its prey. It is believed to have become extinct because its shell grew too large and heavy, causing its movements to become too slow and ponderous."
The concept around this mega is that it's shell gets much smaller, allowing it to swim faster and, since it no longer has a shell to guard it, I gave it no guard, which makes all moves hit, whether it's from the user or the opponent. Omastar's gimmick has been a special shell smasher since black and white. However, he has never really made it that far. I plan to change that. I gave omastar more special attack and speed to make it really shine when it gets a boost up. I also gave it quite a bit more special defense so that it can actually take a hit. The points in attack were basically throw away points, because it shouldn't be going for any attack sets. Bot omastar really stands out from the rest of the shell smashers with no guard. No guard allows it to fire off blizzards and hydro pumps without fail. However, you are going to find it difficult to set up on many pokemon and take any priority moves. But when you take the priority users out you can easily use omastar as the perfect late-game sweeper.
Omastar:
Water/Rock
Ability: Swift Swim/Shell Armor/Weak Armor > Shell Guard
(Shell Guard is a Fur Coat clone, though renamed for flavor purposes)
70/60/125/115/70/55 > 70/70 (+10)/124/130(15+)/90(+30)/100 (+45)
New Moves: Power Gem, Rapid Spin, Toxic Spikes

Omastar I made to be like an offensive support Pokemon. It can set-up hazards and deal for decent damage, though it can still Shell Smash to success. Rapid and Power Gem cuz why the fuck not, and Toxic Spikes is only for it's hazard capabilities.
Mega Omastar
Ability: Strong Jaw
Typing: Water-Rock
Stats
HP:70 -> 70
Att: 60 -> 110
Def: 125 -> 135
SpA: 115 -> 125
SpD: 70 -> 90
spd: 55 -> 65
Movepool + Glare, + Ice Fang, + Crunch

Gold Dex entry: "Apparently, it cracked Shellder's shell with its sharp fangs and sucked out the insides."
Silver Dex entry: "Once wrapped around its prey, it never lets go. It eats the prey by tearing at it with sharp fangs."

Oh, and how it cracked shellder's shell? Let's look at shellder's dex entry:

Red and Blue: "Its hard shell repels any kind of attack. It is vulnerable only when its shell is open."

If it's teeth can crack a shell that repels any kind of attack, then omastar deserves strong jaw. And if its jaws are so strong, then why is its attack stat only 60? Game Freak, why are you so derpy? Glare, ice fang, and crunch are self-explanatory, whereas the stat distribution allows it to hit more things with strong jaw.
(Omastarite)
Type: Water/Rock -> Water/Rock
Abilities: Swift Swim, Shell Armor (Weak Armor) -> Regenerator
New Moves: Sludge Wave, Spiky Shield

HP: 70 -> 70
Atk: 60 -> 60
Def: 115 -> 125 (+10)
SpA: 125 -> 135 (+10)
SpD: 70 -> 120 (+50)
Spe: 55 -> 85 (+30)
BST: 495 -> 595

An even more capable Shell Smash sweeper, but with the stats to also play as a tank. Higher Speed is good, higher Special Attack is good, Sludge Wave doesn't do much but it kinda fits and gives it a better chance against Fairies.
Omastar supposedly went extinct because it's Shell was too large and heavy, so Mega Omastar represents the faster and more agile Omastar that thrived in prehistoric waters.
On the flip side, raised Defense and Special Defense accentuates its access to most of the entry hazards and Knock Off, making defensive sets a lot more usable. Spiky Shield is basically protect but it also makes users of contact moves like Zard X and Talonflame take damage.
Regenerator is a nice ability for Omastar, as both its offensive and defensive sets still have major weaknesses (Grass types espescially Mega Saur), so it shouldn't mind switching out too much.
Omastar --> Helix
Rock/Water --> Rock/Water
Swift Swim/Shell Armor/Weak Armor --> Analytic
70/60/125/115/70/55 --> 70/80/155/145/100/45
Yes, another Analytic entry. But Helix is special! Helix helped Red all along his journey, giving him guidance and analyzing the situation. Analytic gives Helix a different role from Omastar rather than just being an ordinary Shell Smasher. The lowered speed reflects that while still being good enough to Shell Smash (see Agility Ampharos). Omastar has a lot more bulk to either set up or just be a tank.
Omastar
Type: Water/Rock -> Water/Rock
Ability: Shell Armor/Swift Swim/Weak Armor -> Spike Shed (Drops a layer of spikes when brought into battle)
Stats: 70/60/125/115/70/55 >>> 70/65/150/155/90/65
New Moves: Heal Order, Volt Switch

Concept: Omastar does not change from a setup sweeper. It sacrifices Swift Swim, but Shell Smashing give speed anyway, so... just smash twice? In any case, the fact that you get free spikes with every switch in means hazard roles are easier to fill with other mons. Do I need to sell how useful a niche this is? Will two times trying to get an auto spiker be the charm?
omastar.gif
Omastar
Type: Water / Rock ---> Water / Rock
Ability: Shell Armor/Swift Swim/Weak Armor -> Solid Rock
BST: 70/60/125/115/70/55 ---> 70/70(+10)/175(+50)/165(+50)/90(+20)/25(-30)
New Moves: Slack Off, Thunder Wave, Power Gem

Flavorfully this Omastar's Helix grows way larger showing what Omastar's looked like before they went extinct. The goal of this Omastar is to ignore shell smash sweeping which I personally never liked (Shell Smash is a ridiculously OP move) and instead become and incredibly bulky pivot. Water / Rock is not the best defensive typing but it has merit in the current metagame beating most flying spam in the metagame and Solid Rock offsets the weakness of rock typing. Slack Off lets Omastar fulfill the role of bulky wall with reliable recovery. Omastar has good dual stabs which absolutely hurt coming off a really high 165 special attack so it can still remain threatening even when uninvested. Bulky Omastar can fulfill so many roles for a team, SR setter, Rapid Spinner, Special Wallbreaker, Physical Wall, Scald and status spreader, its the ultimate utility pokemon.



snorlax.gif

Mega Snorlax
Typing: Normal --> Normal
Abilities: Immunity/Thick Fat/Gluttony --> Sleepy (uses Rest upon switching out, inflicted with Sleep status when switched back in)
Stats: 160/110/65/65/110/30 --> 160/150/95/75/130/30

So Snorlax basically eats, sleeps, gets upset when its woken up, and sleeps some more. Other than sounding like me on the weekend, I feel that an ability to reflect this was in order. Typing remains, and its stats don't make it too borked. The end.
snorlax.gif
Type: Normal
Stats: 160/110/65/65/110/30(530)>>>160/140/105/65/110/60(630)
Ability: Immunity/Thick Fat/Gluttony>>>Sleep Walk(The ability holder can move while it's asleep at the cost of 1/16 max HP per turn while sleeping)
Movepool: +Feint +Knock Off

I think I did a pretty good job with the stats
The ability is as flavorful as possible
The new moves are good and both fill roles
Basically this thing was built to abuse Facade
Mega Snorlax:
snorlax.gif
Normal -----> Normal
Immunity / Thick Fat / Gluttony -----> Rebound
- When the holder of this ability is hit by a physical move, the user of the move takes 1/3 of the damage dealt as Rebound Damage.
160/110/65/65/110/30 -----> 160/135/85/80/135/45
New Moves -----> Slack Off (I had to, I just had to).

This concept Isa Simple, Snorlax is now even more specially bulky, and his defense has been buffed up to rather respectable levels. To back up his buffed defenses Snorlax also has reliable recovery and a neat ability that punishes pokemon that wish to hit Snorlax on his weaker defense. He also has a nice 135 Atk stat to slap bitches across the face with. His normal typing gives him only one weakness and an immunity. Which is nice :)
Mega Snorlax
Normal -> Normal
Immunity/Thick Fat/(Gluttony) -> Heavy Sleeper (Raises Defense and Special Defense by 50% when sleeping and makes sleeping last double time)
160/110/65/65/110/30 -> 160/130/105/85/130/30
New Moves: none

So, welcome to Pure Tank Snorlax. It's simple how this works. Heavy Sleeper gives it a major buff to its defenses while asleep. With the vastly increased defense and the moderately increased special defense, it will survive unboosted attacks while asleep. From there you can use Sleep Talk and hope that you choose whatever move you want to use. It's not perfect, but considering you have a large increases in your defenses it should be good enough. I'm only going to do a couple of calcs

252+ Atk Life Orb Protean Deoxys-A Superpower vs. +1 252 HP / 0 Def Snorlax: 460-541 (87.7 - 103.2%) -- 18.8% chance to OHKO

That's an Adamant Life Orb Deoxys-A somehow having Protean using Superpower against a sleeping Mega Snorlax with less than a 20% shot to OHKO it. It has so much bulk. I don't know what other kind of calcs you'd want to see... I guess on the special side:

+2 252+ SpA Adaptability Mega Lucario Aura Sphere vs. +1 252 HP / 4 SpD Snorlax: 428-508 (81.6 - 96.9%) -- guaranteed 2HKO

Not even capable of OHKOing it after a Nasty Plot boost.

I think it's safe to say that if you need a tank that requires some luck to be successful Mega Snorlax is your main man.

Now on to the reason why it's not as much of a pain as first imagined. Heavy Sleeper puts it at a disadvantage because now Rest will now last 4 turns and you'd need to rely on the unreliable Sleep Talk to do damage (I'm willing to lower the buff from Heavy Sleeper down to a 25% buff if 50% is still too much). It also makes any grass type that can resist its attacks love it (Leech Seed is not affected by the increased defenses while sleeping. And that means one Rest will cut its HP in half not even including other damage).

Another thing that keeps it from being broken is 4MSS. You practically need to have Rest and Sleep Talk in order to function well. So that leaves two moves. You really want STAB on it so you have Return/Frustration. And, that gives you just one more move left. It's a real pain to figure out what move to add in. Once that fourth move is known, it's simply a matter of trying to find the right Pokemon. Skarmory, for instance, can pretty much stall Snorlax out unless it has Fire Blast. Sleep Talk only has a maximum of 16 PP so it's not too hard to imagine stalling it until it becomes useless while sleeping (then you can use your turns while it's asleep to set up in its face).

Of course, to circumvent the 4MSS by one, you can just drop Sleep Talk, but then you become set-up bait. I don't know how many people like being set-up bait, but that's not a great thing to be.
Snorlax
Type: Normal -> Normal
Ability: Immunity/Thick Fat/Gluttony -> Power Nap (At the end of every turn this pokemon is asleep it regains 12.5% of it's health.)
Stats: 160/110/65/65/110/30 -> 160/150 (+40)/85 (+20)/95 (+30)/120 (+10)/30

Mega snorlax aims to do what every snorlax wants to do. Sleep, sleep, and sleep some more. With it's new ability, power nap, snorlax will regain 1/8 of it's health each turn while asleep. This makes him perfect for a restalk set because he can usually take some hits even while he isn't boosted. He can also just run a normal curselax set with rest, but that isn't recommended, as the opponent can easily switch out to something that will ohko or 2hko snorlax. However, you don't even need to use rest at all to activate this ability. If you predict that the opponent will try to put you to sleep, you can switch into snorlax and just sit there regaining health.
Mega Snorlax
Ability: Bulletproof
Typing: Normal
Stats
HP: 160 -> 160
Att: 110 -> 160
Def: 65 -> 105
SpA: 65 -> 65
SpD: 110 -> 130
Spd: 30 -> 20
Movepool: None

Someone try to shoot a bullet at snorlax, I'd like to see what happens. It's true that it will likely bounce off snorlax's fat stomach. Thus I gave it bulletproof, which protects it from focus blast and aura sphere, not like they'll be doing much damage anyways to its 160/105/130 bulk. oh god curselax
Snorlax (Snorlaxite)
Type: Normal -> Normal
Abilities: Immunity, Thick Fat (Gluttony) -> Sleepwalker (This Pokemon can use any attack move [i.e. no status moves] while asleep. However, as it is still asleep, its attacks will only do 75% of their usual damage)
New Moves: Play Rough

HP: 160 -> 160
Atk: 110 -> 140 (+30)
Def: 65 -> 95 (+30)
SpA: 65 -> 75 (+10)
SpD: 110 -> 140 (+30)
Spe: 30 -> 30
BST: 540 -> 640

Snorlax is almost always sleeping and only wakes up to eat. I'm convinced this lazy thing would eventually just get so used to doing nothing that it starts to go about its day while asleep.
The ability aims to make Rest a viable form or recovery because it's just so Snorlax. More so than Slack Off, Snorlax doesn't ever really slack off between sleeping and eating.
Stats are a relatively predictable enhancement of Snorlax and its usual role as a tank.
Mega Snorlax
Typing: Normal ----> Normal
Abilities: Immunity/Thick Fat/Gluttony ----> Dreamwalker (wielder can use moves as usual when asleep)
BST: 160/110/65/65/110/30 ----> 160/135/120/80/135/20
New Moves: Play Rough

Nothing new, except for the obvious ability and Play Rough which imo fits Snorlax.
250px-143Snorlax.png
Mega Snorlax
Typing: Normal >>> Normal
Abilities: Immunity/Thick Fat/Gluttony >>> Roadblock
Stats: 160/110/65/65/110/30 ----> 160/140(+30)/85(+20)/85(+20)/140(+30)/30
New Moves: None

Roadblock (Ability) - The user blocks the foe's way with its sheer size, preventing grounded Pokémon from escaping

Ladies and gentlemen, I present to you a monster.


Snorlax is known as the "Sleeping Pokemon." Even to those not familiar with the low-energy antics of Snorlax, this title seems fitting. His eyes are permanently closed, he is rarely seen standing up, and he is usually seen wearing the contented smile of someone who just ate an entire orchard and got away with it. To those who ARE familiar with Snorlax and what he does, one of the first things that comes to mind would be this:

tumblr_m7ebcy6Unu1rt091s.png

or this:

snorlax-ow.png

or this:

snorlax1.png

or, most recently, this:

snorlax-on-route-7.png


For 18 years now, Snorlax has been blocking roads, pathways, routes, you name it, if it's an inconvenient location to take a nap, you can be guaranteed to find a Snorlax. Unless you can fly, there's no way around this bad boy.

Which brings me to explain his Mega.

Trapping is one of the most feared skills a pokemon can possess in this community, and it isn't difficult to see why. If locked into an unwinnable situation, there's nothing to be done except prepare to lose that pokemon. In fact, this sole skill is why Gothitelle is currently BL, and the sole reason Mega Gengar was banished to Ubers.

That being said, why would I give such a skill to an already adequate Pokemon receiving more adequate buffs? Allow me to explain:

Roadblock is, essentially, Arena Trap. The only difference is the name, which is there solely for flavor's sake (which, I must say, it's dripping with). For those of you who are still not sold on trapping, be it known that Arena Trap =/= Shadow Tag. Shadow Tag traps any and all things non-Ghost type, which is at least 95% of the meta. Arena Trap, on the other hand, also does not trap Ghosts, but it also allows Flying types, Pokemon holding an Air Balloon, and those with Levitate to freely come and go as they please. Which, in this Talonflame/Mega Pinsir/Skarmory/Rotom-W drenched meta, is nowhere near as daunting as you'd expect, and doesn't even begin to compare with Shadow Tag.

For those who STILL aren't sold, I have scattered a few replays of the now-dubbed "TrapLax" facing various team archetypes over the past page or two of this thread. After watching him in action, one can see that he's undeniably good, but against certain teams, he's more than maneagable.

Now, the reason he's manageable would be these:

1. Roadblock doesn't affect non-grounded foes. Flying types such as Talonflame, Skarmory, Mega Pinsir, etc. are in abundance right now, and they can maneuver their way with ease around the Lax.

2. His mono-Normal typing leaves him susceptable to physical Fighting-type moves, which would be most of them, and his much lower physical defense stat means that he's easy prey for bruisers such as Conkeldurr, Terrakion, Keldeo, and even Breloom.

3. He's slower than just about everything in the tier not named Ferrothorn. With a whopping base speed stat of 30, he's outspeed by just about everything out there. This also means that VoltTurners weave in and out of his big fat paws without breaking a sweat.

4. Quagsire. Snorlax requires a Belly Drum or multiple Curse boosts to do any real damage, but the Quag brings all this to a screeching halt. 1v1, they essentially stall each other out, with one being trapped, and the other not capable of doing anything.

So, clearly, he'd have an impact on the Meta in some shape or form, but it wouldn't be earth-shattering the way Mega Gengar's was, and with the plethora of powerful new megas being presented in this project, I think TrapLax would make an excellent new addition.

The reasons I've been pushing this ability on Snorlax are these:

1. There is nothing more flavorful on Snorlax. There just isn't. While he is the Sleeping Pokemon, he's most famous for demonstrating this skill by blocking the fuck outta your way for 18 years. This has been his signature thing for 6 generations, and nothing could signify this better.

2. It needs to differentiate itself from normal Snorlax. Regular Lax has a suberb role in VGC as being a hard-hitting special wall, tailored exceptionally well to handle Mega Charizard Y with his Thick Fat. Mega Snorlax must perform a completely different role in order not to outclass his regular self, and this accomplishes that beautifully.


Now that we've got that out of the way, time to talk numbers. It is incredibly important that Snorlax's stats remain balanced and true to the original. Too much attack or defense and he becomes unstoppable. Too little would render him outclassed or undesirable. The key here is to balance out the offenses and defenses while retaining an abysmally low speed. This way, Snorlax becomes a powerful special tank that can hit back hard, but he can be outspeed so easily that prediction is greatly eased. Base Attack is the same as SDef, as it was in the original (as it should be), and Defense and SAtk are kept fairly low to prevent any sort of overpowering from occuring. However, thanks to his great Special Movepool, he can use moves such as Fire Blast to actually dent things like Skarmory, which is always a nice option to have.

I chose against giving Snorlax any new moves. His movepool is already incredibly diverse, and giving him instant recovery outside of Rest would break him, I'm afraid. Also, Slack Off is more fitting of the likes of SLAKing and Slowbro, wouldn't you say? Rest is befitting of the King of Sleeping, and anything else would make him much too overpowered. The Lax don't need that shit, and in my opinion, no other moves are necessary.


Anyway, I must say, of all the mega submissions I've brought to the table, THIS is the one I'm most proud of. It's unique, immensely flavorful, and is a truly solidly built mon in every aspect. Last two rounds, I gave the meta two new gifts to stall. Now, I bring one of stall's greatest threats. While keeping the meta balanced is important, it is equally important to keep it fun, challenging, and interesting. And Mega Snorlax, I firmly believe, brings out the best of all three.
143.png
Mega Snorlax
Typing
: Normal --> Normal
Abilities: Immunity/Thick Fat --> Unaware
New Moves: Slack Off
Stats: 160/110/65/65/110/30 BST: 540 --> 160/130(+20)/105(+40)/75(+10)/140(+30)/30 BST: 640

Need I say more? It's a no-brainer really and doesn't require much explanation of what it is supposed to do.

Power creep and metagame changes/trends had rendered Snorlax's walling capabilities to decrease in effectiveness. What held it back was its subpar Defense but more than that, even with the nerf to Special Attacks, its defenses can eventually fold over to offensive Special giants by virtue of its subpar typing and lack of reliable recovery. Now by giving it this Mega Evolution structure, Snorlax finds a strong niche in the OU metagame as an all-purpose wall and with its new ability Unaware, serves as a stop to some of the tier's dangerous boosting threats.

Defensive Calculations (close)

Boosting Threats

252+ Atk Huge Power Azumarill Play Rough vs. 144 HP / 188 Def Snorlax: 144-171 (28.9 - 34.4%) -- 100% chance to 3HKO after Stealth Rock

252+ Atk Dragonite Outrage vs. 144 HP / 188 Def Snorlax: 178-210 (35.8 - 42.2%) -- guaranteed 3HKO after Stealth Rock

252 Atk Salamence Outrage vs. 144 HP / 188 Def Snorlax: 162-192 (32.5 - 38.6%) -- guaranteed 3HKO after Stealth Rock

252+ Atk Mega Tyranitar Stone Edge vs. 144 HP / 188 Def Snorlax: 172-204 (34.6 - 41%) -- 1.2% chance to 2HKO after Stealth Rock and sandstorm damage

252 SpA Pixilate Mega Gardevoir Hyper Voice vs. 144 HP / 176+ SpD Snorlax: 136-162 (27.3 - 32.5%) -- 80.8% chance to 3HKO after Stealth Rock

252+ SpA Volcarona Fiery Dance vs. 144 HP / 176+ SpD Snorlax: 88-105 (17.7 - 21.1%) -- guaranteed 5HKO after Stealth Rock

All-around Power Hitters

252 Atk Choice Band Talonflame Flare Blitz vs. 144 HP / 188 Def Snorlax: 172-204 (34.6 - 41%) -- guaranteed 3HKO after Stealth Rock

0 Atk Life Orb Hydreigon Superpower vs. 144 HP / 188 Def Snorlax: 190-224 (38.2 - 45%) -- 6.6% chance to 2HKO after Stealth Rock

252 SpA Life Orb Sheer Force Landorus Focus Blast vs. 144 HP / 176+ SpD Snorlax: 242-286 (48.6 - 57.5%) -- guaranteed 2HKO after Stealth Rock (Too stronk...)

252 SpA Choice Specs Latios Draco Meteor vs. 144 HP / 176+ SpD Snorlax: 190-225 (38.2 - 45.2%) -- 10.5%
chance to 2HKO after Stealth Rock

252 SpA Choice Specs Latios Psyshock vs. 144 HP / 188 Def Snorlax: 159-187 (31.9 - 37.6%) -- guaranteed 3HKO after Stealth Rock
articuno.gif

articuno.gif

Mega Articuno

Ice / Flying ----> Ice / Flying
Pressure / Snow Cloak ----> Pressure
90 / 85 / 100 / 95 / 125 / 85 (580) ----> 90 / 85 / 160 / 95 / 175 / 75 (680)
New Moves: Heal Bell None

I was trying to think of a way to make Articuno capable of handling Stealth Rock, but I couldn't really come up with anything, so I decided to just raise Articuno's defenses to insane levels. Now Articuno has much better overall bulk than Deoxys-D, but lacking Leftovers and losing half its health upon switching into Stealth Rock more than balances it. With these mammoth defenses, Mega Articuno can endure hits from the like of Choice Specs Keldeo, Aegislash without SD or Iron Head, Deoxys-S, Dragonite without Choice Band and Fire Punch, Mega Gardevoir without Calm Mind, and can even live Scarf Garchomp's Stone Edge at full health. But this bulk is far from broken, mainly due to the SR weakness and the number of weaknesses it has in general, so most Fire-, Steel-, and Rock-types, such as both Mega Charizards, Excadrill, Ferrothron, Tyranitar, Bisharp, Heatran, Mega Mawile, (Mega) Scizor, Talonflame, and Terrakion can easily threaten Mega Articuno out, and upon switching in with SR up, setup sweepers can take advantage of a free turn Mega Articuno spends healing with Roost, such as Belly Drum Azumarill and anything with Calm Mind and decent special bulk. To be honest, many people will probably say Deoxys-D is a better Pokemon due to having an arguably better defensive typing, Leftovers, and better Speed, so I gave Mega Articuno Heal Bell to set the two apart from each other.
articuno.gif
Articuno

Typing: Ice / Flying -----> Ice / Flying
Abilities: Pressure / Snow Cloak -----> Clear Ice (reduces damage from non-super effective moves by 25%, counterpart to Solid Rock)
90/85/100/95/125/85 -----> 90/100/120/120/145/110
Moves: Scald

No long paragraph for this one, just churning it out before going back to work. I'm gonna get Clear Ice on a submission, that's my personal goal for this project. I missed out on Dewgong, but it's OK. Still got Articuno, Regice, Cryogonal, and Avalugg to try and work with. Articuno's still defensive; it gets a bit faster and stronger on the Special Side, but it's still mostly defensive. Surf because it needs something to deal with Rock-types. If Sneasel and Bergmite can get it, then so can Articuno.
Mega Articuno
Typing: Ice/Flying --> Ice/Flying
Abilities: Pressure/Snow Cloak --> Snow Warning
Stats: 90/85/100/95/125/85 --> 90/85/130/125/150/100

The ability that technically should have been Articuno's is now in its possession. Other than 100% accurate Blizzards, it can also offer team support with auto-Hail. Typing remains, and stats just help it do its job more efficiently.
Spr_5b_144_s.png
Mega-Articuno
Type - Ice/Flying
Ability - Chill Wind: Reduces opposing Pokemon's speed by 33% (1 Stage) so long as Articuno is in the field. Upon Articuno's switching out, the speed drop on your opponents active Pokemon remains. Does not affect ice type Pokemon.
Stats - 90/100/125/115/155/100 - BST: 680
New moves - Aeroblast


Play style
Mega-Articuno takes to the field as a fairly defensive Pokemon. This may seems like a poor choice give its massive weakness to Stealth Rocks. However, with its new ability, Chill Wind, Articuno puts up an artificial Sticky Web so long as it's in play, which with Articuno's solid speed with often result in it being quicker than its foes. Being quicker can allow for quick Roosting to restore health from Stealth Rocks, or to go on the offensive and remove fragile attackers. Leaving the opposing Pokemon with the speed drop when Articuno switches out allows for Pokemon with below average speed to enter more easily and potentially forces switches, leading to a free turn.

Aeroblast was added to give Articuno a solid STAB move with decent accuracy. With 115 special attack, even an uninvested Aeroblast can deal solid damage.

Turning up the heat
Articuno's big Stealth Rock weakness still remains. Losing a bit chunk of health coming in always hurts and if you choose to Roost, you afford your opponent a free turn. Bulky set up Pokemon can break through an Articuno without offensive investment, as the speed drop from Chill Wind doesn't bother them. Rock type attacks will also do a number on Articuno, even with physical defence investment.
Or Ice Age Clones(megaurorus' ability)
articuno.gif
Type: Ice/Flying
Stats: 90/85/100/95/125/85(580)>>>90/85/140/105/165/95(680)
Ability: Pressure/Snow Cloak>>>Ice Age(turns NVE moves on the field while the ability holder is out to ice type)
Movepool: Same
Spr_5b_144_s.png
Articuno @ Articunite
Typing: Ice/Flying ----> Ice/Flying
Abilities: Pressure / Snow Cloak ----> Gale Wings
BST: 90/85/100/95/125/85 (580) ----> 90/85/110/140/145/110 (680)
.....................................................--/--/+10/+35/+20/+30
New Moves: Aeroblast, Frost Breath

Articuno is now a revenge killer, stallbreaker and sweeper all in one: priority Aeroblast means it will hit hard, and fast. Priority Roost also means it could live for a lot longer, and a set with Roost/Sub/Toxic/Aeroblast can be used to break stall and be a good revenge-killer against offensive teams.

If this doesn't win then I don't know what will.
articuno.gif

Mega Articuno (Articunite)
Typing: Ice / Flying -----> Ice / Flying
Abilities: Pressure / Snow Cloak -----> Magic Guard
90/85/100/95/125/85 -----> 90/95 (+10)/125 (+25)/120 (+25)/150 (+25)/100 (+15)
New moves: Oblivion Wing, Calm Mind

Quoting my previous post:
Articuno has proven to be a reliable special wall in custom metagames where it doesn't have to worry about its SR weakness, such as inverse battles (where it still has some crippling weaknesses to grass, bug and ground, but a 4x SR resistance offsets it) and Almost-any-ability with Magic Guard.
So, yes, I agree Magic Guard is the best option.

Even though flavor-wise Magic Guard might raise a few eyebrows, consider the following: Articuno is still part of a trio, with each member emphatizing a certain stats spread. Articuno is defensive, Zapdos is speedy and Moltres is offensive. Sounds familiar? It's the exact same deal with Vaporeon/Jolteon/Flareon and Entei/Suicune/Raikou.
The fire/electric/ice(water) trio is usually handled this way.
In other words, if Mega Articuno is getting a powerful defensive ability, I would suggest to give Zapdos one that emphatizes speed (Speed Boost might be a bit too much though) and Moltres one that emphatizes offense.
Click to expand...
With this stat spread and moves Articuno can fulfill the role of either a special bulky sweeper as well as one of the best defoggers in the game (don't forget it gets access to U-Turn to keep momentum on your side)!
I recommend giving Mega Zapdos and Moltres a stat distribution that mirrors Articuno's, as well as a speed-related ability for Zapdos and an offense-related one for Moltres.
I would also recommend giving Moltres Aeroblast (can't fully abuse Hurricane and Air Slash sucks) and Zapdos Hurricane (can actually make good use of it, which is why TrollFreak gave it Zap Cannon instead) but I don't want to poll-jump. Still, it would be nice to keep the symmetry within the trio.
Articuno
Type: Ice/Flying -> Ice/Flying
Ability: Pressure/Snow Cloak -> Gale Wings
Stats: 90/85/100/95/125/85 -> 90/85/130 (+30)/135 (+40)/145 (+20)/95 (+10)

This is an interesting case of an offensive ability being used for defensive purposes. Gale wings allows articuno to use priority roost and defog along with hurricane. Roost is probably the most useful one because it prevents faster pokemon to deal a final blow before articuno gets to recover it's hp, and it will instead always go first (unless the opponent also uses priority) and heal up half of your hp. It's net very helpful having priority defog, but I guess it allows it to get hazards out of the way before you're taunted. Hurricane is also very useful because it allows it to become a good revenge killer, albeit an inaccurate one. The stat buffs are fairly obvious. I gave it some extra defense and special defense for the needed bulk and some extra special attack because it needs it in order to do anything with hurricane. I also didn't give it much of a speed boost speed because gale wings takes care of that.
Articuno:
Ice/Flying
Ability: Pressure/Ice Body > Mountaineer (This makes sense when the design comes, which is when it'll go back to my brain)
New Moves: Aeroblast, Calm Mind
Stats: Stats: 90/85/100/95/125/85 -> 90/105 (+20)/100/145(+50)/125/115 (+30)

To combat Arti's SR weakness, I gave it Mountaineer (Which ironically I believe was given to a CAP weak to SR). While this may seem OP, I avoided increasing it's bulk, and making it a bit of an attacker. I gave it Aeroblast the differentiate itself the same way Sacred Fire Entei did to you know, Entei. Calm Mind can be easy to set-up due to the no longer easily prayed Rock-types weakness, though watch out for Fire-types. (Flash Fire Pokemon make great partners to Mega-Cuno, BTW) Not much else to say here.
Mega Articuno
Ability: Serene Grace (lol)
Typing: Ice-Flying
Stats
HP: 90 -> 90
Att: 85 -> 85
Def: 100 -> 110
SpA: 95 -> 135
SpD: 125 -> 135
Spd: 85 -> 125
Movepool + Air slash, + Freeze Shock, + Cold Flare (lol articuno what a beast stealing signature moves)

Articuno sure looks like a GRACEFUL pokemon, doesn't it? Well I think it does. And I love making otherwise stupid pokemon even more stupid. Everyone here loves freeze, am i right? So we'll all love Articuno with a 20% freeze chance, a 20% possibility to raise stats with ancient power, and a 60% chance to flinch with air slash. Because let's face it, with that typing, you aren't ever going to do anything defensively. Might as well make it as fun as possible.
Articuno (Articunite)
Type: Ice/Flying -> Ice/Flying
Abilities: Pressure (Snow Cloak) -> Serene Grace
New Moves: Air Slash, Earth Power, Freeze Shock

HP: 90 -> 90
Atk: 85 -> 95 (+10)
Def: 100 -> 130 (+30)
SpA: 95 -> 115 (+30)
SpD: 125 -> 155 (+30)
Spe: 85 -> 85
BST: 580 -> 680

Hey, if Entei could get Sacred Fire, why can't Articuno get Freeze Shock? It's great because it's a paralysis move with no immunities, unlike T-wave or Body Slam. If you see it charging up, you're going to have to switch to an electric type or get paralyzed... and most Electric types don't have great defenses. Earth Power for some non-crap coverage. Articuno is more than graceful enough for Serene Grace, and it gets all the STAB it needs to abuse it; 20% Freeze on a lot, 60% Flinch Air Slash, 60% Paralysis Freeze Shock.
Articuno
Ice/Flying --> Ice/Flying
Pressure/Snow Cloak --> Snow Warning
90/85/100/95/125/85 --> 90/105/120/135/145/95
New Moves: Water Pulse is a level-up move, +Aeroblast, +Shadow Ball
Articuno really deserves Snow Warning. It has been NU since Gen 4 with a horrible defensive typing including a 4x weakness to Stealth Rock, so it really needs a huge buff with its Mega Evolution. With Snow Warning and better stats all around, it has a 100% accurate Blizzards and cripples most other Pokemon around it with hail damage. Shadow Ball and Water Pulse are there for coverage (Water Pulse great coverage with Freeze-Dry and other Ice moves and is as strong as Hidden Power just in case anyone is baffled about that) while Aeroblast is given to Articuno from its guardian Lugia and gives it a strong Flying move to use under Hail since Hurricane would only be 50% accurate I think.

This also begins the Discussion (not Submission) period for...
Moltres, Dragonite, Xatu and Bellossom (Yay on to gen 2!)
Get Discussin' and get votin'
 
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