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

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Not really, because you take a shitload from HP Ice. Rotom-W is a better comparison (needs Modest to guarantee the OHKO with HP Ice if Sceptile retains its current SpD stat).
But honestly, it wouldn't need Lightningrod to do that, it'd need like 10 more SpD and Giga Drain.
 
Obviously meant coming through revengekilling/slow U-Turn.

Okay, then you fail to kill it while it kills you with HP Ice. You're better off coming in on an Electric move, nabbing a boost, then hoping your boosted DPulse kills it.

But honestly, it wouldn't need Lightningrod to do that, it'd need like 10 more SpD and Giga Drain.

Same as above, except with grass moves (Energy Ball kills non-SpD Rotom-W fine).
 
Lightingrod is actually pretty cool. I wouldn't of chosen it, but its not completely terrible. It can no longer be paralyzed by conventional means - only Glare and Body Slam can, and those aren't common at all. It also blocks Volt Switch, which is pretty important. Where it really shine, though, is in Doubles, allowing it to attract electric-type attacks to it, and gets a nice SpA boost from it. It also fits well in DischargeSpam teams because of this.
 
Either Rotom-W running HP Ice is mandatory for Mega Sceptile, or we're down a washing machine.
Now if only Sceptile got Nasty Plot, everything would go to hell for a Rotom-W that doesn't have HP-Ice

EDIT: Unless of course they decide to give it a large enough Attack boost or something
 
Now if only Sceptile got Nasty Plot, everything would go to hell for a Rotom-W that doesn't have HP-Ice

EDIT: Unless of course they decide to give it a large enough Attack boost or something
Or something resembling a special movepool beyond STAB, Focus Miss, and HP. Like Air Slash (Oshawott gets it by egg move) or Ancient Power or Earth Power or any Electric move.

Honestly a phsyically inclined Sceptile with Tough Claws would've made more sense.
 
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Or something resembling a special movepool beyond STAB, Focus Miss, and HP. Like Air Slash (Oshawott gets it by egg move) or Ancient Power or Earth Power or any Electric move.

Honestly a phsyically inclined Sceptile with Tough Claws would've made more sense.
Unless they're going to surprise us with a Mega Sceptile Alpha and Mega Sceptile Omega
 
Mega Moltres
Typing: Same
Abillity: Pressure/Flame Body --> Magic Guard
Stats: 90/100/90/125/85/90 --> 90/100/120/150/120/100
Concept: Here, I tried to give Moltres a bit more of a defensive role. Its typing Is somewhat underated, with 6 resistances and an immunity to ground. Magic guard was given to remove its horrible stealth rock weakness, so it can actually switch in.

Mega Xatu
Typing: Same
Abillity: Synchronize/Early Bird/Magic Bounce --> Frisk
Stats:65/75/70/95/70/95 --> 65/80/95/120/100/110
Concept: Since Xatu is supposed to be a wise pokemon who knows all, I decided to give it a scouting role. Frisk was the best ability to put in this situation since its the best scouting abillity, that and it could be really helpful here. I took a bit of inspiration from Kitsunoh in the CAP metagame here, but that was just to let Mega Xatu do its role.

Btw, you should remove Swampert and Sceptile from the OP since they are getting megas in the new games
 
Current Slate
moltres.gif

Mega Moltres (Moltresinite)
Typing: Fire / Flying ------> Fire / Flying
Abilities: Pressure / Flame Body ------> Flash Fire
Stats: 90 / 100 / 90 / 125 / 85 / 90 ------> 90 / 110 / 110 / 155 / 105 / 105
New Moves: None
Mega-Moltres
Type - Fire/Flying
Ability - Blaze
Stats - 90/120/110/150/100/110 - BST: 680
New moves - Aeroblast, Sacred Fire, Fiery Dance

Play style
Mega-Moltres has been designed to retain its predecessor's offensive style with its above average offensive stats rising even higher. With a crippling weakness to Stealth Rocks Moltres needed a way to either counteract or take advantage this. Blaze seemed an excellent choice to this end. With damage taken after Stealth Rocks, Moltres can take a hit with its all around solid defences and find itself within Blaze range. Once Blaze is activated there are few Pokemon that want to be on the receiving end of its fire attacks. Once the danger is past Moltres can Roost back to a safer health level, where it can once again weather the Stealth Rocks and fall straight back into Blaze range.

Moltres' new moves are there to give it solid offensive options. Aeroblast offers a powerful and relatively accurate STAB move. Fiery Dance is a very useful move; with the ability to raise Moltres' already impressive special attack, it can quickly move to sweep the opposing team after a boost or two. Scared Fire simply offers a physically offensive route, while still being able to take advantage of Blaze potential. A chance to burn doesn't hurt either.

Roast Chicken
Special attack aside, Mega-Moltres does not offer any particularly amazing stats. While 110 speed is quick, it can be easily outdone by many Pokemon and scarfers. Stealth Rocks, while helping it move into Blaze range, does take a large chunk of health, and a powerful attack can knock Moltres out before it has a chance to strike.
Moltres (Moltresite)
Type: Fire/Flying -> Fire/Flying
Abilities: Pressure (Flame Body) -> Drought
New Moves: Brave Bird, Calm Mind, Earth Power

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

Drought is good for Moltres, it fits its offensive (but relatively slow) nature and that it is known for bringing spring to wherever it flies. An upgraded speed of 105 is faster than Zard but still has it beat by Keldeo, Lati@s, Thundurus, Greninja, Mega Manectric and priority in general. However what distinguishes it is the ability to set up with CM and break through teams. Even CM + WoW or Roost leaves it with OK coverage, between STAB Drought Flamethrower and Ancient Power or Earth Power, there isn't much that can take it on unless they can phaze (Heatran, especially with balloon). I'm more in favour of Ancient Power so it doesn't have trouble with Zard Y and Talonflame.
Mega Moltres (Moltresinite)
Typing: Fire / Flying ------> Fire / Flying
Abilities: Pressure / Flame Body (unreleased) ------> Flash Fire
Stats: 90 / 100 / 90 / 125 / 85 / 90 (BST 580) ------> 90 / 100 / 110 / 170 / 100 / 110 (BST 680)
New Moves: +Oblivion Wing, +Firey Dance
With Oblivion Wing, Moltres can do a ton of cool shit. First of all, it can run a Bulky Attacker set far more effectively than before, using Oblivion Wing's recovery to keep it healthy throughout the fight. Secondly, a Sub + 3 Attacks set looks awesome. It can setup a Sub on switches, then boost its SpA with Firey Dance and regain HP with Oblivion Wing to make more Subs. In conclusion, this set has many cool possibilities; pls vote
Moltres
Typing: Fire / Flying
Abilities: Pressure / Flame Body ------> Magic Guard
Stats: 90 / 100 / 90 / 125 / 85 / 90 ------> 90 / 150 / 95 / 125 / 95 / 130
New Moves: Brave Bird, Flare Blitz, Sword's Dance

It's pretty damn simple! It's like Rock Head Moltres but better. Physical Pheonix with double dance and passive damage immunity!

Check it!

+2 252 Atk Moltres Brave Bird vs. 4 HP / 252 Def Multiscale Dragonite: 178-210 (54.9 - 64.8%) -- guaranteed 2HKO


And I deliberately fudged calcs to give Dragonite SOME sense of dignity. Estimates can close in on 70% for normal Dnites.
Moltres-Mega (Moltresite)
Fire/Flying -----> Fire/Flying

Pressure/Flame Body -----> Drought

90/100/90/125/85/90 (580) -----> 90/120/120/135/115/100 (680)

+ Sacred Fire

Moltres already has respectable bulk. In fact, it's a great bulky Stallbreaker in the lower tiers. What's holding it back from the higher tiers is the nasty weakness to Stealth Rock. An even more insane bulk of 90/120/115 and Drought Sacred Fire might just make it viable regardless.
Mega Moltres
Fire/Flying --> Fire/Flying
Pressure/Flame Body --> Reckless
90/100/90/125/85/90 --> 90/130/105/140/105/110
+ Flare Blitz, + Sacred Fire, + Brave Bird

The Phoenix rises again with a new Mega form...
I decided to be unorthodox and make Moltres a suicide bomber. Typing remains to put its two STABs to good use. The ability powers up both FB and BB, while Sacred Fire lets it pull of a more defensive role(?) by spreading burns. Stat distribution was the best I could come up with for the role I had envisioned for it.
Mega Moltres

Fire / Flying ----> Fire / Flying
Pressure / Flame Body ----> Drought
90 / 100 / 90 / 125 / 85 / 90 (580) ----> 90 / 100 / 130 (+40) / 135 (+10) / 125 (+40) / 100 (+10) (680)
New Moves: none

To make Mega Moltres different from Mega Charizard Y, I decided to take a more defensive approach. With an underrated defensive typing that has 6 resistances and a Ground immunity, it seems like it could work. That, and I really want a defensive Fire-type to win this. Anywho, Mega Moltres has Drought powered Fire-type moves to throw around to dish out loads of damage, but also has a major defensive buff in Morning Sun healing 2/3 of its health. One can even use Moltres as a tank of sort, taking hits well and dishing out pain equally well. Hopefully this is my last weather ability for a Mega for some time.
Mega Moltres (Moltresite)


Typing: Fire/Flying ------> Fire/Flying

Abilities: Pressure ------>Phoenix Flames (Same effects as Regenerater and Magic Guard. In addition, the base power of Fire moves remain the same regardless of weather).

Stats: 90/ 100/ 90 / 125 / 85 /90 ------> 90 / 130 / 100 / 155 / 100 /105

New Moves:Fiery Dance, Sacred Fire, Brave Bird


Description:

Moltres is a flamey phoenix, and we all know what the latter is known for (self healing and recovery when given the chance). Even though people would rush to give it Drought as it should, we shouldn't forget both it's ability to use Hurricane as well as being a capable rain sweeper. I thought it was better to focus on the Phoenix part and patch up it's movepool a bit as well.
Moltres
Fire/Flying --> Fire/Flying
Pressure/Flame Body --> Magic Guard
90/120/100/165/105/100
New Moves: Brave Bird
Well one of the Fire/Flyings had to get Magic Guard, and it sure as heck wasn't going to be Charizard or Talonflame!
Moltres can switch in without fear of losing 50% of its health to rocks now and doesn't have to worry about things like
Toxic damage either. It gets no recoil from its new toy, Brave Bird, either and can Defog without a care of hazards. Flare
Blitz would be too much, so it's not there. It also hits very hard from the special side, but its fire moves still aren't
as strong as Charizard-Y's thanks to the lack of Drought. Thankfully its only boosting moves are Agility and Flame Charge.
Moltres
Type: Fire/Flying -> Fire/Flying
Ability: Pressure/Flame Body -> Flash Fire
Stats: 90/100/90/125/85/90 -> 90/110 (+10)/100 (+10)/165 (+40)/95 (+10)/120 (+30)
New Moves: Aeroblast and Earth Power

Moltres now makes a very good special sweeper. With it's gorgeous 165 special attack and 120 speed it can make a huge dent, if not outright sweep unprepared teams. It has aeroblast for a more reliable stab and it would feel strange to have it in articuno and not moltres. I also gave it earth power because there was no way to get around rock types before. And while flash fire isn't the most useful ability in the world, a good prediction could leave the opponent cowering in fear at your mighty fire blast.
Moltres
Type: Fire/Flying -> Fire/Flying
Ability: Pressure/Flame Body -> Flame Body
Stats: 90/100/90/125/85/90 -> 90/110 (+10)/120(+30)/145 (+20)/105 (+20)/110 (+20)
New Moves: Calm Mind, Whirlwind,

Concept: Spread Burns with one of the best defensive typings in the metagame (except that SR weakness). This Moltres differentiates itself from Zard by becoming a defensive giant capable of checking most physical attackers in the tier. Flame Body is a really underrated ability: 30% chance to burn on all physical attacks, it's an auto scald. This Moltres still has the speed to be played offensively but is best with a bulky CM set or a 3 attacks plus roost set. The SR weakness is bad but Moltres fantastic defensive ability, typing and power already make up for it.
Mega Moltres
Typing: Same
Abillity: Pressure/Flame Body --> Magic Guard
Stats: 90/100/90/125/85/90 --> 90/100/120/150/120/100
Concept: Here, I tried to give Moltres a bit more of a defensive role. Its typing Is somewhat underated, with 6 resistances and an immunity to ground. Magic guard was given to remove its horrible stealth rock weakness, so it can actually switch in.

dragonite.gif

Mega Dragonite
Typing: Dragon/Flying -> Dragon/Flying
Abilities: Inner Focus/Multiscale -> Storm Force (Powers up Flying, Electric, and Dragon moves by 30% in the rain)
BST: 91/134/95/100/100/80 -> 91/134/115/150/120/90
New Moves: Hydro Pump

After seeing how GameFreak managed to give Mega Garchomp, another pseudo-legendary that got a Mega, a completely different role than Regular Garchomp, I figured that probably the original pseudo-legendary should get the same treatment. Simple enough, Mega Dragonite becomes a wallbreaker a lot like how Mega Garchomp became one. 134/150/90 offenses are pretty decent for doing its job. With Storm Force and the rain, it now has powered up versions of water, flying, electric, and dragon moves that it can abuse. Only Dragonite, Smeargle, and Mewtwo learn both Hurricane and Thunder so let's make the one natural user really benefit. I was considering about if I should or shouldn't make it power up Dragon moves too but then I look back at some of the moves (Twister, Draco Meteor, and even somewhat Dragon Pulse) and I can see how if there is a maelstrom going around, they would seem more menacing and more powerful. I also wanted to REALLY emphasize that this is a Pokemon built for Rain Teams.

But, you don't just need a dedicated setter. Thanks to Multiscale, Dragonite can do it himself before he Mega Evolves.

Dragonite @ Dragoniteite (...what?)
Nature: Modest/Timid (Depending on your Wallbreaking needs)
Ability: Multiscale
EVs: 252 SpA/252 Spd
- Rain Dance
- Dragon Pulse/Roost
- Hurricane/Roost
- Hydro Pump/Roost

Obviously, you would wait to Mega Evolve until after you set up Rain Dance. But the combination of Hurricane, Dragon Pulse, and Hydro Pump hits everything but Empoleon for at least neutral damage. Considering you get STAB on Hurricane and Dragon Pulse (in addition to the 30% boost for being in the rain) you'll probably wreck most stuff that tries to wall you.

If you want to be able to heal yourself, Roost is also a good option over any of its offensive moves. Though what you drop is a matter of what you can take care of. If you drop Hurricane, you'll lose out on hitting Azumarill, Ferrothorn, Empoleon, and Whimsicott. If you drop Hydro Pump, Steel types just wall you. And, if you drop Dragon Pulse, Lanturn, Ampharos, Empoleon, and Rotom-W can take everything you can dish out.

As you can see, this Mega Dragonite can take care of itself when it has to wallbreak. The stats aren't insane, but the boosts to its moves are pretty great in the grand scheme of things.

And, you know, 134 Base Attack isn't COMPLETELY useless too. A mixed set is perfectly viable just to throw people off guard.
Mega Dragonite (Dragoninite)
Typing: Dragon / Flying ------> Dragon / Flying
Abilities: Inner Focus / Multiscale ------> Drizzle
Stats: 91 / 134 / 95 / 100 / 100 / 80 ------> 91 / 164 / 115 / 120 / 120 / 90
New Moves: Hydro Pump
Mega Dragonite

Dragon / Flying ----> Dragon / Water
Inner Focus / Multiscale ---- Drizzle (Dragonair has the power to control weather at will, so I thought it'd be a cool idea to build off of that)
91 / 134 / 95 / 100 / 100 / 80 (600) ----> 91 / 124 (-10) / 115 (+20) / 160 (+60) / 120 (+20) / 90 (+10) (700)
New Moves: none

Dragonite sheds its Multiscales and slims down to a more Dragonair-esque design. Mega Dragonite has many moves to use that take advantage of the rain, such as Hurricane, Thunder, Surf, Aqua Tail, Waterfall, and Aqua Jet, making for a powerful mixed attacker, even with a slight Attack nerf. Mega Dragonite is deadly even before Mega Evolving, with Multiscale allowing you to set up a Dragon Dance or Agility without taking too much damage, and then you can commence sweeping from there as Mega Dragonite.
Mega-Dragonite
Type - Dragon/Water
Ability - Levitate
Stats - 91/147/112/130/125/95 - BST: 700
New moves - Hydro Pump, Aqua Ring, Calm Mind

Play style
Mega-Dragonite maintains its all round solid stats, with general increases across the board. This set seeks to offer a choice between physically and specially offensive sets (or even mixed). Switching the Flying type out for the Water typing alleviates many of Dragonite's weaknesses, with only Fairy and Dragon types hassling it. Levitate is its chosen ability, representing Dragonite's former Flying typing, and the fact that it still flies. An added immunity to the Ground type is always welcome on any team. Dragonite can still make use of its regular forms Multiscale by using it to take a hit upon entering the field, and then Mega-Evolving the next turn.

Hydro Pump and Aqua Ring are useful additions for Dragonite's new Water typing. Hydro Pump offers a poweful STAB move, albeit with the risk of missing; Aqua Ring allows for a defensive set and works well in combination with Dragonite's final new move, Calm Mind. Calm Mind is meant as an alternative to Dragon Dance, offering a more defensive set, and keeping its specially offensive side viable.

Dragon Slayer
Mega-Dragonite doesn't have any notable weaknesses; the Fairy type still plagues its, but it can force its way through them with powerful attacks. The best way to bring it down is solid neutral damage over time. Its bulk, while solid, is far from impenetrable. Dragonite loses its resistances to the Grass and Electric types, give many Pokemon the potential to deal more damage.
Dragonite (uh...)
Type: Dragon/Flying -> Dragon/Flying
Abilities: Inner Focus (Multiscale) -> Multiscale
New Moves: Hydro Pump

HP: 91 -> 91
Atk: 134 -> 154 (+20)
Def: 95 -> 120 (+25)
SpA: 100 -> 135 (+35)
SpD: 100 -> 120 (+20)
Spe: 80 -> 80
BST: 600 -> 700

Dragonite is perfect already, but now it's even more perfect. It gets a boost in all its stats so as to not make it overpowering in any one aspect. Mega Dragonite has one major thing over Dragonite: the ability to use Defog and Heal Bell with Multiscale. This along with access to Dragon Tail, Roost, T-wave, and wide coverage allows it to play in a more defensive role than regular Dragonite.
Dragonite

Dragon/Flying ----> Dragon/Fire
Abilities: Inner Focus/Multiscale ----> Serene Grace
Stats: 91/134/95/100/100/80 ---> 91/170/145/100/164/30
New Moves: Heal Bell, Sacred Fire,

Explanation:

When I first saw that there was going to be Dragonite, I didnt want it to overshadow its base form, so I decided to make it a mixed slow powerful tank. While some people might call this overpowered, its just about overpowered as the rain sweeper, except with this, the moves power rely more on stats then the rain. I chose Serene Grace because I gave it Scared Fire, and now can literally burn everything! The Special Defense increase is to become a mixed tank that can hit hard. This Mega Dragonite is by no means weak, as it boasts Attack as high as Kyu-B. But the reason it does not outclass regular Nite, is that 30 base speed, making him extremely slow and unable to sweep. Heal bell was chosen as this was meant to be a supporter, so it could heal statuses. I chose Serene Grace because in the previous evolutions, they look more feminine. I chose Dragon/Fire because Dragonair can control weather, so i thought that Fire would make sense(along with other types)
Dragonite
Typing: Dragon / Flying ------> Dragon / Flying
Abilities: Inner Focus / Multiscale ------> Serene Grace
Stats: 91 / 134 / 95 / 100 / 100 / 80 >>>> 91 / 160 / 110 / 100 / 115 / 124
New Moves: Sacred Fire

Concept: Do I even need to explain?! Hit Sacred Fire, BURN EVERYTHING! A pity about the Multiscale though, this means that regular Dnite still has a niche.
Dragonite-Mega (Dragonitite)

Dragon/Flying -----> Dragon/Flying

Inner Focus/Multiscale -----> Multiscale

91/134/95/100/100/80 (600) -----> 91/154/105/140/110/90 (700)

+ Aeroblast + Calm Mind

As I already mentioned, only a Specially Offensive Dragonite Mega will not overshadow its Base Form and still be viable in OU. I dropped the idea of giving it Tail Glow, because it will be obviously over-powered. Then again, any Dragonite with 700 BST would be over-powered anyway. A Dragon Dance Set it also viable, but a Mixed Set is the best way to go about using Mega Dragonite.
Mega Dragonite
Dragon/Flying --> Dragon/Water
Inner Focus/Multiscale --> Tough Claws
91/134/95/100/100/80 --> 91/164/105/120/120/100

When I imagine Mega Dragonite, I don't envision a cutesy dragon spreading happiness and smiles to it's fellow Pokemon. My idea of it includes some BA spikes and additional scale armor to toughen up it's appearance a bit. Typing changes Flying for Water, mostly due to the evolution family sharing an affinity for it. Tough Claws goes with the flavour of this particular MEvo, and the stats are as balanced as I could figure.

Not really expecting to win, just wanted to show what some more unorthodox entries looked like.
Mega Dragonite (Dragoncite)


Typing: Dragon/Flying ------> Dragon/Fairy

Abilities: Inner Focus/Multiscale ------>Levitate

Stats: 91/ 134/ 95/ 100 /100 /80 ------> 91 / 160 / 100 / 149 / 100 /100

New Moves: Hydro Pump, Moon Blast, Play Rough
Description:

A mega evolution into a Dragon/Fairy would tap into the mythical, guardian rumors and giving him Levitate would keep him as an airborn jet he is known as. A buff to his speed would suit his flying speeds and levitate confirms his jet like capabilities ala Latis, while also learning the most powerful of water and fairy moves. His offenses gain the most through Mega Evolution, as his new typing and ability already gives him many resistances and immunities so as to not make him broken.
Mega Dragonite
Typing: Dragon/Flying ----> Dragon/Water
Abilities: Inner Focus/Multiscale ----> Swift Swim
BST: 91/134/95/100/100/80 ----> 91/144/110/150/110/95
New Moves: Hydro Pump, Calm Mind

Well, since everyone seems to be putting defensive abilities/Drizzle on Dragonite, I'm going to try something slightly different and turn MegaNite into a fast mixed sweeper. Swift Swim helps with the medicore 95 Speed, and the Water typing is to take advantage of the rain. Hydro Pump for obvious special water move, and Calm Mind to boost MegaNite's Sp.Atk. Besides, Nasty Plot just doesn't fit flavor wise.
Dragon/Flying --> Dragon/Water
Inner Focus/Multiscale --> Lightningrod
91/134/95/100/100/80 --> 91/164/115/140/120/70
New Moves: none
This entry isn't as powerful as the other entries, but that's the point: Mega Dragonite should not be OP. Its stats and
movepool already make it very potent and Dragon/Water is an excellent typing with only two weaknesses. It works extremely
well on rain teams already with its Water typing, a 4x resistance to both Water and Fire, access to Hurricane, Thunder and
some nice water moves like Surf, Waterfall and Aqua Jet. Sure, it doesn't have Scald or Hydro Pump, but it doesn't need to
especially since Kingdra still has to have more than two or three niches. The stats give Mega Dragonite bulk comparable to Mega Garchomp's or Mega Tyranitar's, but Dragonite is especially dangerous since it has recovery and a good support movepool. Its offensive stats allow it to use its special movepool about as effectively as its physical movepool without being too overpowered in the rain.
Dragonite @ Dragon Stone (lol)
Typing: Dragon/Flying -> Dragon/Water
Abilities: Inner Focus/Multiscale -> Levitate (Thanks Aliathra for the idea!)
BST: 91/134/95/100/100/80 (600) -> 91/164/105/140/110/90 (700)
...........................................--/+30/+10/+40/+10/+10
New Moves: Hydro Pump

As I said I would, I changed the typing to Dragon/Water, gave it Hydro Pump, and buffed literally all its stats while emphasizing on its offensive stats. It's still a deadly DD sweeper, but it can also function as a mixed sweeper. I didn't want to mess around with its speed tier too much, so I didn't change that drastically.
Dragonite -> Mega Dragonite
Typing: Dragon/Flying -> Dragon/Water
Abilities: Inner Focus/Multiscale -> Multiscale
BST: 91/134/95/100/100/80 (600) -> 91/144(+10)/125(+30)/120(+20)/120(+20)/100(+20) (700)
New Moves: Hydro Pump, Dazzling Gleam
Mega Dragonite is a specially oriented attacker, but it can also go a support route with boosted defenses and Multiscale. Hydro Pump and Dazzling Gleam are STAB and coverage, respectively. Dragon/Water typing removes the SR weakness and is overall, a better defensive typing, with only a Dragon weakness that is covered by Dragon STAB.
Dragonite
Type: Dragon/Flying -> Dragon/Flying
Ability: Inner Focus/Multiscale -> Focused Mind (Special moxie clone)
Stats: 91/134/95/100/100/80 -> 91/154 (+20)/105 (+10)/130 (+30)/120 (+20)/100 (+20)

This mega dragonite is made to be a tricky mixed sweeper. It's stats give it the ability to run ether special or physical attacking sets. However, it's ability is where it really shines. With focused mind you can boost your special attack by one stage every time you defeat an opposing pokemon. However, without a way to boost your special attack initially you aren't going to get much damage off on the special side until you kill something. This means that you will probably need to start off with physical attacks in order to raise the power of your special ones. His speed also can let you down quite easy. 100 speed is by no means fast, so you may want to run agility or dragon dance to patch that up. This puts a lot of strategy into how you play and if you can pull it off having dragonite on your team will really be worth it.
Mega Dragonite
Typing: Dragon/Flying --> Dragon/Water
Abilities: Inner Focus/Multiscale --> Analytic
New Moves:
Stats: 91/134/95/100/100/80 BST: 600 --> 91/164(+30)/115(+20)/130(+30)/120(+20)/80 BST: 700

Dragonite's presence alone almost always entails an imminent threat. With a diverse movepool, well-rounded stats, and an amazing ability in Multiscale, it can run a variety of sets and to good effect; this is what makes him so dangerous. By virtue of these alone, Dragonite forces switches quite well and what better way to abuse these opportunities? Analytic, of course! My approach to prevent Mega Dragonite from crossing the realms of OP status is for it to sway away from a sweeper role and into one that is more "passive". With Analytic, it encourages Mega Dragonite to play as a bulky, hard-hitting tank to get the most out of the ability. A retyping of Dragon/Water offers many useful resistances and this coupled with its boosted bulk, it can find many opportunities to come in the field and punch holes. All of these considered, Analytic M-Dragonite is best used as a mixed wallbreaker, forcing switches and using its coverage -backed up by great offenses- to wear down and potentially, break a defensive core.

xatu.gif

Mega Xatu (Xatunite)
Typing: Psychic / Flying ------> Psychic / Fire
Abilities: Synchronize / Early Bird / Magic Bounce ------> Magic Bounce
Stats: 65 / 75 / 70 / 95 / 70 / 95 ------> 65 / 85 / 80 / 135 / 100 / 105
New Moves: Flamethrower, Fire Blast, Fiery Dance

Xatu is notorious for staring at the sun for days on end, so Fire makes natural sense. Psychic-typing is a given, as it looks like a Psychic-type and its origin makes sense very much. Magic Bounce is to give it a niche, along with keeping up its consistency. The stat spread focuses on Xatu focusing its energy being focused from the sun, meaning it is offensive-r. It has some Defense investment, if you're into that. Finally, Flamethrower and Fire Blast are to give it the necessary STAB moves, Fiery Dance is because it has summoned the sun and can thus use and harness its energy to dance it out.
Mega-Xatu
Type - Psychic/Flying
Ability - Magic Bounce
Stats - 65/85/95/120/95/110 - BST: 570
New moves - Air Slash, Whirlwind

Play style
Mega-Xatu functions more or less as regular Xatu does. For all intents and purposes it's just a statistically improved Xatu. Air Slash just gives Xatu a move it would have liked a long time ago. Whirlwind is a nice new addition for Xatu to keep from it being set-up fodder. All in all, Mega Xatu > Xatu.
Xatu (Xatite)
Type: Psychic/Flying -> Fairy/Flying
Abilities: Synchronize, Early Bird (Magic Bounce) -> Magic Bounce
New Moves: Earth Power, Air Slash, Hurricane

HP: 65 -> 65
Atk: 75 -> 75
Def: 70 -> 110 (+40)
SpA: 95 -> 115 (+20)
SpD: 70 -> 90 (+20)
Spe: 95 -> 115 (+20)
BST: 470 -> 570

Xatu has natural access to a lot of Special moves from Heat Wave to Dazzling Gleam to Shadow Ball. But I stull feel it needs wider coverage so I gave it Earth Power as well as Air Slash and Hurricane for STAB.
It also has Calm Mind at its disposal. Mega Xatu aims to sweep with Calm Mind while retaining its niche as a supporter with Magic Bounce.
Fairy typing makes sense on Xatu, it's the Mystic Pokemon, fairies are pretty mystic/magic and at least Natu is adorable like 90% of Fairy types.
It also trades nasty weaknesses to Dark and Ghost for more manageable Poison and Steel weaknesses as well as more resistances. So there you have it.
Xatu
Typing: Psychic / Flying ------> Psychic / Flying
Abilities: Synchronize / Early Bird / Magic Bounce ------> Gale Wings
Stats: 65 / 75 / 70 / 95 / 70 / 95 ------> 65/75/100/145/100/85
New Moves: Air Slash, Oblivion Wing, Quiver Dance

Concept: Mega Xatu is a priority support tank. Abusing Gale Wings to use Feather Dance followed by Tail Winds, you can finish up with Air Slash if you want to pray for Flinchhax, or Oblivion Wing if you're less of an asshole and don't want to use Roost. Quiver Dance gives the bird an actual purpose in actually attacking. Beware your loss of Magic Bounce.
Xatu-Mega (Xatate)

Psychic/Flying -----> Psychic

Synchronize/Early Bird/Magic Bounce -----> Serenity (+1 SAtk and SDef boost every turn)

65/75/70/95/70/95 (470) -----> 65/85/100/115/100/105 (570)

Let's face it. Xatu never got any decent Flying Type move. Its Flying Type doesn't make sense except for its design and it only adds a weakness to Stealth Rock. Xatu Mega tries to repair that image a little bit and tries to take on a Defensive Route. It maybe be over-powered, but it still has that weakness to Sucker Punch. It has Psyshock to take care of Special Walls, but if they come in early and Status it, it's pretty much downhill from there. So any Xatu Mega set should contain Substitute (And there's no way for recovery except Roost or Wish, which also takes up another moveslot). It gets neat coverages in Shadow Ball, Dazzling Gleam and Giga Drain.
Xatu
Type: Psychic/Flying -> Psychic/Flying
Ability: Early Bird/Synchronize/Magic Bounce -> Field Warp (Moves that effect the entire field or your side are boosted to 8 turns. The moves affected are: Electric Terrain, Grassy Terrain, Misty Terrain, Hail, Rain Dance, Sandstorm, Sunny Day, Light Screen, Reflect, Mud Sport, Water Sport, Tailwind, Magic Room, Trick Room, Wonder Room, Gravity, and Lucky Chant.)
Stats: 65/75/70/95/70/95 -> 65/85 (+10)/115 (+45)/125 (+30)/115 (+45)/65 (-30)
New Moves: Heal Bell

Xatu has never really been good for much besides magic bounce support, but this mega changes that. With it's new ability that increases the amount of turns a field affect is up and buffed stats, xatu plays a great support role. It has a great movepool to abuse this ability, most notably his dual screens and trick room. He also gained heal bell so that he can play an even better team player. Not only that, but he also has a usable special attack. Yay for usable xatu!
Mega Xatu (Xatite?)
Psychic/Ghost
Prankster
65/75/70/95/70/95---> 65/85/80/115/100/125
New moves: T-Wave
This makes Xatu even better as a status spreader: with an offensive presence
Mega Xatu
Typing: Same
Abillity: Synchronize/Early Bird/Magic Bounce --> Frisk
Stats:65/75/70/95/70/95 --> 65/80/95/120/100/110
Concept: Since Xatu is supposed to be a wise pokemon who knows all, I decided to give it a scouting role. Frisk was the best ability to put in this situation since its the best scouting abillity, that and it could be really helpful here. I took a bit of inspiration from Kitsunoh in the CAP metagame here, but that was just to let Mega Xatu do its role.

bellossom.gif

Mega Bellossom (Bellossonite)

Typing: Grass ------> Grass / Fire
Abilities: Chlorophyll / Healer ------> Drought
Stats: 75 / 80 / 95 / 90 / 100 / 50 ------> 75 / 90 / 115 / 110 / 120 / 60
New Moves:
Bellossom (Bellossomite)
Type: Grass -> Grass/Fairy
Abilities: Chlorophyll (Healer) -> Flower Veil
New Moves: Quiver Dance, Moonblast, Draining Kiss

HP: 75 -> 75
Atk: 80 -> 80
Def: 95 -> 125 (+30)
SpA: 90 -> 110 (+20)
SpD: 100 -> 120 (+20)
Spe: 50 -> 80 (+30)
BST: 490 -> 590

A bulky QD sweeper. Flower Veil seems uselsess because only Florges gets it, but it's amazing for Bellossom.
Flower Veil prevents status problems (paralysis and toxic especially) and the lowering of the stats of all Grass-type Pokémon on the user's side of the field (including the Pokémon with the Ability itself), unless the stat reduction is self-inflicted.
Even at +1 it's relatively fast, and it has the bulk to set up without using Sleep Powder although that can help it too.
Bellossom
Typing: Grass ------> Grass
Abilities: Chlorophyll / Healer ------>Aromatic (clears the Pokemon just switched out of Status when switched in in place of it.)
Stats: 75 / 80 / 95 / 90 / 100 / 50 ------> 75 / 90 / 125 / 130 / 125 / 55
New Moves: Wish, Seed Flare, Leech Seeds

Concept: Bellossom becomes a REALLY good Cleric. The Fairy type is... not needed. When you have 'Give Friend Natural Cure' as your ability. This gives every other mon HUGE niches as you could do natural rest on almost anything... except Mega Bell because you want to status her, the one mon you can't remove this stuff from.

Team play... isn't that what you want in your mon? Isn't it?
Mega Bellossom
Typing: Grass --> Grass/Fighting
Abilities: Chlorophyll/Healer --> Drought
New Moves: Close Combat, Growth
Stats: 75/80/95/90/100/50 BST: 490 --> 75/95(+15)/95/110(+20)/105(+5)/110(+60) BST: 590

Mega Bellossom makes for a great Sun setter. Resistance to Stealth Rock is a plus, moreover is that its new typing in Grass/Fighting synergizes well with several Pokemon that would appreciate Sun support such as Heatran and Mega Houndoom (assuming two Mega Evolutions in one team gets accepted) Offensively speaking, it can take out Pokemon that plagues Sun-based teams, main suspects being Tyranitar, the pink Blobs, and bulky waters and grounds in general. Along with being a reliable Sun setter, Mega Bellossom carves its niche as a ready-to-go Mixed Growth Sun sweeper. What it lacks in immediate power it compensates for its accessability with a great boosting move. Looking at its stats though, one can opt to utilize a more specialized sweeping set or even lean to a more defensive variant.
Bellossom

Typing: Grass -----> Grass/Fairy
Abilities: Chlorophyll / Healer -----> Pollen Shield (Raises defense by 50% in strong sunlight)
75/80/95/90/100/50 -----> 75/105/120/110/125/55
Moves: Quiver Dance

Fanon Pokedex Entry: Mega-Bellossom's petals become more vivid in the sunlight. When it is happy, it performs an elegant dance and releases a pollen that soothes those around it.

Alright, so Bellossom becomes a monster wall under the sun. Pollen Shield is like Flower Gift but only defensive. Bellossom gets Quiver Dance for the same reason Lilligant does; even after a boost, though, it's low Speed still enables it to be outsped by faster or Scarf'd opponents. 110 Special Attack isn't amazing, especially for a Mega, so Bellossom needs to boost to be useful. Basically, Bellossom switches in under sun and tanks anything that isn't super-effective, sets up with Quiver Dance, and then attempts a sweep. It's not perfect. Grass is a shit offensive type. Grass/Fairy isn't a good defensive type (not the worst, but still). Fire- and Flying-type weaknesses (the former even worse under sun). 55 Speed with a 2-stage boost is still outspeedable by quite a few threats. It kind of sucks out of sun. On the other hand...: 75/180/187 bulk under sun (...mother of God...). Quiver Dance. Fairy-STAB. Ability to tank common Water-, Fighting-, and Dragon-type moves. STAB Solar Beam in the sun off of a 110 Special Attack boosted 2 stages by Quiver Dance. Really, that's all you need.

TL;DR: Ungodly tanky under sun, mediocre without. If you can keep the sun up this will be a worthwhile Mega. It needs to Quiver Dance at least once to be useful (the temporary extra bulk helps), but even after it pulls one off, 110 Speed isn't terribly fast (Greninja, Tornadus, Thundurus, Talonflame...). On a sun team based around it, it can be very useful, but certainly not unstoppable.
Bellossom-Mega (Bellossomite)

Grass -----> Grass/Fairy

Chlorophyll/Healer -----> Drought

75/80/95/90/100/50 (490) -----> 75/90/115/120/120/70 (590)

+ Quiver Dance + Draining Kiss + Dazzling Gleam

If you're like me and go by flavor first and competitive next, you'll not look past Drought on Mega Bellossom. In fact, it's both flavorful and competitive. The Fairy typing is for additional STAB. Quiver Dance is because, come on, look at it. Its speed is still low and it's easily walled by Special Walls in OU. So it's best to use it at a mid-to-late-game sweeper.
Bellossom
Type: Grass -> Grass/Fairy
Ability: Chlorophyll/Healer -> Serene Grace
Stats: 75/80/85/90/100/50 -> 75/80/105 (+20)/120 (+30)/120 (+20)/80 (+30)
New Moves: Moonblast and Quiver Dance

Mega bellossom is a very unique pokemon. The fairy type is fairly obvious. It has a little buff to it's defenses so that it can survive some weaker hits and set up a quiver dance. And while serene grace may seem useless on bellossom at first, sludge bomb has a 30% chance to poison which is boosted to 60% with serene grace and moonblast has a 30% chance to lower special attack which is boosted to 60%. Bellossom can easily be a beast if you get the chance to use quiver dance, but otherwise it will usually not get very far. This makes bellossom a glass cannon of sorts, but it is bulky enough to take a hit or two on the special side so it also has some attributes of a bulky attacker.
Mega Bellossom (Bellosite)
Grass/Fairy
Solar Power
75/80/85/90/100/50 ---> 75/80/115/100/120/90
New moves: Quiver Dance, Moonblast
The goal of this is to help QD Bellossom sweep. Respectable defenses,speed, and special attack make this pretty dangerous.
Bellossom
Grass --> Grass
Chlorophyll/Healer --> Drought
75/80/95/90/100/50 --> 75/80/115/130/120/70
New Moves: Quiver Dance, Heat Wave
Mega Bellossom is an interesting Grass-type Drought user. It gets Heat Wave to abuse the sun further along with Solarbeam and Synthesis and Quiver Dance to boost its stats and serve it justice.
Mega Bellossom

Grass ----> Grass / Fire
Chlorophyll / Healer ----> Drought
75 / 80 / 95 / 90 / 100 / 50 (490) ----> 75 / 80 / 115 (+20) / 140 (+50) / 120 (+20) / 60 (+10) (590)
New Moves: Fiery Dance, Weather Ball, and Aromatherapy

Quiver Dance is too predictable of a move to slap onto Bellossom, so I thought Fiery Dance would be more fitting. Instead of being a setup sweeper, she becomes a snowball-effect kind of sweeper, hitting harder over time and keeping offensive pressure at a high. Weather Ball is for when you want a more immediate offensive presence, as under the sun, it's a 100 BP Fire-type move, just remember to switch out to refresh the sun or else you'll be stuck with a flimsy 50 BP Normal-type move. Aromatherapy is there to give her some supportive presence, and helps against Toxic stalling attempts and other status that troubles your teammates.


THIS POST IS ACCURATE AS OF 10:30 PM EST
 
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MEGA SCEPTILE, SWAMPERT, AND DIANCIE ARE OFFICIALLY OFF THE SLATE


BECAUSE COROCORO CONFIRMED THEM TODAY
ORAS HYPE
Wait... So thousand waves could be kyogre's new move while thousand arrows could be groudon's new move? Mind = blown.

Sorry if this isnt the right place to post this, but zygarde just took a punch to the eye.
 
149.png

Mega Dragonite
Typing
: Dragon/Flying --> Dragon/Water
Abilities: Inner Focus/Multiscale --> Analytic
New Moves: Hydro Pump
Stats: 91/134/95/100/100/80 BST: 600 --> 91/164(+30)/115(+20)/130(+30)/120(+20)/80 BST: 700

Dragonite's presence alone almost always entails an imminent threat. With a diverse movepool, well-rounded stats, and an amazing ability in Multiscale, it can run a variety of sets and to good effect; this is what makes him so dangerous. By virtue of these alone, Dragonite forces switches quite well and what better way to abuse these opportunities? Analytic, of course! My approach to prevent Mega Dragonite from crossing the realms of OP status is for it to sway away from a sweeper role and into one that is more "passive". With Analytic, it encourages Mega Dragonite to play as a bulky, hard-hitting tank to get the most out of the ability. A retyping of Dragon/Water offers many useful resistances and this coupled with its boosted bulk, it can find many opportunities to come in the field and punch holes. All of these considered, Analytic M-Dragonite is best used as a mixed wallbreaker, forcing switches and using its coverage -backed up by great offenses- to wear down and potentially, break a defensive core.
 
Wait... So thousand waves could be kyogre's new move while thousand arrows could be groudon's new move? Mind = blown.

Sorry if this isnt the right place to post this, but zygarde just took a punch to the eye.
I highly dobut that is true, we are probably going to have Zygarde get those moves in Z or X2 and Y2.
 
bellossom.gif


Mega Bellossom

Grass ----> Grass / Fire
Chlorophyll / Healer ----> Drought
75 / 80 / 95 / 90 / 100 / 50 (490) ----> 75 / 80 / 115 (+20) / 140 (+50) / 120 (+20) / 60 (+10) (590)
New Moves: Fiery Dance, Weather Ball, and Aromatherapy

Quiver Dance is too predictable of a move to slap onto Bellossom, so I thought Fiery Dance would be more fitting. Instead of being a setup sweeper, she becomes a snowball-effect kind of sweeper, hitting harder over time and keeping offensive pressure at a high. Weather Ball is for when you want a more immediate offensive presence, as under the sun, it's a 100 BP Fire-type move, just remember to switch out to refresh the sun or else you'll be stuck with a flimsy 50 BP Normal-type move. Aromatherapy is there to give her some supportive presence, and helps against Toxic stalling attempts and other status that troubles your teammates.
 
Wait... So thousand waves could be kyogre's new move while thousand arrows could be groudon's new move? Mind = blown.

Sorry if this isnt the right place to post this, but zygarde just took a punch to the eye.
Why the hell would Kyogre get a physical Ground-type move as a signature move? And why would it be in X and Y at all? They could've just patched it in when ORAS were released (unless perhaps it was intended for something in X and Y like ZYGARDE).
 
182bellossom.png

Bellossom
Grass ----> Grass/Fire
Chlorophyll / Healer ----> Drought
75 / 80 / 95 / 90 / 100 / 50 (490) -->
75 / 85(+5) / 135(+40)/ 110(+20)/ 150(+50)/45(-5)
New Moves: Leech Seed,Wish, Aromatherapy,

I know one of the rules is to make it different than its original role, but Bellossom is just designed to be a great supporter. At least, it gets to spread sun around with its sun thing going on. It gets a sustainable amount of growth to its potential bulk, allowing it to sustain numerous switch-ins. Leech Seed and Aromatherapy can grant more survival (Although Moonlight will deal with its own), and Wish can act as help for others. While its focus will be on survival and supporting the team, but Bellossom also has a respectable 110 Sp. Attack it can use to keep from being set up on.

146moltres.png

Moltres
Fire/Flying ---> Fire/Flying
Pressure/Flame Body ---> Regenerator
90/100/90/125/85/90 -->
90/105(+5)/95(+5)/165(+40)/85/140(+50)
New Moves: N/A

Lots of Speed and S. Attack to allow lots of sweeping potential. Regenerator is based off of the whole Phoenix thing going on. Regenerator will also allow it to switch in on a SR at least 1 more time, and a respectable 105 Attack can give some decent mixed potential out of Sky Attack and U-Turn...

EDIT: For mistaken math and such...
 
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182bellossom.png

Bellossom
Grass ----> Grass/Fire
Chlorophyll / Healer ----> Drought
75 / 80 / 95 / 90 / 100 / 50 (490) -->
75 / 85(+5) / 135(+40)/ 110(+20)/ 150(+50)/40(-10)
New Moves: Leech Seed,Wish, Aromatherapy,

I know one of the rules is to make it different than its original role, but Bellossom is just designed to be a great supporter. At least, it gets to spread sun around with its sun thing going on. It gets a sustainable amount of growth to its potential bulk, allowing it to sustain numerous switch-ins. Leech Seed and Aromatherapy can grant more survival (Although Moonlight will deal with its own), and Wish can act as help for others. While its focus will be on survival and supporting the team, but Bellossom also has a respectable 110 Sp. Attack it can use to keep from being set up on.

146moltres.png

Moltres
Fire/Flying ---> Fire/Flying
Pressure/Flame Body ---> Regenerator
90/100/90/125/85/90 -->
90/105(+5)/95(+5)/165(+40)/85/140(+50)
New Moves: Dragon Pulse

Lots of Speed and S. Attack to allow lots of sweeping potential. Regenerator is based off of the whole Phoenix thing going on. Regenerator will also allow it to switch in on a SR at least 1 more time, and a respectable 105 Attack can give some decent mixed potential out of Sky Attack and U-Turn...
Something wrong with Bellossom's stats. It gains a total of 105 due to that pointless +5 Atk. I'm not a fan in general of only putting 5 points into a stat, I understand when it ends in 5 like 15 or 25, but not just 5.

For what reason would Moltres get Dragon Pulse?
 
Something wrong with Bellossom's stats. It gains a total of 105 due to that pointless +5 Atk. I'm not a fan in general of only putting 5 points into a stat, I understand when it ends in 5 like 15 or 25, but not just 5.

For what reason would Moltres get Dragon Pulse?

Yes it does, my bad. Just random 5 into it because actual mega evolutions have a tendency for random boosts in random stats. Anyway, gonna fix that.

Also Moltres got it as an attempt to give it a counter for dragons, then remember HP, and forgot to erase it. to the Edits!
 
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