Editted my Jumpluff to get rid of surf and add shadow ball
GODDAMMIT VALZY YOU KNOW DAMN WELL THAT'S KYOGREWhat are you talking about? I was making Jumpluff not Shaymin. Anyways, here's my final submission:
Mega Slowking
Water/Psychic -> Water/Psychic
Oblivious/Own Tempo/Regenerator -> Drizzle
HP: 95 -> 95
Atk: 75 -> 75
Def: 80 -> 90 (+10)
SpA: 100 -> 150 (+50)
SpD: 110 -> 140 (+30)
Spe: 30 -> 40 (+10)
BST: 490 -> 590
Moves: +Water Spout, +Thunder
GODDAMMIT VALZY YOU KNOW DAMN WELL THAT'S KYOGRE
A lot of people think the basic coding for these abilities is a lot more complicated than it really is.As for some who complain about making new abilities for the megas, I want to know why they just can't win at all in any submission contest. The way I interpret that message is that just about everybody is afraid to create new ability ideas.
It's not the creation of new abilities we're discouraging, it's the creation of new, unnecessarily complex abilites we're discouraging. There's nothing inherently wrong with something like "raises power of moves used in succession" if it fits flavorwise and serves a noteworthy niche competitively. What we do have a problem with is an ability that is either overly complex or unnecessary, without serving a purpose better than a currently existing ability; "heals a percentage of HP every turn, increasing for every turn the Pokemon is in play (3.125%, 6.25%, 12.5%) capping at 12.5%" is overly complex; Regenerator, Water/Volt Absorb, or something similar fulfills a healing role without such complexity. If the ability takes more than a line to describe, it may fall into this territory. "Damage on contact moves is increased by 33% and has a 10% chance to poison" is unnecessary; either give it Tough Claws or Poison Touch, but not both. If the ability can be described as two abilities combined, it may fall into this category. New abilities aren't discouraged, but do require some genuine thought put into their creations.
Golurk (Stealth Rock) and Cofagrigus (Toxic Spikes) are crying in a corner now.For Forretress, I was thinking that when it Mega Evolves, we finally find out what is inside its shell; Forretress becomes Bug/Ghost when it Mega Evolves, with Forretress's soul escaping from its metallic confines, losing defense for increased Speed and Attack.
If that sounds a bit contrived, it's because it is. Forretress has dropped from OU this generation due to it being outshined by bigger threats, and needs something to make it special. The idea for this Mega is that it uses its great defenses to set up hazards, and then proceeds to do something that no other Rapid Spinner (other than Froslass, who can't learn as many hazard moves) is capable of doing: blocking Rapid Spin. Utility Megas have proven to be difficult to find a use for (see: Bannette) because utility is a role that, unlike raw power of defense, can easily be filled by other, non-Mega Pokemon. The draw to Mega Forretress here would be that it fills two roles at once--hazard setting and spinblocking--allowing players another teamslot for an additional Pokemon.
Golurk (Stealth Rock) and Cofagrigus (Toxic Spikes) are crying in a corner now.
Forretress deserves Bulletproof. Also, give it Sticky Web for the hell of it. ALL THE HAZARDS!
Better stats will help too.Aura Sphere and Searing Shot are the only viable Special non-resisted moves that Bulletproof protects Forretress against. Searing Shot is unique to Victini and Aura Sphere is almost never use
d (Maybe only by Lucario), so Shadow Ball is pretty much it. It's great in theory of course, but that definitely wouldn't make it OU-worthy again.