• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

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

Status
Not open for further replies.
GUys I know we're past this but I found the perfect Mega Evo design for Slowbro:

YX0CgjU.jpg
 
I know we're not supposed to post sets, but I won't be on until much later and just couldn't wait to unveil my submissions u.u! Don't open until ready, like a Christmas present! ;)
085.png
085.gif
085.png

Mega Dodrio (Dodrinite)
Typing: Normal / Flying -------> Ground / Flying
Abilities: Run Away / Early Bird / Tangled Feet -------> Squawk [Squawk, Mega Dodrio's exclusive ability, is an ability that causes Dodrio to attack three times, the first being 25% stronger, and the second being 12.5% stronger] (This seems a bit too powerful, so let me know a suggestion to tone it down!)
Stats: 60 / 110 / 70 / 60 / 60 / 100 -------> 60 / 120 / 100 / 70 / 80 / 130
New Moves: Hi Jump Kick, Earthquake
Height: 6'6" (2.01 m), Weight: 248.9 lbs. (112.89 kg)

Design: Mega Dodrio resembles more of an ostrich mixture blended with an emu. It now has three 'V''s on each of its three heads and its heads now all have longer beaks. It now has a fluffier body and a bit longer necks. Its legs now are a bit longer as well. Its tail feathers become more designed, being a blend of brown, grey, and finally red at the tips, there are now six of these tail feathers, three main ones, and two smaller ones underneath the larger ones. Dodrio's fur becomes a bit darker and its neck becomes a bit grayer / brownish, to give it a more earthy feel. The talons now are more protruding and a bit sharper than usual, while also being a darker shade of gray. There is also a small area on the back that resembles the mega sign and is a lighter color than the rest, but it is only visible at a certain angle, looking up from the bottom of Dodrio, and thus, is partially hidden.

Thought Process: Ostriches and emus really. They both live in the savannah, and I love Ground-typing! The Ground-type addition really makes sense and is a very cool change compared to Normal-type, which is a bit bland if you ask me! Squawk is the best ability name in my opinion, as it makes perfect sense for Dodrio. It's a loud noise, and its a bird, and the three heads clamor with each other, arguing, so squawking makes perfect sense. Squawk needed to incorporate the three heads attacking of course, so I did just that! Hi Jump Kick is added, and I don't know why it didn't get it before! Ostriches are known to kick, so Hi Jump Kick makes perfect sense. Earthquake is mainly just for STAB, but it would be necessary! The stat increase was originally much more insane, with a 130 Attack and 150 Speed, but, yeah, no thanks. I toned it down a bit and made it much easier to handle. It's Attack gets a small boost, while its Speed is increased exponentially, to allow it to be fast, as the bird does run very fast! Its Defense is boosted, not for battle, but for flavor. Another animal it is based on, cassowary, is very shy and defensive, but can strike if it is in fear, so its Defenses must be raised! The Special Attack boost, that's so useless but I'm so fond of, is for flavor, as many of you who have seen my submissions before know! Finally, the Special Defense was raised to match the other increases and fill the void with an extra ten points.

Competitively: Mega Dodrio finally sees a place in OU, landing in B- Rank in my opinion. It's got a nice blend of power, Speed, and a wide movepool. Its main flaw is its glaring lack of bulk, and weakness to common types, along with the fact it takes up a mega slot, and it isn't good at all before Mega Evolving. It's still good, don't get me wrong, but still, Talonflame and Starptor compete with it greatly. There's also the fact it has a Stealth Rock weakness pre-Mega Evolution, which can be its downfall. Dodrio requires support in hazard removal and a safe switch in, which can be a bit of a let down. However, don't let it fool you with these flaws. Squawk is a very powerful ability and can be put into work, making Brave Bird an effective 198 base power move before STAB, making it insanely hard to switch into. Still, Skarmory, Landorus-T, Quagsire, and other walls, still can beat it consistently, along with a lot of priority, as it lacks bulk. Overall, Dodrio finally could see usage in OU, however, it would need a lot of support and wouldn't make as large a splash as some Pokemon such as Aegislash, Mega Charizard X, and Mega Gyarados.

087.png
087.gif
087.png

Mega Dewgong (Dewgonginite)
Typing: Water / Ice -------> Water / Ice
Abilities: Thick Fat / Hydration / Ice Body -------> Unaware
Stats: 90 / 70 / 80 / 70 / 95 / 70 -------> 90 / 90 / 100 / 90 / 125 / 80
New Moves: Slack Off, Tail Slap
Height: 7'09" (2.16 m), Weight: 584.6 (265.17 kg)

Design: Dewgong is... well, to put it bluntly, a hopeless case. It's really bad, like, really bad, nothing much could save it. But, it's always looked a bit ditzy, so why not give it Unaware? Make it more Unaware, like a walrus! So, imagine Dewgong just going: "blehhh" with sparks coming from its heads and droll slobbing out from its jaws. It now is just really fat, with an elongated body that is much more filled in. It's horn expands much more, to fit the narwhal theme. Its tail is now a lot larger, making it much easier to smack away foes with it. It's flippers (hands, whatever.) are now slacking on the ground just lying there flat. Dewgong is supposed to be looking much like a large walrus with its large tusks, as well. It should be there, like a brick wall, can you see it? Imagine it saying "dohhhh" and thus, you're imagining a Mega Dewgong! To paint an even better picture, imagine a Garchomp running up to it, slamming into its fat and Dewgong looks down and says "uhuhhhhh" and just slaps the Garchomp away. That's how Unaware Dewgong is, not giving a fuck about anything else in the world. That's Mega Dewgong.

Thought Process: Dewgong draws inspiration from large walrus' and dugongs. I originally was planning to make it a huge defensive wall with Thick Fat, as it makes a lot of sense, but, I ultimately decided on Unaware, I mean, Dewgong always looks so unaware! It just kind of... fit. I did not change the typing, and for future submitters of Mega Dewgongs, do not change its typing! It makes so much sense flavor-wise to be Water / Ice. First, it's name, Dew, as in water, and gong, from dugong, an ICE dweller. It is also based off of sea creatures of the arctic, so if this doesn't scream Water / Ice to you, well... I don't know. It's not my decision though, you can make those, but seriously. Next, the stats. I buffed the offenses and kept them balanced, this at least gives it a tiny more offensive prowess. Its Defenses get buffed a whole lost, making it a formidable Special wall, along with a bit more bulk on the physical side. Its Speed gets a buff as well, to make it just a tad drop faster and also not put 10 points to waste! Mega Dewgong has better stats everywhere (bar HP, but only by 5) than Quagsire, which is what I was aiming for! It makes them competition, and makes it very cool!

(I couldn't decide between Oblivious and Unaware ;-;, I ultimately picked Unaware for competitive reasons, but I'm considering changing it to Oblivious.)

Competitive: Mega Dewgong would honestly be good if you asked me. It would lie in C+ or B- Rank on the viability rankings thread, in my opinion. It is another great Unaware Pokemon and it has reliable recovery along with great stats. However, a Stealth Rock weakness, lack of offensive prowess, and the competition from Quagsire and Clefable really suck as well. It also is shut down by Taunt, and is effectively crippled by it. Mega Dewgong also competes for a mega slot with the likes of Mega Gyarados, Mega Venusaur, and Mega Charizard. It does have its niches though and I could see it being used on Stall teams to replace Quagsire, but it does have a nasty weakness to Electric unlike Quagsire. Both are good, and both fulfill different roles, it all comes down to you really. I'd love to Toxic stall with this thing any day, it would be so fun to use, and great at it too!

089.png
089.gif
089.png

Mega Muk (Mukinite)
Typing: Poison -------> Poison
Abilities: Stench / Sticky Hold / Poison Touch -------> Filthey [Filthey, Mega Muk's signature ability, is exactly like Gooey, however, for the sake of keeping Gooey an ability only had by the Goomy line, it is changed to the name Filthey]
Stats: 105 / 105 / 75 / 65 / 100 / 50 -------> 105 / 125 / 115 / 75 / 110 / 40
New Moves: Surf
Height: 4'0" (1.21 m), Weight: 124.6 lbs (56.51 kg)

Design: Muk is literally what it looks like: muck. Mega Muk is also muck, but... bigger muck. Much bigger muck, a lot bigger Muk. Muk is now a lot bigger and is basically a case of Mega Ampharos, it is just bigger with a slight new change. Muk's new change is the goo around its mouth. Muk now has much more gunk around its mouth. Mega Muk's color isn't as much as the current purple, but a much lighter shade, almost pastel. Mega Muk does not lift its hands, like it is normally portrayed, instead, Mega Muk lets its hands rest beside it, not giving a fuck. Mega Muk seems to emit a stench around it, it smells far worse than any Skuntank could ever dream of. Imagine the worst smelling thing you know, now triple that, and that's what Muk smells like after it has showered! Mega Muk has much larger eyes as well, not to the point of being kawaii, but much more defined and a very acidic color, looking corrosive as ever. Muk's tongue is also a sickly greenish color, which is pretty in balance with the rest of its body. Muk's 'waves' of grime on it are also much thinner now and are a lot ripplier.

Thought Process: I decided to not change Muk's typing because, quite frankly, I couldn't think of any cool typings to give it. I was considering Water-type, as it is the water pollution of its trio, but it just didn't seem right. Filthey is spelled like it is because Muk is spelled like Muk! It also correlates with Gooey. I wanted to give it Gooey, but that's the Goomy lines signature ability, which didn't feel right to just give to something else. Its stats focus more on become a huge tank, bolstering its Defense a whole lot to be much more sluggish and tanky. Its Attack also gets a very high boost, because, well, it can. It's Special Defense is also marginally boosted, while its Speed is dropped because of how heavy it becomes. Its Special Attack process, as you should know by now, is to balance it out and make much more sense flavor-wise. Muk doesn't really need any new moves, but I decided to give it Surf because it is the water pollution of the pollution trio, and it can ride the waves and fill it with its sticky muck. Overall, I was aiming for a slow, tankish, bulky attacker, and thus, Mega Muk was born!

Competitive: Mega Muk, honestly, wouldn't see the most competitive usage. It still lacks recovery, and it is weak to many Earthquakes. Its Speed is less than amazing and its Attack stat isn't super duper stellar. Its bulk does truly shine though, allowing it to tank many hits. However, it takes up a mega slot and is useless pre-mega. It would probably be ranked around C Rank in viability. It is left outclassed by other walls and bulky attackers, it does have a niche in a cool Poison-typing and a cool ability, and some cool stats. Its movepool is also really large and it has access to a variety of options. It has the possibility to be good, but its usually better left for in-game or just for fun, but it can be used if used correctly.

097.png
097.gif
097.png

Mega Hypno (Hypnite)
Typing: Psychic -------> Psychic / Dark
Abilities: Insomnia / Forewarn / Inner Focus -------> Haunting Nightmares [Haunting Nightmares, Mega Hypno's signature ability, is exactly like Bad Dreams, but for the sake of signature abilities, it is just names a different name]
Stats: 85 / 73 / 70 / 73 / 115 / 67 -------> 85 / 83 / 90 / 83 / 165 / 77
New Moves: Apathy [New Move: Apathy, Psychic-type, status, Accuracy: 95%, causes the target to fall asleep for anywhere from two to three turns, but, it causes the user to lose 10% of their health]
Height: 6'04" (1.84 m), Weight: 247.6 lbs (112.30 kg)

Design: Mega Hypno is a creepy one. Its eyes are closed shut, and it is thinking. It has a third eye, kind of like Mega Gengar, just above the in-between of its closed eyes. It's fur becomes much longer and it grew a mustache. It's hypnotic toy in its arm now floats in its outstretched hands as it controls it with its minds, ticking it back in forth. It's other free hand is left below it. It doesn't levitate like say Mega Alakazam, no, it floats in the air with its back hunched and its legs laying in a free fall, with it holding its hand out to control its tick-tock, with the other hand layed down. Its nose is a little bit longer as well, and its mouth is now now visible, because of the mustache. It has a strange marking on its stomach, kind of in a triangle claw pattern, but it is unknown what this truly is. Its yellow is a bit sleeker and shiny, while its fur is a dark grey color now. Overall, its creepy.

Thought Process: I wanted to take a scary / horrific / creepy approach to Hypno. Thus, its Dark-typing was added, and it fits perfectly, I mean, it snatches children. Then the ability was just for Hypno, as it will haunt your dreams. Bad Dreams makes equal amount of sense, but for the sake of keeping signature abilities, it gets a new name instead. Its stats were a bit odd to make, as I didn't know what to think of it. I decided to add ten to both offenses, and add 20 to Defense to make it a bit more defensive. Its Special Defense skyrockets because it becomes a lot smarter and more intelligent, and it is just so high. I gave it a bit more Speed to work with, to outspeed random shit like Breloom and Tyranitar. It gains a new move, Apathy, which is Hypno's new signature move. It causes the target to fall asleep at the expense of the users health and is much more reliable than Hypnosis. Finally, I made Hypno much larger and heavier to emphasize what its general size is.

Competitive: Oh boy! I'd use the fuck out of Mega Hypno. It has a cool typing and a great signature move and ability that could make it see some use in OU! It would definitely see a rise in usage and with Dream Eater it would be very strong, although it is still outclassed by Deoxys mainly, but it has its niches. It's still very slow and not too bulky on the physical side, which could easily be taken advantage of. It would still see usage and I could see it being somewhat viable!
 
It needs a damage boost. I'm gonna take a poll. Anyone who wants it to be 100, 50, 25 post "I vote #1". Anyone who wants it to be 50, 50, 50 post "I vote #2". Anyone who wants 75, 50, 25 post "I vote #3". I will Tally them at 7:00 central time so no votes after that.

What? Is it mandatory for Dodrio to attack with all 3 heads? Be creative and come up with something else or *gasps* don't take the 3 headed flavor into account. The poll isn't very meaningful anyways, as your comparing two options with very little competitive difference, and people will vote for the one they like more when submissions come anyways.
 
I think it should get a move like Dark Void with a different name. Dark Void is kind of Darkrai's signature thing.
What if we call it Hypnosis?

Wait...
I'd like to avoid making up new moves, but I guess that would be cool.

Hypnosis is kinda shitty though. Hypno should have more than a 60% accuracy sleeping move :/

I know we're not supposed to post sets, but I won't be on until much later and just couldn't wait to unveil my submissions u.u! Don't open until ready, like a Christmas present! ;)
085.png
085.gif
085.png

Mega Dodrio (Dodrinite)
Typing: Normal / Flying -------> Ground / Flying
Abilities: Run Away / Early Bird / Tangled Feet -------> Squawk [Squawk, Mega Dodrio's exclusive ability, is an ability that causes Dodrio to attack three times, the first being 25% stronger, and the second being 12.5% stronger] (This seems a bit too powerful, so let me know a suggestion to tone it down!)
Stats: 60 / 110 / 70 / 60 / 60 / 100 -------> 60 / 120 / 100 / 70 / 80 / 130
New Moves: Hi Jump Kick, Earthquake
Height: 6'6" (2.01 m), Weight: 248.9 lbs. (112.89 kg)

Design: Mega Dodrio resembles more of an ostrich mixture blended with an emu. It now has three 'V''s on each of its three heads and its heads now all have longer beaks. It now has a fluffier body and a bit longer necks. Its legs now are a bit longer as well. Its tail feathers become more designed, being a blend of brown, grey, and finally red at the tips, there are now six of these tail feathers, three main ones, and two smaller ones underneath the larger ones. Dodrio's fur becomes a bit darker and its neck becomes a bit grayer / brownish, to give it a more earthy feel. The talons now are more protruding and a bit sharper than usual, while also being a darker shade of gray. There is also a small area on the back that resembles the mega sign and is a lighter color than the rest, but it is only visible at a certain angle, looking up from the bottom of Dodrio, and thus, is partially hidden.

Thought Process: Ostriches and emus really. They both live in the savannah, and I love Ground-typing! The Ground-type addition really makes sense and is a very cool change compared to Normal-type, which is a bit bland if you ask me! Squawk is the best ability name in my opinion, as it makes perfect sense for Dodrio. It's a loud noise, and its a bird, and the three heads clamor with each other, arguing, so squawking makes perfect sense. Squawk needed to incorporate the three heads attacking of course, so I did just that! Hi Jump Kick is added, and I don't know why it didn't get it before! Ostriches are known to kick, so Hi Jump Kick makes perfect sense. Earthquake is mainly just for STAB, but it would be necessary! The stat increase was originally much more insane, with a 130 Attack and 150 Speed, but, yeah, no thanks. I toned it down a bit and made it much easier to handle. It's Attack gets a small boost, while its Speed is increased exponentially, to allow it to be fast, as the bird does run very fast! Its Defense is boosted, not for battle, but for flavor. Another animal it is based on, cassowary, is very shy and defensive, but can strike if it is in fear, so its Defenses must be raised! The Special Attack boost, that's so useless but I'm so fond of, is for flavor, as many of you who have seen my submissions before know! Finally, the Special Defense was raised to match the other increases and fill the void with an extra ten points.

Competitively: Mega Dodrio finally sees a place in OU, landing in B- Rank in my opinion. It's got a nice blend of power, Speed, and a wide movepool. Its main flaw is its glaring lack of bulk, and weakness to common types, along with the fact it takes up a mega slot, and it isn't good at all before Mega Evolving. It's still good, don't get me wrong, but still, Talonflame and Starptor compete with it greatly. There's also the fact it has a Stealth Rock weakness pre-Mega Evolution, which can be its downfall. Dodrio requires support in hazard removal and a safe switch in, which can be a bit of a let down. However, don't let it fool you with these flaws. Squawk is a very powerful ability and can be put into work, making Brave Bird an effective 198 base power move before STAB, making it insanely hard to switch into. Still, Skarmory, Landorus-T, Quagsire, and other walls, still can beat it consistently, along with a lot of priority, as it lacks bulk. Overall, Dodrio finally could see usage in OU, however, it would need a lot of support and wouldn't make as large a splash as some Pokemon such as Aegislash, Mega Charizard X, and Mega Gyarados.

087.png
087.gif
087.png

Mega Dewgong (Dewgonginite)
Typing: Water / Ice -------> Water / Ice
Abilities: Thick Fat / Hydration / Ice Body -------> Unaware
Stats: 90 / 70 / 80 / 70 / 95 / 70 -------> 90 / 90 / 100 / 90 / 125 / 80
New Moves: Slack Off, Tail Slap
Height: 7'09" (2.16 m), Weight: 584.6 (265.17 kg)

Design: Dewgong is... well, to put it bluntly, a hopeless case. It's really bad, like, really bad, nothing much could save it. But, it's always looked a bit ditzy, so why not give it Unaware? Make it more Unaware, like a walrus! So, imagine Dewgong just going: "blehhh" with sparks coming from its heads and droll slobbing out from its jaws. It now is just really fat, with an elongated body that is much more filled in. It's horn expands much more, to fit the narwhal theme. Its tail is now a lot larger, making it much easier to smack away foes with it. It's flippers (hands, whatever.) are now slacking on the ground just lying there flat. Dewgong is supposed to be looking much like a large walrus with its large tusks, as well. It should be there, like a brick wall, can you see it? Imagine it saying "dohhhh" and thus, you're imagining a Mega Dewgong! To paint an even better picture, imagine a Garchomp running up to it, slamming into its fat and Dewgong looks down and says "uhuhhhhh" and just slaps the Garchomp away. That's how Unaware Dewgong is, not giving a fuck about anything else in the world. That's Mega Dewgong.

Thought Process: Dewgong draws inspiration from large walrus' and dugongs. I originally was planning to make it a huge defensive wall with Thick Fat, as it makes a lot of sense, but, I ultimately decided on Unaware, I mean, Dewgong always looks so unaware! It just kind of... fit. I did not change the typing, and for future submitters of Mega Dewgongs, do not change its typing! It makes so much sense flavor-wise to be Water / Ice. First, it's name, Dew, as in water, and gong, from dugong, an ICE dweller. It is also based off of sea creatures of the arctic, so if this doesn't scream Water / Ice to you, well... I don't know. It's not my decision though, you can make those, but seriously. Next, the stats. I buffed the offenses and kept them balanced, this at least gives it a tiny more offensive prowess. Its Defenses get buffed a whole lost, making it a formidable Special wall, along with a bit more bulk on the physical side. Its Speed gets a buff as well, to make it just a tad drop faster and also not put 10 points to waste! Mega Dewgong has better stats everywhere (bar HP, but only by 5) than Quagsire, which is what I was aiming for! It makes them competition, and makes it very cool!

(I couldn't decide between Oblivious and Unaware ;-;, I ultimately picked Unaware for competitive reasons, but I'm considering changing it to Oblivious.)

Competitive: Mega Dewgong would honestly be good if you asked me. It would lie in C+ or B- Rank on the viability rankings thread, in my opinion. It is another great Unaware Pokemon and it has reliable recovery along with great stats. However, a Stealth Rock weakness, lack of offensive prowess, and the competition from Quagsire and Clefable really suck as well. It also is shut down by Taunt, and is effectively crippled by it. Mega Dewgong also competes for a mega slot with the likes of Mega Gyarados, Mega Venusaur, and Mega Charizard. It does have its niches though and I could see it being used on Stall teams to replace Quagsire, but it does have a nasty weakness to Electric unlike Quagsire. Both are good, and both fulfill different roles, it all comes down to you really. I'd love to Toxic stall with this thing any day, it would be so fun to use, and great at it too!

089.png
089.gif
089.png

Mega Muk (Mukinite)
Typing: Poison -------> Poison
Abilities: Stench / Sticky Hold / Poison Touch -------> Filthey [Filthey, Mega Muk's signature ability, is exactly like Gooey, however, for the sake of keeping Gooey an ability only had by the Goomy line, it is changed to the name Filthey]
Stats: 105 / 105 / 75 / 65 / 100 / 50 -------> 105 / 125 / 115 / 75 / 110 / 40
New Moves: Surf
Height: 4'0" (1.21 m), Weight: 124.6 lbs (56.51 kg)

Design: Muk is literally what it looks like: muck. Mega Muk is also muck, but... bigger muck. Much bigger muck, a lot bigger Muk. Muk is now a lot bigger and is basically a case of Mega Ampharos, it is just bigger with a slight new change. Muk's new change is the goo around its mouth. Muk now has much more gunk around its mouth. Mega Muk's color isn't as much as the current purple, but a much lighter shade, almost pastel. Mega Muk does not lift its hands, like it is normally portrayed, instead, Mega Muk lets its hands rest beside it, not giving a fuck. Mega Muk seems to emit a stench around it, it smells far worse than any Skuntank could ever dream of. Imagine the worst smelling thing you know, now triple that, and that's what Muk smells like after it has showered! Mega Muk has much larger eyes as well, not to the point of being kawaii, but much more defined and a very acidic color, looking corrosive as ever. Muk's tongue is also a sickly greenish color, which is pretty in balance with the rest of its body. Muk's 'waves' of grime on it are also much thinner now and are a lot ripplier.

Thought Process: I decided to not change Muk's typing because, quite frankly, I couldn't think of any cool typings to give it. I was considering Water-type, as it is the water pollution of its trio, but it just didn't seem right. Filthey is spelled like it is because Muk is spelled like Muk! It also correlates with Gooey. I wanted to give it Gooey, but that's the Goomy lines signature ability, which didn't feel right to just give to something else. Its stats focus more on become a huge tank, bolstering its Defense a whole lot to be much more sluggish and tanky. Its Attack also gets a very high boost, because, well, it can. It's Special Defense is also marginally boosted, while its Speed is dropped because of how heavy it becomes. Its Special Attack process, as you should know by now, is to balance it out and make much more sense flavor-wise. Muk doesn't really need any new moves, but I decided to give it Surf because it is the water pollution of the pollution trio, and it can ride the waves and fill it with its sticky muck. Overall, I was aiming for a slow, tankish, bulky attacker, and thus, Mega Muk was born!

Competitive: Mega Muk, honestly, wouldn't see the most competitive usage. It still lacks recovery, and it is weak to many Earthquakes. Its Speed is less than amazing and its Attack stat isn't super duper stellar. Its bulk does truly shine though, allowing it to tank many hits. However, it takes up a mega slot and is useless pre-mega. It would probably be ranked around C Rank in viability. It is left outclassed by other walls and bulky attackers, it does have a niche in a cool Poison-typing and a cool ability, and some cool stats. Its movepool is also really large and it has access to a variety of options. It has the possibility to be good, but its usually better left for in-game or just for fun, but it can be used if used correctly.

097.png
097.gif
097.png

Mega Hypno (Hypnite)
Typing: Psychic -------> Psychic / Dark
Abilities: Insomnia / Forewarn / Inner Focus -------> Haunting Nightmares [Haunting Nightmares, Mega Hypno's signature ability, is exactly like Bad Dreams, but for the sake of signature abilities, it is just names a different name]
Stats: 85 / 73 / 70 / 73 / 115 / 67 -------> 85 / 83 / 90 / 83 / 165 / 77
New Moves: Apathy [New Move: Apathy, Psychic-type, status, Accuracy: 95%, causes the target to fall asleep for anywhere from two to three turns, but, it causes the user to lose 10% of their health]
Height: 6'04" (1.84 m), Weight: 247.6 lbs (112.30 kg)

Design: Mega Hypno is a creepy one. Its eyes are closed shut, and it is thinking. It has a third eye, kind of like Mega Gengar, just above the in-between of its closed eyes. It's fur becomes much longer and it grew a mustache. It's hypnotic toy in its arm now floats in its outstretched hands as it controls it with its minds, ticking it back in forth. It's other free hand is left below it. It doesn't levitate like say Mega Alakazam, no, it floats in the air with its back hunched and its legs laying in a free fall, with it holding its hand out to control its tick-tock, with the other hand layed down. Its nose is a little bit longer as well, and its mouth is now now visible, because of the mustache. It has a strange marking on its stomach, kind of in a triangle claw pattern, but it is unknown what this truly is. Its yellow is a bit sleeker and shiny, while its fur is a dark grey color now. Overall, its creepy.

Thought Process: I wanted to take a scary / horrific / creepy approach to Hypno. Thus, its Dark-typing was added, and it fits perfectly, I mean, it snatches children. Then the ability was just for Hypno, as it will haunt your dreams. Bad Dreams makes equal amount of sense, but for the sake of keeping signature abilities, it gets a new name instead. Its stats were a bit odd to make, as I didn't know what to think of it. I decided to add ten to both offenses, and add 20 to Defense to make it a bit more defensive. Its Special Defense skyrockets because it becomes a lot smarter and more intelligent, and it is just so high. I gave it a bit more Speed to work with, to outspeed random shit like Breloom and Tyranitar. It gains a new move, Apathy, which is Hypno's new signature move. It causes the target to fall asleep at the expense of the users health and is much more reliable than Hypnosis. Finally, I made Hypno much larger and heavier to emphasize what its general size is.

Competitive: Oh boy! I'd use the fuck out of Mega Hypno. It has a cool typing and a great signature move and ability that could make it see some use in OU! It would definitely see a rise in usage and with Dream Eater it would be very strong, although it is still outclassed by Deoxys mainly, but it has its niches. It's still very slow and not too bulky on the physical side, which could easily be taken advantage of. It would still see usage and I could see it being somewhat viable!
Fucking love all of them. Especially Dewgong. Fantastic job. Will vote for you.
 
I'd like to avoid making up new moves, but I guess that would be cool.

Hypnosis is kinda shitty though. Hypno should have more than a 60% accuracy sleeping move :/

That was the joke.

Dear Gamefreak, please make Hypnosis like 80 accuracy. It should not be worse than goddamn Sleep Powder.
 
What? Is it mandatory for Dodrio to attack with all 3 heads? Be creative and come up with something else or *gasps* don't take the 3 headed flavor into account. The poll isn't very meaningful anyways, as your comparing two options with very little competitive difference, and people will vote for the one they like more when submissions come anyways.
"be creative and come up with something else". I didn't take anyone's ideas. The poll is meaningful because it sees what the community wants and therefore is as balanced and likely to be chosen as possible. There are three choices.
tl;dr: your argument is iiiiiiiiinvalid.
 
"be creative and come up with something else". I didn't take anyone's ideas. The poll is meaningful because it sees what the community wants and therefore is as balanced and likely to be chosen as possible. There are three choices.
tl;dr: your argument is iiiiiiiiinvalid.


"Be creative and come up with something else," is directed at everyone. I'll be really disappointed if I see 90% of the submissions have 3 hit parental bond variations. On the same note is why I think a poll regarding one ability that (in a perfect world) should only be on 3-4 submissions is reduntant.

I missed the 100, 50, 25 option, but my point still stands. If your gonna do this, at least include the 40/40/40 and 33/33/33 options considering half the people think that anything 150% and above is broken.

Apologies for being so abrasive.
 
"be creative and come up with something else". I didn't take anyone's ideas. The poll is meaningful because it sees what the community wants and therefore is as balanced and likely to be chosen as possible. There are three choices.
tl;dr: your argument is iiiiiiiiinvalid.

We're not doing polls ever this thread is already crowded enough as is just pick an idea and submit it when it's time. This isn't a competition, this is about finding the best mega for the meta, you should submit the mega you think is best not the one you think will win.
 
"Be creative and come up with something else," is directed at everyone. I'll be really disappointed if I see 90% of the submissions have 3 hit parental bond variations. On the same note is why I think a poll regarding one ability that (in a perfect world) should only be on 3-4 submissions is reduntant.

I missed the 100, 50, 25 option, but my point still stands. If your gonna do this, at least include the 40/40/40 and 33/33/33 options considering half the people think that anything 150% and above is broken.

Apologies for being so abrasive.
"If your gonna do this, at least include the 40/40/40 and 33/33/33 options" Why would I do that. I didn't make those. If someone else wants to do those, let them. I am not going to consider those two on my Dodrio. I am sorry that you had to start this debate but I do not plan on arguing for the rest of the night about one thing.
 
We're not doing polls ever this thread is already crowded enough as is just pick an idea and submit it when it's time. This isn't a competition, this is about finding the best mega for the meta, you should submit the mega you think is best not the one you think will win.
Then I'm sticking with the one I have and deleting the post about the poll.
 
Oh, haha, I thought you were making a poll about what the best global option was, not for your own submission. Guh, sorry bout' that. I did bring up some points I wanted to however, as I really do hope for a more diverse pool of submission.
 
A broken hypno could have sucker punch, and with belly drum, it would be your biggest nightmare. But Bad Dreams is already as good as it gets as it is.

Also, as a kid, I never understood why dodrio could fly. Since its mega will be even bigger, I think a normal-ground typing would be more reasonable.

Regenerator could work with Muk, competitively and flavourwise. Muk regenerates from muck, and it needs some recovery anyways.

I don't know about Unaware Dewgong though. The thing that made Clefable and Quagsire good was the lack of weaknesses. So I propose Serene Grace Dewgong because it looks so graceful (right this sounds pretty stupid) and calm. Serene grace helps because don't we all love facing people with 60% scald burns and 20% freeze chances?
 
I want to get some sleep tonight, so posting results an hour early.

Primeape: Chesnaught
Mega Primeape - Primenite
Typing: Fighting ------> Fighting / Ground
Abilities: Vital Spirit / Anger Point / Defiant ------> Hustle
Stats: 65 / 105 / 60 / 60 / 70 / 95 ------> 65 / 145 / 60 / 60 / 100 / 125
New Moves: Mud Slap, Magnitude, Mud Bomb
Arcanine: tie between clapyourhands and Aliathra
Arcanine
Typing: Fire -----> Fire
Abilities: Intimidate / Flash Fire / Justified -----> Intimidate
BST: 90/110/80/100/80/95 -----> 90/150/100/100/100/115
New moves: Sacred Fire
Mega-Arcanine
Type - Fire
Ability - Awareness: Immunity to the affects of all forms of field hazards
Stats - 90/125/120/100/120/100 - BST: 655
New moves - Healing Wish, Baton Pass, Noble Roar
Golem: clapyourhands
Golem
Typing: Rock/Ground -----> Rock
Abilities: Rock Head / Sturdy / Sand Veil -----> Bulletproof
BST: 80/120/130/55/65/45 -----> 80/140/190/65/95/25
New moves: Rock Wrecker, Head Smash
Slowbro: ...clapyourhands
Slowbro
Typing: Water/Psychic -----> Water/Psychic
Abilities: Oblivious / Own Tempo / Regenerator -----> Unaware (I know, I know)
BST: 95/75/110/100/80/30 -----> 95/95/130/130/90/50
New moves: None
 
Thanks to all who submitted and congrats to our winners.

Submissions are now open for Hypno, Dewgong, Dodrio and Muk.
hypno.gif
Hypno
dewgong.gif
Dewgong
dodrio.gif
Dodrio
muk.gif
Muk


P.S. because there was tie for Arcanine. Arcanine will get 2 mega evolutions (X and Y) each based off the two submissions (and the people rejoiced!)

Oh and a very important reiteration: This meta has not and will continue to not introduce new moves into the metagame as there is no mega who gets an entirely new mega specific move.
 
Last edited:
Trying to keep up my streak of firsts here.

EDIT: Darn, one more to go. :P
Thanks for the support guys!

Dodrio
dodrio.gif

Dodrio

Typing: Normal / Flying -----> Normal / Flying
Abilities: Run Away / Early Bird / Tangled Feet ------> Speed Boost
60/110/70/60/60/100 -----> 85/145/80/120/80/75
New Moves: Drill Run, Double-Edge, Air Slash

I have to admit, I had a hard time with this one. Initially I was going to give it a weaker version of Parental Bond that hit three times, but after the discussion went on for a bit it became apparent that I was not the only one with that idea. Then, I considered Defiant, but Dodrio doesn't do too well against the main holders of Intimidate (the main way Defiant is activated; Mawile and Gyarados come to mind). What was left that could stay true to it's flavor?

In all honesty, even I'm a bit iffy about Speed Boost. Its a very strong ability, and can easily break a Pokemon if it isn't handled carefully. However, I decided that Dodrio would be able to capitalize on the ability in a way different from most other current holders. Unlike Ninjask, Scolipede, or Blaziken, Dodrio won't be able to use Baton Pass in conjunction with its ability in order to pass its boosts. Instead, it is only able to utilize the boosts itself. Speed Boost fits Dodrio flavorwise enough; it runs quickly and is known for its high speed, after all.

Its stats make it a mixed glass cannon of sorts. Lowered speed makes it so that Dodrio initially won't be faster than many threats; thus, it either has to waste a moveslot on Protect or be extremely careful on its switch-ins. Both of its offenses are high, and though its Physical attack is higher, it is perfectly capable of running a mixed set with Tri-Attack or other special moves. Low defense, though, means that taking a hit will often spell doom for it. In particular, a combination of being Stealth Rock-weak and the recoil from its main STAB Brave Bird will whittle down on its HP much more than it would like. Roost helps, but it may have trouble finding a good time to use it, given its mediocre defenses.

Drill Run gives it a new weapon against Electric-types, and fits flavorwise given that it learns moves like Drill Peck already. Brave Bird is THE physical Flying-type move, and while the recoil is undesirable, Roost at least helps a bit. Double-Edge gives it another option for Normal-type STAB, but two recoil moves may be pushing it; Return is still a perfectly good option. On the special side, Tri-Attack and Air Slash round it out for STABs. It's not a terribly diverse movepool, but it's enough to make Mega Dodrio work.

Hopefully this will be a refreshing alternative to the Parental Bond-clone abilities I assume will occupy many of the submissions. Speed Boost, while a powerful ability, isn't too broken on Dodrio due to its frail defenses and lack of Baton Pass. Rather, Speed Boost enables Dodrio to outspeed many of common threats within a few turns and hit them hard on both the physical and special sides. It's not the most ground-breaking Mega in the world, but, at least in my opinion, it's a reliable one.

Dewgong
dewgong.gif

Dewgong

Typing: Water / Ice -----> Ice
Abilities: Thick Fat / Hydration / Ice Body -----> Clear Ice (damage by non-super-effective moves is reduced by 25%.) *
BST: 90/70/80/70/95/70 -----> 90/100/130/70/135/50
New moves: Ice Fang, Icicle Crash, Recover

*Functionally, this is a weaker as Mega Aurorus's Ice Age, at least for Ice Pokemon. However, I feel that Ice Age doesn't quite fit flavorwise; Clear Ice, on the other hand, could easily fit on future defensive Ice Megas, such as Cryogonal and Avalugg.

Defensive Ice sucks, there's just no getting around that. If you're a defensive Ice-type, you only get one resistance to work with, and it's to other Ice-types; that's not a very good quality for a defensive Pokemon. What's even worse than being a defensive Ice-type, though, is being a defensive Ice-type whose stats suck. Dewgong currently sits in that boat. Even its highest stat, Special Defense, fails to break the 100 mark. Now, if Wigglytuff didn't already exist, I'd probably slap Fur Coat on this poor thing and call it a day; it's based on a fur seal (well, Seel is at least), so it would make sense. However, Fur Coat wouldn't help much with the problem Ice-types already had regarding weaknesses and resistances.

To remedy this, I created the ability Clear Ice; the ability is a counterpart to Filter, with the same effect, but applied to non-super-effective moves. This includes both neutral and resisted attacks (but for Ice, resisted really just means other Ice moves). The 25% reduction only gives Dewgong a pseudo-resistance; real resistances give 50% reductions. Still, the ability helps take the edge off of most attacks, and given Ice's poor capabilities defensively, this was something that Dewgong needed. The ability name's was chosen very carefully; like Solid Rock, Clear Ice pretty clearly applies to only one type, in this case the one that needed it the most. It's unlikely that any future Steel-type Megas will be able to justify Clear Ice as an ability, for example. However, other defensive Ice Pokemon (Cryogonal and Avalugg come to mind, two Pokemon severely hampered by their typing) would be able to use it. The ability already has some precedence in Mega Aurorus's Ice Age, which for a pure-Ice type would give an even strong version of Clear Ice's effect (all non-super effective moves used on it will become Ice-type, and thus resisted).

Dewgong drops the Water-typing to switch things up a bit after it Mega Evolves. Regular Dewgong trades out its Grass and Electric weaknesses for Fire and Steel ones upon Mega Evolving, thus switching the list of moves affected by Clear Ice as well. This means a well-timed Mega Evolution may be able to soak up an extra attack, if the opponent tried to nail Dewgong with a Grass or Electric move the turn it Mega Evolves. It's defenses both rise and become roughly even to differentiate itself from Avalugg and Cryogonal. While Avalugg focuses on physical bulk, and Cryogonal specializes in Special Defense, Mega Dewgong is designed to be a mixed wall; Clear Ice helps with that by pseudo-resisting attacks from both sides without discrimination, provided that they aren't super effective. It loses some Speed in the process, but also gains Attack to emphasize the fact that it is, according to the Pokedex, physically inclined. Since the horn on its head is used to break up ice floes, Icicle Crash seemed like a good fit for it, giving it a nice physical toy to play with. The fact that it is Ice-type and has fangs, additionally, justifies the addition of Ice Fang as well. Finally, Recover gives it an option outside of Rest and Aqua Ring to heal, which it sorely needs due to its lack of Leftovers. Dewgong's low Speed also enables it to take advantage of Avalanche, which it already has.

While Dewgong has never been a stellar Pokemon, a new ability and boosted stats hope to make it more viable with a Mega Evolution. It's nothing revolutionary, and defensive Ice is generally never a good idea, but I think that this Mega Dewgong will be able to fill a niche that hasn't been filled before.

Muk
muk.gif

Muk

Typing: Poison -----> Poison / Fighting
Abilities: Stench / Sticky Hold / Poison Touch ------> Gooey
105/105/75/65/100/50 -----> 105/125/95/65/140/60
New Moves: Earthquake, Drain Punch, Mach Punch

Muk seems like a decent Pokemon on paper. Great defensive typing, good Special Defense, nice HP and Attack. So what holds it back? A lack of reliable recovery is one thing. The Special Defense is another. Its slow Speed means it will be taking hits often, and lack of decent recovery outside of Pain Split makes it hard for it to remain healthy. Finally, Poison isn't a terribly good offensive typing, though it got better this generation with the introduction of Fairy-types.

Mega Muk keeps the general aspects of Muk intact--it's still a Poison-type, specially defensive, physically offensive tank with low speed. However, it attempts to fix some of the problems that plague standard Muk. Firstly, Muk's defense gets buffed to a respectable-but-on-the-low-side-for-a-Mega 95, just to help it take a hit or two physically. More important, however, is its new ability. Gooey makes perfect sense flavorwise (just look at it). However, it also conveniently discourages the use of physical moves on Muk by dropping the Speed of those who do. This means that Muk's physical defense, though lower, won't be taking as many hits, or at least won't be taking them without a cost. The extra 10 points in Speed may not seem like much for an already slow Pokemon, but it helps it take advantage of Gooey just a bit better; Muk can use the Speed drop granted by Gooey to get the jump on a few formerly faster Pokemon (base 80s drop to Muk's speed tier with the Gooey drop) and take them out with its newly buffed Attack. The addition of Earthquake to its movepool give it a better way to deal with other Poisons and Steels besides Fire Punch. As for the Fighting-type, the new typing gives Muk an extra resistance and a double resistance in exchange for an extra weakness and a double weakness. Muk learns nearly every "-Punch" move under the sun (save for three), so Fighting isn't too far-fetched.

Muk's lack of recovery is still a problem; in fact, lack of Black Sludge actually just makes it worse. I didn't want to give it a sole recovery move like, well, Recover, because I don't think we should be throwing around those moves willy-nilly. To compromise, I gave it Drain Punch. It already gets Fire Punch, Thunder Punch, Ice Punch, Shadow Punch, Focus Punch, and Power-up Punch, so Drain Punch isn't much of a stretch. Mach Punch also gave it some STAB priority, and an option outside of Shadow Sneak. I ultimately opted to give Muk Gooey instead of Iron Fist, though, even despite all the punching moves, because I wanted it to be defensive before offensive, while Iron Fist would do the exact opposite of that.

Ultimately, Mega Muk largely fulfills a similar purpose as standard Muk, but does so better. A new Fighting-typing grants it a new resistance and STAB against Steel-types, while a new ability discourages hits against its weaker physical side. It gains access to slightly better recovery than Pain Split to make up for its lack of Black Sludge. Mega Muk was far more enjoyable to design that I expected when I first set out to do so, and I hope you all had fun reading and hopefully using it too.

Hypno
hypno.gif

Hypno

Typing: Psychic -----> Psychic
Abilities: Insomnia / Forewarn / Inner Focus ------> No Guard
85/73/70/73/115/67 -----> 85/123/90/73/155/57
New Moves: Dynamic Punch, Shadow Punch

Hypno is reallllyyy creepy. If any of you guys have read/heard of Hyno's Lullaby, then you know exactly what I mean. It's basically the Bogeyman, but with psychic powers and the ability to put you to sleep.

No Guard is an interesting ability for Hypno; unlike the other common user of the ability, Machamp, Mega Hypno is more of a defensive No Guard Pokemon. How exactly does that work? Well, Hypno gets two moves that inflict status but are rather inaccurate; one is the near-eponymous Dynamic Punch, made famous by No Guard Machamp for its guaranteed Confusion. The other, of course, is Hypnosis. No Guard gives Hypno the only perfect-accuracy Hypnosis in the game; it's basically Spore, but not for mushrooms. Hypno also gets the small bonus of a perfectly accurate Zen Headbutt, so the 10% miss rate won't screw it up during critical moments.

I gave it Dynamic Punch to give it a unique, somewhat annoying niche of perfectly accurate Confusion and Sleep--fitting, considering that Hypno, well, confuses and puts people to sleep. While I also buffed its Attack to keep it from being a sitting duck against strong wallbreakers, it is primarily a defensive Pokemon. Hypnosis is obviously there to inhibit the foe from attacking, while Dynamic Punch encourages switching and gives it a secondary method to incapacitate foes while waiting for another chance to use Hypnosis. The damage is just a bonus. Really, the ideal set for Mega Hypno would be something along these lines:

Zen Headbutt
Hypnosis
Fire Punch
Dynamic Punch

Zen Headbutt, Hynosis, and Dynamic Punch are really the only staples; Fire Punch is just an example of a coverage move Hypno could run to make use of its decent Attack. Ice Punch, Shadow Punch, and Thunder Punch are all also coverage options; in particular, Shadow Punch helps it take care of the Ghost-types that it is weak to. Drain Punch is an option as well; though redundant with Dynamic Punch, it gives Hypno some decent recovery. Finally, though perhaps not advisably, Dream Eater is an option for Hypno if it needs to heal. I'm not advocating it as a good option, I'm just saying that it is an option.

Mega Hypno is quite a unique Pokemon, to say the least. Great Special Defense and Attack, but low Speed and mediocre Defense each balance each other out. It has the unique combination of perfectly accurate sleep and confusion, perfect for a Pokemon known for decieving and hypnotizing its foes. As cool as Mega Hypno is, it's not something I'd want to run into walking through the forest though--Hypno's Lullaby still gives me nightmares.
 
Last edited:
Reposting:
085.png
085.gif
085.png

Mega Dodrio (Dodrinite)
Typing: Normal / Flying -------> Ground / Flying
Abilities: Run Away / Early Bird / Tangled Feet -------> Squawk [Squawk, Mega Dodrio's exclusive ability, is an ability that causes Dodrio to attack three times, the first being 25% stronger, and the second being 12.5% stronger] (This seems a bit too powerful, so let me know a suggestion to tone it down!)
Stats: 60 / 110 / 70 / 60 / 60 / 100 -------> 60 / 120 / 100 / 70 / 80 / 130
New Moves: Hi Jump Kick, Earthquake
Height: 6'6" (2.01 m), Weight: 248.9 lbs. (112.89 kg)

Design: Mega Dodrio resembles more of an ostrich mixture blended with an emu. It now has three 'V''s on each of its three heads and its heads now all have longer beaks. It now has a fluffier body and a bit longer necks. Its legs now are a bit longer as well. Its tail feathers become more designed, being a blend of brown, grey, and finally red at the tips, there are now six of these tail feathers, three main ones, and two smaller ones underneath the larger ones. Dodrio's fur becomes a bit darker and its neck becomes a bit grayer / brownish, to give it a more earthy feel. The talons now are more protruding and a bit sharper than usual, while also being a darker shade of gray. There is also a small area on the back that resembles the mega sign and is a lighter color than the rest, but it is only visible at a certain angle, looking up from the bottom of Dodrio, and thus, is partially hidden.

Thought Process: Ostriches and emus really. They both live in the savannah, and I love Ground-typing! The Ground-type addition really makes sense and is a very cool change compared to Normal-type, which is a bit bland if you ask me! Squawk is the best ability name in my opinion, as it makes perfect sense for Dodrio. It's a loud noise, and its a bird, and the three heads clamor with each other, arguing, so squawking makes perfect sense. Squawk needed to incorporate the three heads attacking of course, so I did just that! Hi Jump Kick is added, and I don't know why it didn't get it before! Ostriches are known to kick, so Hi Jump Kick makes perfect sense. Earthquake is mainly just for STAB, but it would be necessary! The stat increase was originally much more insane, with a 130 Attack and 150 Speed, but, yeah, no thanks. I toned it down a bit and made it much easier to handle. It's Attack gets a small boost, while its Speed is increased exponentially, to allow it to be fast, as the bird does run very fast! Its Defense is boosted, not for battle, but for flavor. Another animal it is based on, cassowary, is very shy and defensive, but can strike if it is in fear, so its Defenses must be raised! The Special Attack boost, that's so useless but I'm so fond of, is for flavor, as many of you who have seen my submissions before know! Finally, the Special Defense was raised to match the other increases and fill the void with an extra ten points.

Competitively: Mega Dodrio finally sees a place in OU, landing in B- Rank in my opinion. It's got a nice blend of power, Speed, and a wide movepool. Its main flaw is its glaring lack of bulk, and weakness to common types, along with the fact it takes up a mega slot, and it isn't good at all before Mega Evolving. It's still good, don't get me wrong, but still, Talonflame and Starptor compete with it greatly. There's also the fact it has a Stealth Rock weakness pre-Mega Evolution, which can be its downfall. Dodrio requires support in hazard removal and a safe switch in, which can be a bit of a let down. However, don't let it fool you with these flaws. Squawk is a very powerful ability and can be put into work, making Brave Bird an effective 198 base power move before STAB, making it insanely hard to switch into. Still, Skarmory, Landorus-T, Quagsire, and other walls, still can beat it consistently, along with a lot of priority, as it lacks bulk. Overall, Dodrio finally could see usage in OU, however, it would need a lot of support and wouldn't make as large a splash as some Pokemon such as Aegislash, Mega Charizard X, and Mega Gyarados.

087.png
087.gif
087.png

Mega Dewgong (Dewgonginite)
Typing: Water / Ice -------> Water / Ice
Abilities: Thick Fat / Hydration / Ice Body -------> Unaware
Stats: 90 / 70 / 80 / 70 / 95 / 70 -------> 90 / 90 / 100 / 90 / 125 / 80
New Moves: Slack Off, Tail Slap
Height: 7'09" (2.16 m), Weight: 584.6 (265.17 kg)

Design: Dewgong is... well, to put it bluntly, a hopeless case. It's really bad, like, really bad, nothing much could save it. But, it's always looked a bit ditzy, so why not give it Unaware? Make it more Unaware, like a walrus! So, imagine Dewgong just going: "blehhh" with sparks coming from its heads and droll slobbing out from its jaws. It now is just really fat, with an elongated body that is much more filled in. It's horn expands much more, to fit the narwhal theme. Its tail is now a lot larger, making it much easier to smack away foes with it. It's flippers (hands, whatever.) are now slacking on the ground just lying there flat. Dewgong is supposed to be looking much like a large walrus with its large tusks, as well. It should be there, like a brick wall, can you see it? Imagine it saying "dohhhh" and thus, you're imagining a Mega Dewgong! To paint an even better picture, imagine a Garchomp running up to it, slamming into its fat and Dewgong looks down and says "uhuhhhhh" and just slaps the Garchomp away. That's how Unaware Dewgong is, not giving a fuck about anything else in the world. That's Mega Dewgong.

Thought Process: Dewgong draws inspiration from large walrus' and dugongs. I originally was planning to make it a huge defensive wall with Thick Fat, as it makes a lot of sense, but, I ultimately decided on Unaware, I mean, Dewgong always looks so unaware! It just kind of... fit. I did not change the typing, and for future submitters of Mega Dewgongs, do not change its typing! It makes so much sense flavor-wise to be Water / Ice. First, it's name, Dew, as in water, and gong, from dugong, an ICE dweller. It is also based off of sea creatures of the arctic, so if this doesn't scream Water / Ice to you, well... I don't know. It's not my decision though, you can make those, but seriously. Next, the stats. I buffed the offenses and kept them balanced, this at least gives it a tiny more offensive prowess. Its Defenses get buffed a whole lost, making it a formidable Special wall, along with a bit more bulk on the physical side. Its Speed gets a buff as well, to make it just a tad drop faster and also not put 10 points to waste! Mega Dewgong has better stats everywhere (bar HP, but only by 5) than Quagsire, which is what I was aiming for! It makes them competition, and makes it very cool!

(I couldn't decide between Oblivious and Unaware ;-;, I ultimately picked Unaware for competitive reasons, but I'm considering changing it to Oblivious.)

Competitive: Mega Dewgong would honestly be good if you asked me. It would lie in C+ or B- Rank on the viability rankings thread, in my opinion. It is another great Unaware Pokemon and it has reliable recovery along with great stats. However, a Stealth Rock weakness, lack of offensive prowess, and the competition from Quagsire and Clefable really suck as well. It also is shut down by Taunt, and is effectively crippled by it. Mega Dewgong also competes for a mega slot with the likes of Mega Gyarados, Mega Venusaur, and Mega Charizard. It does have its niches though and I could see it being used on Stall teams to replace Quagsire, but it does have a nasty weakness to Electric unlike Quagsire. Both are good, and both fulfill different roles, it all comes down to you really. I'd love to Toxic stall with this thing any day, it would be so fun to use, and great at it too!

089.png
089.gif
089.png

Mega Muk (Mukinite)
Typing: Poison -------> Poison
Abilities: Stench / Sticky Hold / Poison Touch -------> Filthey [Filthey, Mega Muk's signature ability, is exactly like Gooey, however, for the sake of keeping Gooey an ability only had by the Goomy line, it is changed to the name Filthey]
Stats: 105 / 105 / 75 / 65 / 100 / 50 -------> 105 / 125 / 115 / 75 / 110 / 40
New Moves: Surf
Height: 4'0" (1.21 m), Weight: 124.6 lbs (56.51 kg)

Design: Muk is literally what it looks like: muck. Mega Muk is also muck, but... bigger muck. Much bigger muck, a lot bigger Muk. Muk is now a lot bigger and is basically a case of Mega Ampharos, it is just bigger with a slight new change. Muk's new change is the goo around its mouth. Muk now has much more gunk around its mouth. Mega Muk's color isn't as much as the current purple, but a much lighter shade, almost pastel. Mega Muk does not lift its hands, like it is normally portrayed, instead, Mega Muk lets its hands rest beside it, not giving a fuck. Mega Muk seems to emit a stench around it, it smells far worse than any Skuntank could ever dream of. Imagine the worst smelling thing you know, now triple that, and that's what Muk smells like after it has showered! Mega Muk has much larger eyes as well, not to the point of being kawaii, but much more defined and a very acidic color, looking corrosive as ever. Muk's tongue is also a sickly greenish color, which is pretty in balance with the rest of its body. Muk's 'waves' of grime on it are also much thinner now and are a lot ripplier.

Thought Process: I decided to not change Muk's typing because, quite frankly, I couldn't think of any cool typings to give it. I was considering Water-type, as it is the water pollution of its trio, but it just didn't seem right. Filthey is spelled like it is because Muk is spelled like Muk! It also correlates with Gooey. I wanted to give it Gooey, but that's the Goomy lines signature ability, which didn't feel right to just give to something else. Its stats focus more on become a huge tank, bolstering its Defense a whole lot to be much more sluggish and tanky. Its Attack also gets a very high boost, because, well, it can. It's Special Defense is also marginally boosted, while its Speed is dropped because of how heavy it becomes. Its Special Attack process, as you should know by now, is to balance it out and make much more sense flavor-wise. Muk doesn't really need any new moves, but I decided to give it Surf because it is the water pollution of the pollution trio, and it can ride the waves and fill it with its sticky muck. Overall, I was aiming for a slow, tankish, bulky attacker, and thus, Mega Muk was born!

Competitive: Mega Muk, honestly, wouldn't see the most competitive usage. It still lacks recovery, and it is weak to many Earthquakes. Its Speed is less than amazing and its Attack stat isn't super duper stellar. Its bulk does truly shine though, allowing it to tank many hits. However, it takes up a mega slot and is useless pre-mega. It would probably be ranked around C Rank in viability. It is left outclassed by other walls and bulky attackers, it does have a niche in a cool Poison-typing and a cool ability, and some cool stats. Its movepool is also really large and it has access to a variety of options. It has the possibility to be good, but its usually better left for in-game or just for fun, but it can be used if used correctly.

097.png
097.gif
097.png

Mega Hypno (Hypnite)
Typing: Psychic -------> Psychic / Dark
Abilities: Insomnia / Forewarn / Inner Focus -------> Haunting Nightmares [Haunting Nightmares, Mega Hypno's signature ability, is exactly like Bad Dreams, but for the sake of signature abilities, it is just names a different name]
Stats: 85 / 73 / 70 / 73 / 115 / 67 -------> 85 / 83 / 90 / 83 / 165 / 77
New Moves: Apathy [New Move: Apathy, Psychic-type, status, Accuracy: 95%, causes the target to fall asleep for anywhere from two to three turns, but, it causes the user to lose 10% of their health]
Height: 6'04" (1.84 m), Weight: 247.6 lbs (112.30 kg)

Design: Mega Hypno is a creepy one. Its eyes are closed shut, and it is thinking. It has a third eye, kind of like Mega Gengar, just above the in-between of its closed eyes. It's fur becomes much longer and it grew a mustache. It's hypnotic toy in its arm now floats in its outstretched hands as it controls it with its minds, ticking it back in forth. It's other free hand is left below it. It doesn't levitate like say Mega Alakazam, no, it floats in the air with its back hunched and its legs laying in a free fall, with it holding its hand out to control its tick-tock, with the other hand layed down. Its nose is a little bit longer as well, and its mouth is now now visible, because of the mustache. It has a strange marking on its stomach, kind of in a triangle claw pattern, but it is unknown what this truly is. Its yellow is a bit sleeker and shiny, while its fur is a dark grey color now. Overall, its creepy.

Thought Process: I wanted to take a scary / horrific / creepy approach to Hypno. Thus, its Dark-typing was added, and it fits perfectly, I mean, it snatches children. Then the ability was just for Hypno, as it will haunt your dreams. Bad Dreams makes equal amount of sense, but for the sake of keeping signature abilities, it gets a new name instead. Its stats were a bit odd to make, as I didn't know what to think of it. I decided to add ten to both offenses, and add 20 to Defense to make it a bit more defensive. Its Special Defense skyrockets because it becomes a lot smarter and more intelligent, and it is just so high. I gave it a bit more Speed to work with, to outspeed random shit like Breloom and Tyranitar. It gains a new move, Apathy, which is Hypno's new signature move. It causes the target to fall asleep at the expense of the users health and is much more reliable than Hypnosis. Finally, I made Hypno much larger and heavier to emphasize what its general size is.

Competitive: Oh boy! I'd use the fuck out of Mega Hypno. It has a cool typing and a great signature move and ability that could make it see some use in OU! It would definitely see a rise in usage and with Dream Eater it would be very strong, although it is still outclassed by Deoxys mainly, but it has its niches. It's still very slow and not too bulky on the physical side, which could easily be taken advantage of. It would still see usage and I could see it being somewhat viable!
 
Current Slate:
085.gif

dodrio.gif

Dodrio
Typing: Normal / Flying -----> Normal / Flying
Abilities: Run Away / Early Bird / Tangled Feet ------> Speed Boost
60/110/70/60/60/100 -----> 85/145/80/120/80/75
New Moves: Drill Run, Double-Edge, Air Slash

I have to admit, I had a hard time with this one. Initially I was going to give it a weaker version of Parental Bond that hit three times, but after the discussion went on for a bit it became apparent that I was not the only one with that idea. Then, I considered Defiant, but Dodrio doesn't do too well against the main holders of Intimidate (the main way Defiant is activated; Mawile and Gyarados come to mind). What was left that could stay true to it's flavor?

In all honesty, even I'm a bit iffy about Speed Boost. Its a very strong ability, and can easily break a Pokemon if it isn't handled carefully. However, I decided that Dodrio would be able to capitalize on the ability in a way different from most other current holders. Unlike Ninjask, Scolipede, or Blaziken, Dodrio won't be able to use Baton Pass in conjunction with its ability in order to pass its boosts. Instead, it is only able to utilize the boosts itself. Speed Boost fits Dodrio flavorwise enough; it runs quickly and is known for its high speed, after all.

Its stats make it a mixed glass cannon of sorts. Lowered speed makes it so that Dodrio initially won't be faster than many threats; thus, it either has to waste a moveslot on Protect or be extremely careful on its switch-ins. Both of its offenses are high, and though its Physical attack is higher, it is perfectly capable of running a mixed set with Tri-Attack or other special moves. Low defense, though, means that taking a hit will often spell doom for it. In particular, a combination of being Stealth Rock-weak and the recoil from its main STAB Brave Bird will whittle down on its HP much more than it would like. Roost helps, but it may have trouble finding a good time to use it, given its mediocre defenses.

Drill Run gives it a new weapon against Electric-types, and fits flavorwise given that it learns moves like Drill Peck already. Brave Bird is THE physical Flying-type move, and while the recoil is undesirable, Roost at least helps a bit. Double-Edge gives it another option for Normal-type STAB, but two recoil moves may be pushing it; Return is still a perfectly good option. On the special side, Tri-Attack and Air Slash round it out for STABs. It's not a terribly diverse movepool, but it's enough to make Mega Dodrio work.

Hopefully this will be a refreshing alternative to the Parental Bond-clone abilities I assume will occupy many of the submissions. Speed Boost, while a powerful ability, isn't too broken on Dodrio due to its frail defenses and lack of Baton Pass. Rather, Speed Boost enables Dodrio to outspeed many of common threats within a few turns and hit them hard on both the physical and special sides. It's not the most ground-breaking Mega in the world, but, at least in my opinion, it's a reliable one.
085.png
085.gif
085.png

Mega Dodrio (Dodrinite)
Typing: Normal / Flying -------> Ground / Flying
Abilities: Run Away / Early Bird / Tangled Feet -------> Squawk [Squawk, Mega Dodrio's exclusive ability, is an ability that causes Dodrio to attack three times, the first being 25% stronger, and the second being 12.5% stronger] (This seems a bit too powerful, so let me know a suggestion to tone it down!)
Stats: 60 / 110 / 70 / 60 / 60 / 100 -------> 60 / 120 / 100 / 70 / 80 / 130
New Moves: Hi Jump Kick, Earthquake
Height: 6'6" (2.01 m), Weight: 248.9 lbs. (112.89 kg)

Design: Mega Dodrio resembles more of an ostrich mixture blended with an emu. It now has three 'V''s on each of its three heads and its heads now all have longer beaks. It now has a fluffier body and a bit longer necks. Its legs now are a bit longer as well. Its tail feathers become more designed, being a blend of brown, grey, and finally red at the tips, there are now six of these tail feathers, three main ones, and two smaller ones underneath the larger ones. Dodrio's fur becomes a bit darker and its neck becomes a bit grayer / brownish, to give it a more earthy feel. The talons now are more protruding and a bit sharper than usual, while also being a darker shade of gray. There is also a small area on the back that resembles the mega sign and is a lighter color than the rest, but it is only visible at a certain angle, looking up from the bottom of Dodrio, and thus, is partially hidden.

Thought Process: Ostriches and emus really. They both live in the savannah, and I love Ground-typing! The Ground-type addition really makes sense and is a very cool change compared to Normal-type, which is a bit bland if you ask me! Squawk is the best ability name in my opinion, as it makes perfect sense for Dodrio. It's a loud noise, and its a bird, and the three heads clamor with each other, arguing, so squawking makes perfect sense. Squawk needed to incorporate the three heads attacking of course, so I did just that! Hi Jump Kick is added, and I don't know why it didn't get it before! Ostriches are known to kick, so Hi Jump Kick makes perfect sense. Earthquake is mainly just for STAB, but it would be necessary! The stat increase was originally much more insane, with a 130 Attack and 150 Speed, but, yeah, no thanks. I toned it down a bit and made it much easier to handle. It's Attack gets a small boost, while its Speed is increased exponentially, to allow it to be fast, as the bird does run very fast! Its Defense is boosted, not for battle, but for flavor. Another animal it is based on, cassowary, is very shy and defensive, but can strike if it is in fear, so its Defenses must be raised! The Special Attack boost, that's so useless but I'm so fond of, is for flavor, as many of you who have seen my submissions before know! Finally, the Special Defense was raised to match the other increases and fill the void with an extra ten points.

Competitively: Mega Dodrio finally sees a place in OU, landing in B- Rank in my opinion. It's got a nice blend of power, Speed, and a wide movepool. Its main flaw is its glaring lack of bulk, and weakness to common types, along with the fact it takes up a mega slot, and it isn't good at all before Mega Evolving. It's still good, don't get me wrong, but still, Talonflame and Starptor compete with it greatly. There's also the fact it has a Stealth Rock weakness pre-Mega Evolution, which can be its downfall. Dodrio requires support in hazard removal and a safe switch in, which can be a bit of a let down. However, don't let it fool you with these flaws. Squawk is a very powerful ability and can be put into work, making Brave Bird an effective 198 base power move before STAB, making it insanely hard to switch into. Still, Skarmory, Landorus-T, Quagsire, and other walls, still can beat it consistently, along with a lot of priority, as it lacks bulk. Overall, Dodrio finally could see usage in OU, however, it would need a lot of support and wouldn't make as large a splash as some Pokemon such as Aegislash, Mega Charizard X, and Mega Gyarados.
Dodrio
Type: Normal/Flying>Fighting/Flying
Abilities: Run Away/Early Bird/Tangled Feet >>>Reckless
Stats: 60 / 110 / 70 / 60 / 60 / 100>>>60/140/85/65/70/140
New Moves: Brave Bird, Hi Jump Kick, Sword Dance

Comments: Do I even have to explain this? Awesome dual STAB + recoil boosted moves! Bring wish support!
085.gif
Mega Dodrio
Typing: Normal/Flying ----> Ground/Flying
Abilities: Run Away/Early Bird/Tangled Feet ----> Gale Wings
BST: 60/110/70/60/60/100 ----> 60/140/100/60/80/120
New Moves: Earthquake, Jump Kick

Dammit Chesnaught, I thought I was the only one who thought of this typing ;-;

Anyways, Dodrio really can't stand out from the Normal/Flying bunch, thus the typing. An added benefit is that if the opponent tries to use Electric moves on you, you can just Mega Evolve and take that head(s) first. Gale Wings worked well on Talonflame, so MegaDod should be fairly powerful with that. It's not like Dodrio has Swords Dance to go OP, after all.
dodrio.gif
Dodrio
Typing: Normal / Flying -----> Normal / Flying
Abilities: Run Away / Early Bird / Tangled Feet ------> Three Heads (Increases the power of Head-based moves and triple moves by 50%)
60/110/70/60/60/100 -----> 60 /120 (+10) / 90 (+20) / 100 (+40) / 80 (+20) / 110 (+10)
New Moves: Triple Kick, Head Smash, Iron Head

I decided to go away from making a Parental Bond/Skill Link clone and instead made a Strong Jaws clone! I R KREATIB. The stat distribution is so that Dodrio can go mixed with STAB Tri-attack (since it would be so boring to make it another Physical-oriented glass cannon.)
Typing: Normal/Flying >> Ground/Flying
Abilities: Run Away / Early Bird / Tangled Feet >> Reckless
BST: 60/110/70/60/60/100 >> 60/130/70/70/70/150
New Moves: Drill Run, High Jump Kick, Double Edge

I'm well aware that I recommended people to emphasize on Dodrio's triple head aspect. After all, it's quite the obvious trait. But given how these heads aren't known for co-operating, giving it an ability that makes them attack individually wouldn't make as much sense flavor-wise, which is a sour realisation to have at this point. But there are plenty of options to go with that as well. Reckless is something that Staraptor already has made viable, and for Dodrio, it's a most appropriate pick. Boosting its Brave Bird and High Jump Kick to higher levels, it'll be quite the threat to face, and since I've always seen it as a bird close to earth, its ground retyping felt appropriate (as others have demonstrated as well).

But in order to avoid making it too powerful, its strongest ground attack is Drill Run, and the rest of its movepool will remain barren. While Double Edge seems nice, do rememeber that its loss of Normal type removes its STAB on it, making it just a general 'coverage' move for neutral damage. Basically, M-Dodrio is a glass cannon. Fast, strong, and absolutely HATES ice shards.
Dodrio-Mega (Dodrionite)

dodrio.gif

Normal/Flying ------> Dark/Flying

Run Away/Early Bird/Tangled Feet -----> Tri-charge (All Physical Attacks will hit 3 times: 100% the first time, 50% the second time and 25% the third time. However, the user is permanently Confused.)

60/110/70/60/60/100 (460) -----> 60/140/80/75/75/130 (560)

New Moves: Drill Run, Knock Off

Dodrio's Pokédex entries indicate a serious case of Edward Mordake. Dark Typing suits it perfectly. I decided to keep the three-attacks thing, but added a contingency which makes Mega Dodrio permanently Confused (Also noted in its Pokédex entries). Drill Run is for Steel Types and Knock Off is a decent STAB.

Dodrio-Mega's Moveset(s) (close)
Dodrio @ Dodrionite
Ability: Early Bird
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Substitute
- Roost
- Knock Off
- Brave Bird

Dodrio @ Dodrionite
Ability: Early Bird
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Roost
- Brave Bird
- Knock Off
- Quick Attack
85.png
Mega Dodrio
Appearance ----------> Overall looks far more aggressive and rugged, the three heads are fighting vigorously over a bone.
Normal Flying ----------> Ground Flying
Run Away / Early Bird / Tangled Feet ----------> Skill Link
60/110/70/60/60/100 ----------> 60/135/83/80/70/132
New Moves ----------> Bone Rush / Rock Blast / Brave Bird

The new typing gives Dodrio an epic STAB combination, with ground hitting super effectively everything that resist flying, and flying doing the same for ground with the exception of hitting other flying types. However this is covered by Rock Blast. It also gives Dodrio 2 very handy immunities to have on the team. Skill link makes Dodrio's STAB Bone Rush hit extremely hard and boosts Rock Blast which wraps up Dodrio's coverage. STAB Brave Bird is pretty mandatory on most birds. The stat spread gives Dodrio is really sweet Atk stat so that it can hit nice and hard, and enough speed to out speed base 130s. I threw a couple points into either defence to give Dodrio a slim chance of being able to use Roost effectively, but didn't want to make it too bulky given how powerful it is now and the fact that it lost it's SR weakness, so I chucked some random points in SpA.
Dodrio (Dodrite)
Type: Normal/Flying -> Dark/Flying
Abilities: Run Away, Early Bird (Tangled Feet) -> Tough Claws
New Moves: Tailwind, Drill Run, Jump Kick

HP: 60 -> 60
Atk: 110 -> 145 (+35)
Def: 70 -> 90 (+20)
SpA: 60 -> 60
SpD: 60 -> 85 (+25)
Spe: 100 -> 120 (+20)
BST: 460 -> 560


I feel that Dodrio makes sense as a Dark type with its wide selection of Dark moves already, including Pursuit. It has a really mean "I'm going to peck you in the eyes" look to it. With access Taunt, Haze and now Tailwind, it can also serve as a fast supporter.
Luckily, Dodrio already learns Knock Off. Drill Run is such a fitting move for it, as Drill Peck was Dodrio's signature move for a while, and it's almost necessary so Dodrio's coverage isn't crap.
Jump Kick along with Tough Claws come from the idea of large birds like emus and especially cassowaries, which are is known for leaping and kicking visciously at prey.
Sometimes the bird uses its claws, explaining Mega Dodrio's ability, but often the raw strength is enough to severely bruise, break bones, and kill prey.
dodrio.gif

Dodrio -> Mega Dodrio
Typing: Normal / Flying -> Flying / Ground
Abilities: Run Away / Early Bird / Tangled Feet -> Aerialate
60/110/70/60/60/100 -----> 60/130/85/60/85/140 [+20 Atk, +15 Def, +25 Sp.Def, +40 Spd]
New Moves: Drill Run, Bulldoze

The thing about Dodrio is that it isn't really 'normal'. It is a flightless bird. As such, Mega Dodrio embraces it, and takes away it's Normal typing for the Ground typing since it is a flightless bird [Giving it STAB Drill Run]. However, the loss of Normal STAB is not felt too hard, since Mega Dodrio gains Aerialate, giving it options for it's Flying STAB of choice. Thrash is brutally powerful but locks it in. Return is less powerful however.

This submission has a lot of power, but 60/85/85 is pretty glassy, especially with a water weakness and a quad ice weakness. Also a lack of priority means Mega Dodrio dosen't overshadow Mega Pinsir.
Dodrio-Mega
Type: Normal/Flying>>>Ground/Flying
Stats: 60/110/70/60/60/100>>>60/110/95/85/85/125
Ability: Whatever his old abilities were>>>Teamwork(hits 3 times with 100, 50, and 25% damage respectively when using the following moves: Peck, Drill Peck, Drill Run, Headbutt, Zen Headbutt, Iron Head, Skull Bash, and Head Smash)
Movepool: +Drill Run +Iron Head +Zen Headbutt
Hide Hide
The new typing makes sense
The new stats seek to prevent it from being broken
The ability makes sense flavorwise
The new moves give it stab and a higher ability to use its ability
Dodrio
Normal / Flying ----> Normal / Flying
60/110/70/60/60/100 ---> 60/150 (+40) / 110 (+40) / 60 / 95 (+35) / 85 (-15)
Ability Run Away / Early Bird / Tangled Feet ----> Analytic
New Moves: Jump Kick, U-Turn, Drill Run

Heartgold: It collects data and plans three times as wisely, but it may think too much and fall into a state of immobility.

Concept: I decided upon a very, very different Dodrio, one that emphasizes not its speed but its humanity ability to think 3 times deeper about things hence analytic. Most of the new moves are just for coverage and U-Turn allows Dodrio to act as a solid pivot. While Dodrio may not be the strongest most of the time with the better bulk it has it will be able to force more switches and by doing so open up opportunities to hit with Analytic boosted damage. 85 is a solid speed for Dodrio as it can outrun most walls such as Venusaur but be slow enough to get analytic damage on anything else.

I rarely do this but I'm throwing some support behind Valmanway 's Muk mostly because I love flame body (IMO one of the best abilities with one of the worst distributions) also fire/poison is a really solid retyping.
dodrio.gif
Normal / Flying ----> Normal / Flying
Abilities: Run Away / Early Bird / Tangled Feet ----> Reckless
Stats: 60 / 110 / 70 / 60 / 60 / 100 ----> 60 / 150 / 80 / 60 / 80 / 130 (Atk +40, Spe +30, Def +10, SpDef +20)
New Moves: +Jump Kick

So yea, I propose Reckless for Dodrio. It's not completely crazy flavor wise, and it helps boost its 2 STABs and its new coverage move Jump Kick. The stats are pretty basic - more power and more speed to make it more useful. Small bulk was added to let it live some hits, but it's rather useless due to its recoil moves damaging it. I'm not sure if I need to say much else, this is a pretty basic and easy to understand mega imo
dodrio.gif
Normal/Flying > Normal/Flying
Run Away/Early Bird/Tangled Feet > Reckless
60/110/70/60/60/100 > 60/145/85/60/75/135 (+35 Atk/15 Def/15 SpD/35 Spe)
New moves: Double-Edge (as an egg move, to be compatible with Brave Bird), Jump Kick, Blaze Kick

Increased Atk and Spe, boosted defenses slightly, and gave it an ability that fits with the flavor of its main stabs, along with Jump Kick and Blaze Kick, since it seems like it would use its feet to kick shit like other large birds do irl.
dewgong.gif

dewgong.gif

Dewgong

Typing: Water / Ice -----> Ice
Abilities: Thick Fat / Hydration / Ice Body -----> Clear Ice (damage by non-super-effective moves is reduced by 25%.) *
BST: 90/70/80/70/95/70 -----> 90/100/130/70/135/50
New moves: Ice Fang, Icicle Crash, Recover

*Functionally, this is a weaker as Mega Aurorus's Ice Age, at least for Ice Pokemon. However, I feel that Ice Age doesn't quite fit flavorwise; Clear Ice, on the other hand, could easily fit on future defensive Ice Megas, such as Cryogonal and Avalugg.

Defensive Ice sucks, there's just no getting around that. If you're a defensive Ice-type, you only get one resistance to work with, and it's to other Ice-types; that's not a very good quality for a defensive Pokemon. What's even worse than being a defensive Ice-type, though, is being a defensive Ice-type whose stats suck. Dewgong currently sits in that boat. Even its highest stat, Special Defense, fails to break the 100 mark. Now, if Wigglytuff didn't already exist, I'd probably slap Fur Coat on this poor thing and call it a day; it's based on a fur seal (well, Seel is at least), so it would make sense. However, Fur Coat wouldn't help much with the problem Ice-types already had regarding weaknesses and resistances.

To remedy this, I created the ability Clear Ice; the ability is a counterpart to Filter, with the same effect, but applied to non-super-effective moves. This includes both neutral and resisted attacks (but for Ice, resisted really just means other Ice moves). The 25% reduction only gives Dewgong a pseudo-resistance; real resistances give 50% reductions. Still, the ability helps take the edge off of most attacks, and given Ice's poor capabilities defensively, this was something that Dewgong needed. The ability name's was chosen very carefully; like Solid Rock, Clear Ice pretty clearly applies to only one type, in this case the one that needed it the most. It's unlikely that any future Steel-type Megas will be able to justify Clear Ice as an ability, for example. However, other defensive Ice Pokemon (Cryogonal and Avalugg come to mind, two Pokemon severely hampered by their typing) would be able to use it. The ability already has some precedence in Mega Aurorus's Ice Age, which for a pure-Ice type would give an even strong version of Clear Ice's effect (all non-super effective moves used on it will become Ice-type, and thus resisted).

Dewgong drops the Water-typing to switch things up a bit after it Mega Evolves. Regular Dewgong trades out its Grass and Electric weaknesses for Fire and Steel ones upon Mega Evolving, thus switching the list of moves affected by Clear Ice as well. This means a well-timed Mega Evolution may be able to soak up an extra attack, if the opponent tried to nail Dewgong with a Grass or Electric move the turn it Mega Evolves. It's defenses both rise and become roughly even to differentiate itself from Avalugg and Cryogonal. While Avalugg focuses on physical bulk, and Cryogonal specializes in Special Defense, Mega Dewgong is designed to be a mixed wall; Clear Ice helps with that by pseudo-resisting attacks from both sides without discrimination, provided that they aren't super effective. It loses some Speed in the process, but also gains Attack to emphasize the fact that it is, according to the Pokedex, physically inclined. Since the horn on its head is used to break up ice floes, Icicle Crash seemed like a good fit for it, giving it a nice physical toy to play with. The fact that it is Ice-type and has fangs, additionally, justifies the addition of Ice Fang as well. Finally, Recover gives it an option outside of Rest and Aqua Ring to heal, which it sorely needs due to its lack of Leftovers. Dewgong's low Speed also enables it to take advantage of Avalanche, which it already has.

While Dewgong has never been a stellar Pokemon, a new ability and boosted stats hope to make it more viable with a Mega Evolution. It's nothing revolutionary, and defensive Ice is generally never a good idea, but I think that this Mega Dewgong will be able to fill a niche that hasn't been filled before.
087.png
087.gif
087.png

Mega Dewgong (Dewgonginite)
Typing: Water / Ice -------> Water / Ice
Abilities: Thick Fat / Hydration / Ice Body -------> Unaware
Stats: 90 / 70 / 80 / 70 / 95 / 70 -------> 90 / 90 / 100 / 90 / 125 / 80
New Moves: Slack Off, Tail Slap
Height: 7'09" (2.16 m), Weight: 584.6 (265.17 kg)

Design: Dewgong is... well, to put it bluntly, a hopeless case. It's really bad, like, really bad, nothing much could save it. But, it's always looked a bit ditzy, so why not give it Unaware? Make it more Unaware, like a walrus! So, imagine Dewgong just going: "blehhh" with sparks coming from its heads and droll slobbing out from its jaws. It now is just really fat, with an elongated body that is much more filled in. It's horn expands much more, to fit the narwhal theme. Its tail is now a lot larger, making it much easier to smack away foes with it. It's flippers (hands, whatever.) are now slacking on the ground just lying there flat. Dewgong is supposed to be looking much like a large walrus with its large tusks, as well. It should be there, like a brick wall, can you see it? Imagine it saying "dohhhh" and thus, you're imagining a Mega Dewgong! To paint an even better picture, imagine a Garchomp running up to it, slamming into its fat and Dewgong looks down and says "uhuhhhhh" and just slaps the Garchomp away. That's how Unaware Dewgong is, not giving a fuck about anything else in the world. That's Mega Dewgong.

Thought Process: Dewgong draws inspiration from large walrus' and dugongs. I originally was planning to make it a huge defensive wall with Thick Fat, as it makes a lot of sense, but, I ultimately decided on Unaware, I mean, Dewgong always looks so unaware! It just kind of... fit. I did not change the typing, and for future submitters of Mega Dewgongs, do not change its typing! It makes so much sense flavor-wise to be Water / Ice. First, it's name, Dew, as in water, and gong, from dugong, an ICE dweller. It is also based off of sea creatures of the arctic, so if this doesn't scream Water / Ice to you, well... I don't know. It's not my decision though, you can make those, but seriously. Next, the stats. I buffed the offenses and kept them balanced, this at least gives it a tiny more offensive prowess. Its Defenses get buffed a whole lost, making it a formidable Special wall, along with a bit more bulk on the physical side. Its Speed gets a buff as well, to make it just a tad drop faster and also not put 10 points to waste! Mega Dewgong has better stats everywhere (bar HP, but only by 5) than Quagsire, which is what I was aiming for! It makes them competition, and makes it very cool!

(I couldn't decide between Oblivious and Unaware ;-;, I ultimately picked Unaware for competitive reasons, but I'm considering changing it to Oblivious.)

Competitive: Mega Dewgong would honestly be good if you asked me. It would lie in C+ or B- Rank on the viability rankings thread, in my opinion. It is another great Unaware Pokemon and it has reliable recovery along with great stats. However, a Stealth Rock weakness, lack of offensive prowess, and the competition from Quagsire and Clefable really suck as well. It also is shut down by Taunt, and is effectively crippled by it. Mega Dewgong also competes for a mega slot with the likes of Mega Gyarados, Mega Venusaur, and Mega Charizard. It does have its niches though and I could see it being used on Stall teams to replace Quagsire, but it does have a nasty weakness to Electric unlike Quagsire. Both are good, and both fulfill different roles, it all comes down to you really. I'd love to Toxic stall with this thing any day, it would be so fun to use, and great at it too!
Mega Dewgong
Typing: Water / Ice>>> Poison/Ice
Abilities: Thick Fat/Hydration/Ice Body>>>Dry Skin
BST: 90/70/80/70/95/70>>> 90/90/130/105/135/25
New moves: Slack Off/Sludge Wave/Toxic Spikes

Mega Dewgong is a victim of man and his cruel tendencies towards pollution. Mega Dewgong was, once upon a time a rather safe and plain creature, but when the waters became contaminated, so too did its megastone.

It's a defensive poison type ideal for rain teams to abuse its unique typing however it can. Not too complex, but watch out for earthquakes.
dewgong.gif
Mega Dewgong
Typing: Water/Ice ----> Water/Ice
Abilities: Thick Fat/Hydration/Ice Body ----> Prankster
BST: 90/70/80/70/95/70 ----> 90/100/95/70/110/110
New Moves: Confuse Ray, Icicle Crash, Thunder Wave

Like I said before, I geared Dewgong up into a parafusion-flinch Prankster. Stats are self-explainatory: Speed boost for flinch hax, Atk boost because, well, Icicle Flinch is physical, other two moves does what they do, so yeah.
dewgong.gif
Dewgong

Typing: Water / Ice -----> Water / Ice
Abilities: Thick Fat / Hydration / Ice Body -----> Serene Grace
BST: 90/70/80/70/95/70 -----> 90/ 80 (+10) / 100 (+20) / 110 (+30) / 115 (+20) / 90 (+20)
New moves: Freeze Dry, Slack Off

I think that Dewgong definitely falls under the "graceful" pokemon that deserves to get Serene Grace. (See: Togekiss, Jirachi, Blissey). It def. needs to get a tech upgrade via Freeze Dry, and why doesn't something this fat get Slack Off?
Typing: Water/Ice >> Water/Ice
Abilities: Thick Fat / Hydration / Ice Body >> Refrigerate
BST: 90/70/80/70/95/70 >> 90/120/100/70/115/80
New Moves: Double-Edge, Mega Horn, Slack Off

Dewgong was one of the more general picks of the bunch, and so, giving it a role it can perform well was bit of tricky. But with Refrigerate and Double-Edge, this frosty seal can punch a bunch of holes in opposing walls, and aptly recover with Slack Off (have you seen its dex entries? Slacking is almost all it does). With Mega Horn and Aqua Tail alonside its chilling nuke button, this ocean dweller will be sure to tank a few hits and return the damage twofold.
Dewgong-Mega (Dewgongate)

dewgong.gif
dewgong.gif


Water/Ice -----> Water/Ice

Thick Fat/Hydration/Ice Body -----> Fur Coat

90/70/80/70/85/70 (475) -----> 90/90/100/100/105/80 (575)

New Moves: Freeze Dry, Scald

Fur Coat is obviously broken on Dewgong, yes? Well, no. First of all, it goes well with its Pokédex entries. Second of all, it still has that horrible Ice typing (Weak to Fighting, Rock and Stealth Rock). Fighting Types especially give it a hard time, because nobody is going to invest a lot in Defense with its Ability being Fur Coat.

+2 252 Atk Lucario Close Combat vs. 252 HP / 4 Def Fur Coat Dewgong: 348-409 (90.6 - 106.5%) -- guaranteed OHKO after Stealth Rock

252+ Atk Conkeldurr Drain Punch vs. 252 HP / 4 Def Fur Coat Dewgong: 142-168 (36.9 - 43.7%) -- 98% chance to 2HKO after Stealth Rock

+2 252 Atk Lucario Close Combat vs. 252 HP / 252+ Def Fur Coat Dewgong: 252-297 (65.6 - 77.3%) -- 25% chance to OHKO after Stealth Rock

252+ Atk Conkeldurr Drain Punch vs. 252 HP / 252+ Def Fur Coat Dewgong: 102-121 (26.5 - 31.5%) -- guaranteed 3HKO after Stealth Rock

I've not given it a lot of Special Defense, so it's vulnerable to Thunderbolt/Volt Switch. It learns Freeze dry to compensate for its horrible Movepool and Scald because, well, it should.

Dewgong @ Dewgongate
Ability: Thick Fat
EVs: 252 HP / 252 SDef / 4 SAtk
Calm Nature
- Aqua Ring
- Freeze Dry
- Scald
- Toxic
Mega Dewgong (Dewgonite)

dewgong.gif

Water/Ice -----> Water/Ice

Thick Fat/Hydration/Ice Body -----> Protean

90/70/80/70/85/70 (475) -----> 90/90/100/110/105/70 (575)

New Moves: Freeze Dry, Scald, Slack Off


At first glance giving Mega Dewgong Scald and Protean might seem strange flavor-wise, but after reading the following on Bulbapedia I think it actually makes sense:


So basically the idea behind this mega evolution is embracing the contradiction between Dewgong's seal appearance and dugong origins and create a marine mammal that has adapted to both cold and warm waters. Freeze Dry and Scald being pretty much polar opposites also emphatize this theme. After all we have pokemon like Mamoswine, who is both a mammooth and a boar, so this Mega Dewgong is a lot more subtle actually.
I also gave it Slack Off because manatees are known for being heavy sleepers and I don't think it would be too broken on its own with Protean (it turns it into a Normal type, which isn't exactly stellar defensively).
We don't really have a defensive Protean user right now, so it would be an interesting concept to explore.

Potential set
Mega Dewgong @ Dewgonite
Trait: Thick Fat -> Protean
EV: 252 HP/4 Def/252 SpD
Nature: Calm
-Freeze Dry
-Scald
-Slack Off
-Toxic

This set enjoys almost perfect coverage in two moves (only Dry Skin Jynx and Shedinja resist both Scald and Freeze Dry), ability to spread status, reliable recovery, team support and mind games for your opponent, making Mega Dewgong a solid team member.

As you can see I made sure that Protean would be used defensively rather than offensively, since M-Dewgong already has water and ice STABs.
With Toxic M-Dewgong becomes a poison type itself, meaning slower walls won't be able to poison it, plus gaining a nice set of resistances, partially offsetting its ice type issues.
Dewgong (Dewgongite)
Type: Water/Ice -> Water/Ice
Abilities: Thick Fat, Hydration (Ice Body) -> Sap Sipper
New Moves: Freeze Dry, Haze, Megahorn

HP: 90 -> 90
Atk: 70 -> 90 (+20)
Def: 80 -> 120 (+40)
SpA: 70 -> 110 (+40)
SpD: 95 -> 125 (+30)
Spe: 70 -> 40 (-30)
BST: 475 -> 575

I decided to make Dewgong a bit less awful defensively and offensively at the same time by giving it Sap Sipper, which makes it immune to Grass (i.e. powder moves) and boosts its attack to usable levels.
He gets Freeze Dry, making him the best counter to other bulky waters as he resists pretty much every move they carry. Especially Suicine, due to Haze. By the way, Dewgong gets Haze because it's an Ice type move and it works well with Dewgong's defensive nature.
Megahorn is another move that I feel Dewgong should have and I'm actually surprised that it doesn't already get Megahorn.
It already gets Fake Out, Aqua Jet, and Ice Shard, which can help it now more than ever to get over its low speed.
Dugongs and manatees, which Dewgong is based on, have a diet consisting moslty of sea-grasses. Dewgong eats Grass-types and drinks Water-types for lunch.

252+ Atk Swampert Earthquake vs. 252 HP / 0 Def Dewgong: 136-162 (35.4 - 42.1%) -- guaranteed 3HKO
4 SpA Dewgong Freeze Dry vs. 252 HP / 4 SpD Swampert: 360-424 (89.1 - 104.9%) -- 31.3% chance to OHKO

+1 4 SpA Suicune Hidden Power Electric vs. 252 HP / 252+ SpD Dewgong: 74-88 (19.2 - 22.9%) -- possible 5HKO
4 SpA Dewgong Freeze Dry vs. +1 252 HP / 0 SpD Suicune: 98-116 (24.2 - 28.7%) -- possible 5HKO after Leftovers recovery

4 SpA Rotom-W Thunderbolt vs. 252 HP / 252+ SpD Dewgong: 126-150 (32.8 - 39%) -- 99.5% chance to 3HKO
4 SpA Dewgong Freeze Dry vs. 252 HP / 252+ SpD Rotom-W: 114-134 (37.5 - 44%) -- guaranteed 3HKO after Leftovers recovery
dewgong.gif

Dewgong -> Mega Dewgong
Typing: Water / Ice - > Water/Ice
Abilities: Thick Fat / Hydration / Ice Body -----> Focused [Powers up 'Beam' moves by 50%]
BST: 90/70/80/70/95/70 -----> 90/70/110/95/120/90 [+ 30 Def, +25 Sp.Atk/Sp.Def, +20 Spd]
New moves: + Bubble Beam, + Psybeam + Charge Beam

I've always wanted Dewgong to be good, but the simple fact is medicore stats and the ice typing let it down.

This one took some thought, but eventually I decided Dewgong makes the most sense as a bulky special attacker. While I'd love to go physical because Narwhal concept, Dewgong has a pretty good special movepool, and physical ice... well... Mamoswine and Weavile and Avalugg are gonna outdo Mega Dewgong in that pretty much regardless of what we do. I mean, Dewgong gets Signal Beam.

Seeing this, I decided to break from my normal concepts, and actually give Mega Dewgong a new ability. 'Focused' is Mega Launcher for 'Beam' moves [Ice Beam, Signal Beam, Hyper Beam, Psybeam, Auroura Beam, Solar Beam, Charge Beam and Bubble Beam]

Of course, with many of these moves being stronger than the Pulse/Sphere moves of Mega Launcher, I have been careful not to raise M.Dewgong's Sp.Atk too much, especially with the addition of Charge Beam to it's moveset.

Mega Dewgong isn't that fast, but it hits hard with Focused Ice Beam.

Of note is that Mega Dewgong performs very differently to normal Dewgong. Mega Dewgong is an attacker, while normal Dewgong is usually a wall in the lower tiers, with tactics like Hydrarest.
087.gif

Dewgong
Type: Water/Ice -> Ghost/Ice
Ability: Hydration/Thick Fat/Ice Body -> Prankster
Stats: 90/70/80/70/95/70 -> 90/70/110 (+30)/110 (+40)/120 (+25)/75 (+5)
New Moves: Shadow Ball, Destiny Bond, and Moonlight
Design: Dewgong grows longer, but does not gain much more bulk. He has a faint light-purple aura outlining him. His fins grow much larger and thinner, with it's tips fading to a more transparent color. The small horn on the top of it's head grows a little bit larger and turns into pure ice. It gains a ring of eight smaller icy spikes around it's neck. It's fangs also grow in length until they are about three times longer.

I gave it a ghost type, because, well... Just look at it. It looks like a ghost. It could also use the typing competitively. It now has a total of three resistances and two immunities, one of which used to be a weakness. However, it now gains the weaknesses to ghost and dark and loses resistances to steel and fire that the water typing gave it. I gave it much more bulk and prankster so that it could go with many roles. He could be a perish trapper, a sub-disabler, or even a restalker. And with new moves in destiny bond and moonlight, he can make a great wall. I also gave it shadow ball for a good secondary stab.
087.gif
@ Dewgonite
Type: Water / Ice ----> Water / Ice
Abilities: Hydration / Thick Fat / Ice Body ----> Technician
Stats: 90 / 70 / 80 / 70 / 95 / 70 ----> 90 / 130 / 100 / 70 / 125 / 70 (Atk +50, Def +20, SDef +30)
New Moves: +Slack Off, +Bulk Up

This one might need more explaining. You might be wondering why I gave it Technician and an Atk bias over SpA. The reason why is because this thing's movepool is just DEMANDING for Technician - Aqua Jet, Ice Shard, Icicle Spear, Fake Out, and even things like Avalanche and Thief. Sure, special also has some moves, but not as much as physical demands. So Technician is much more a competitive ability than flavor, although Technician doesn't seem to have any specific flavor, so I don't see a problem with this. Attack was given 50 points for maximum power, and a buff into bulk was also given, giving it decent bulk and power. Slack Off was a move I gave it to further abuse its neat bulk. I also gave it Bulk Up to give it a set-up move to abuse.
Mega Dewgong

Water-Ice -> Water-Ice
Ability: Serene Grace
Stats: 90/70/80/70/95/70-> 90/70/110/100/135/70
New Moves: Scald, Recover, Dragon Tail

Dewgong really doesn't have much hope. You can't change the typing, it fits too well. So whatever, i tried. Scald is mandatory if you're gonna be defensive, recover because it makes sense on just about all water types. Serene grace because, well, it looks pretty graceful in the water.

Competitive uses: Ice beam + Dragon tail for freeze shuffling would be pretty evil.
Then there's the standard serene grace scald mixed wall set.
Or you could be a cunt and do a paraflinch set.
Perish song + whirlpool + scald is finally somewhat viable (not)
Toxic stall on this thing... oh my.
085.gif
Dodrio
Type: Normal/Flying -> Normal/Flying
Ability: Early Bird/Run Away/Tangled Feet -> Hustle
Stats: 60/110/70/60/60/100 -> 60/140 (+30)/90 (+20)/65 (+5)/75 (+15)/130 (+30)
New Moves: Hone Claws, Jump Kick, and Hi Jump Kick
Design: Dodrio grows more "fur" around it's body and it gets more coarse. The black part under his body now stretches down to the middle of his legs and his legs get much thicker. The feathers on his head grow larger with a single white stripe on each of them. He also grows a third feather on each of his heads.

This is pretty simple. He gains hustle to boost his power. I also gave him hone claws to boost his poor accuracy while also raising his attack. Almost all hustle users have this move and it would be a shame not to add it. I also gave him the jump kicks for some good coverage and power, however it is very risky to use it without first using hone claws. The stat spread is obvious. More speed and power and a little extra bulk so that he can set up a hone claws. I didn't give it much more special attack, because, let's face it, he won't ever need it.
muk.gif

muk.gif

Muk

Typing: Poison -----> Poison / Fighting
Abilities: Stench / Sticky Hold / Poison Touch ------> Gooey
105/105/75/65/100/50 -----> 105/125/95/65/140/60
New Moves: Earthquake, Drain Punch, Mach Punch

Muk seems like a decent Pokemon on paper. Great defensive typing, good Special Defense, nice HP and Attack. So what holds it back? A lack of reliable recovery is one thing. The Special Defense is another. Its slow Speed means it will be taking hits often, and lack of decent recovery outside of Pain Split makes it hard for it to remain healthy. Finally, Poison isn't a terribly good offensive typing, though it got better this generation with the introduction of Fairy-types.

Mega Muk keeps the general aspects of Muk intact--it's still a Poison-type, specially defensive, physically offensive tank with low speed. However, it attempts to fix some of the problems that plague standard Muk. Firstly, Muk's defense gets buffed to a respectable-but-on-the-low-side-for-a-Mega 95, just to help it take a hit or two physically. More important, however, is its new ability. Gooey makes perfect sense flavorwise (just look at it). However, it also conveniently discourages the use of physical moves on Muk by dropping the Speed of those who do. This means that Muk's physical defense, though lower, won't be taking as many hits, or at least won't be taking them without a cost. The extra 10 points in Speed may not seem like much for an already slow Pokemon, but it helps it take advantage of Gooey just a bit better; Muk can use the Speed drop granted by Gooey to get the jump on a few formerly faster Pokemon (base 80s drop to Muk's speed tier with the Gooey drop) and take them out with its newly buffed Attack. The addition of Earthquake to its movepool give it a better way to deal with other Poisons and Steels besides Fire Punch. As for the Fighting-type, the new typing gives Muk an extra resistance and a double resistance in exchange for an extra weakness and a double weakness. Muk learns nearly every "-Punch" move under the sun (save for three), so Fighting isn't too far-fetched.

Muk's lack of recovery is still a problem; in fact, lack of Black Sludge actually just makes it worse. I didn't want to give it a sole recovery move like, well, Recover, because I don't think we should be throwing around those moves willy-nilly. To compromise, I gave it Drain Punch. It already gets Fire Punch, Thunder Punch, Ice Punch, Shadow Punch, Focus Punch, and Power-up Punch, so Drain Punch isn't much of a stretch. Mach Punch also gave it some STAB priority, and an option outside of Shadow Sneak. I ultimately opted to give Muk Gooey instead of Iron Fist, though, even despite all the punching moves, because I wanted it to be defensive before offensive, while Iron Fist would do the exact opposite of that.

Ultimately, Mega Muk largely fulfills a similar purpose as standard Muk, but does so better. A new Fighting-typing grants it a new resistance and STAB against Steel-types, while a new ability discourages hits against its weaker physical side. It gains access to slightly better recovery than Pain Split to make up for its lack of Black Sludge. Mega Muk was far more enjoyable to design that I expected when I first set out to do so, and I hope you all had fun reading and hopefully using it too.
089.png
089.gif
089.png

Mega Muk (Mukinite)
Typing: Poison -------> Poison
Abilities: Stench / Sticky Hold / Poison Touch -------> Filthey [Filthey, Mega Muk's signature ability, is exactly like Gooey, however, for the sake of keeping Gooey an ability only had by the Goomy line, it is changed to the name Filthey]
Stats: 105 / 105 / 75 / 65 / 100 / 50 -------> 105 / 125 / 115 / 75 / 110 / 40
New Moves: Surf
Height: 4'0" (1.21 m), Weight: 124.6 lbs (56.51 kg)

Design: Muk is literally what it looks like: muck. Mega Muk is also muck, but... bigger muck. Much bigger muck, a lot bigger Muk. Muk is now a lot bigger and is basically a case of Mega Ampharos, it is just bigger with a slight new change. Muk's new change is the goo around its mouth. Muk now has much more gunk around its mouth. Mega Muk's color isn't as much as the current purple, but a much lighter shade, almost pastel. Mega Muk does not lift its hands, like it is normally portrayed, instead, Mega Muk lets its hands rest beside it, not giving a fuck. Mega Muk seems to emit a stench around it, it smells far worse than any Skuntank could ever dream of. Imagine the worst smelling thing you know, now triple that, and that's what Muk smells like after it has showered! Mega Muk has much larger eyes as well, not to the point of being kawaii, but much more defined and a very acidic color, looking corrosive as ever. Muk's tongue is also a sickly greenish color, which is pretty in balance with the rest of its body. Muk's 'waves' of grime on it are also much thinner now and are a lot ripplier.

Thought Process: I decided to not change Muk's typing because, quite frankly, I couldn't think of any cool typings to give it. I was considering Water-type, as it is the water pollution of its trio, but it just didn't seem right. Filthey is spelled like it is because Muk is spelled like Muk! It also correlates with Gooey. I wanted to give it Gooey, but that's the Goomy lines signature ability, which didn't feel right to just give to something else. Its stats focus more on become a huge tank, bolstering its Defense a whole lot to be much more sluggish and tanky. Its Attack also gets a very high boost, because, well, it can. It's Special Defense is also marginally boosted, while its Speed is dropped because of how heavy it becomes. Its Special Attack process, as you should know by now, is to balance it out and make much more sense flavor-wise. Muk doesn't really need any new moves, but I decided to give it Surf because it is the water pollution of the pollution trio, and it can ride the waves and fill it with its sticky muck. Overall, I was aiming for a slow, tankish, bulky attacker, and thus, Mega Muk was born!

Competitive: Mega Muk, honestly, wouldn't see the most competitive usage. It still lacks recovery, and it is weak to many Earthquakes. Its Speed is less than amazing and its Attack stat isn't super duper stellar. Its bulk does truly shine though, allowing it to tank many hits. However, it takes up a mega slot and is useless pre-mega. It would probably be ranked around C Rank in viability. It is left outclassed by other walls and bulky attackers, it does have a niche in a cool Poison-typing and a cool ability, and some cool stats. Its movepool is also really large and it has access to a variety of options. It has the possibility to be good, but its usually better left for in-game or just for fun, but it can be used if used correctly.
089.png
Mega Muk (Mukinite)
Type: Poison ===> Poison / Dark
Abilities: Stench / Sticky Hold / Poison Touch ===> Corrosion (Steel's poison immunity is ignored when this pokemon uses an attacking Poison move.)
Stats: 105 / 105 / 75 / 65 / 100 / 50 ===> 105 / 150(+35) / 90(+15) / 75(+10) / 120(+20) / 60(+10)
New Moves: Knock Off, Toxic Spikes

This take on Mega-Muk focuses on making him a very threatening bulky attacker. With the addition of dark typing, Muk has a sole weakness in Ground, making him difficult to revenge kill. He also gets a dangerous (and maybe unresisted?) dual STAB combo, thanks to his ability which removes the annoying immunity to his poison STAB.
89.png

Mega Muk

Poison ----> Poison / Fire (He has patches of oil that are on fire. Sounds weird, but trust me, it's awesome.)
Stench / Sticky Hold / Poison Touch ----> Flame Body
105 / 105 / 75 / 65 / 100 / 50 (500) ----> 105 / 105 / 105 / 85 / 150 / 50 (600)
New Moves: Recover

Mega Muk is a pile of burning oil on a mission, and that's to have one of the most interesting defensive presences in the game, filled with pros and cons of all sorts. For the cons, he has the ever dreaded Stealth Rock weakness, but also a 4x Ground weakness, as well as Water and Psychic weaknesses. But the pros are Fire, Steel, Ice, Poison, Fighting, Bug, Fairy, and Grass resistances, excellent defenses, and immunity to Will-O-Wisp and Toxic, becoming an excellent anti-stall player. His new STAB coverage isn't too shabby, with Fire Punch, Fire Blast, Sludge Wave, and Gunk Shot, he can lay the hurt on a good amount of foes.
089.png
Mega Muk (Mukite)
Appearance:
A foul gas is being emitted from its body
Type: Poison
Ability: Virulent (All damage from Poison-type attacks and damage from Poison or Toxic Poison is increased by 50% when this Pokemon is active)
Normal Stats: 105/105/75/65/100/50
Mega Stats: 105/125/115/75/130/50
New Moves: Toxic Spikes, Recover, Earthquake.

Mega Muk is now the best Toxic Spikes setter in the metagame with its ability wearing down things susceptible to poisoning easily, with three turns of toxic poison damage now doing a harsh 56.25%. Mega Muk doesn't have to worry so much about damage itself now, packing impressive 105/115/130 defenses and an all-important tool in Recover, meaning it can stall hard and wear down so a team mate can sweep. Earthquake punishes the Poison and Steel-types who are immune to Toxic Spikes. STAB Gunk Shot with Virulent is a frightening prospect for Fairies and Grass-types and can do a large chunk even on things that would take neutral damage.
muk.gif
Mega Muk
Typing: Poison ----> Poison
Abilities: Stench/Sticky Hold/Poison Touch ----> Toxic Armor (clone of Rough Skin)
BST: 105/105/75/65/100/50 ----> 105/125/125/80/105/60
New Moves: Drain Punch

It's not like Muk has that much of a role in OU metagame anyways, so I just gave it a straight up upgrade. Drain Punch so Muk has recovery (seriously, Muk get all 3 elemental punches, but not Drain Punch? wtf?), Toxic Armor because... well... I can't think of a better ability. :P
muk.gif

Muk

Typing: Poison -----> Poison / Steel
Abilities: Stench / Sticky Hold / Poison Touch ------> Gooey
105/105/75/65/100/50 -----> 105 / 105 / 115 (+40) / 85 (+10) / 120 (+20) / 80 (+30)
New Moves: +Autotomize, +Meteor Mash, + Metal Burst

Holy crap Muk gets really shitty ass abilities. Weezing and Gengar totally stole all the good ones, man. Gooey is a perfect fit for Muk though. I made him Poison/Steel because in my head, Mega-Muk becomes industrial waste who ate up leaking batteries and stuff. As the embodiment of the perils of industrialization, it makes sense that he'd be totally hating on Fairies, nature's guardians (4x resist!). Mega-Muk can be built to be a tank or a set-up sweeper with Autotomize.
Typing: Poison >> Poison
Abilities: Stench / Sticky Hold / Poison Touch >> Water Absorb
BST: 105/105/75/65/100/50 >> 105/135/75/95/130/50
New Moves: Giga Drain, Wild Charge

This giant turd of toxic waste will with this Mega-evo target something that's always threatening teams: Water types. Specially offensive, preferrably. While Water Absorb and Storm Drain already exists on many mons, all of them may struggle with their opponents coverage moves, be it Ice, Electric, or Grass. Muk, being a Poison type, doesn't fear the first two, and can easily shrug off the third, making it an admirable opponent against his moist foes. With that said, Muk can still perform well even without water behind the enemy lines. His special bulk is immense, and since most special attackers have a weaker defense stat, Muk will handle them just fine with a powerful Gunk Shot and Shadow Sneak as priority.
Muk-Mega (Mukate)

muk.gif
muk.gif


Poison -----> Poison/Water*

Stench/Sticky Hold/Poison Touch -----> Algae* (Gooey clone; lowers Speed, Attack and Special Attack on Contact)

105/105/75/65/100/50 (500) -----> 105/120/100/85/140/50 (600)

New Moves: Waterfall, Aqua Ring, Scald

*

*Note to future Weezing and Garbador Mega Evolutions: Following this pattern would be great. Garbador would be Poison/Ground (And could also learn Muddy Water as a new move). Weezing need not necessarily be Flying, as its Ability will stay.

Mega Muk is made from one part petroleum, one part quicksand and one part clay mud is an annoyance to Physical Attackers. In fact so much so that it's ill-advised to face it with a Physical Attacker. I wish Aqua Ring could cure and prevent Burn (Much like Water Veil). That would have given it a neat niche in the Metagame. Even so, Stall would be the perfect strategy to go about using Mega Muk, especially in conjunction with its Mega Ability. Scald and Toxic have great synergy; Muk also learns Stockpile to help further its chance of a complete Stall.

Muk @ Mukate
Ability: Poison Touch
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Stockpile
- Aqua Ring
- Toxic
- Scald

Muk @ Mukate
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Waterfall
- Gunk Shot
- Shadow Sneak
- Aqua Ring
Here are my Muk submissions

Mega Muk X
Poison -> Poison/Ground
Stench/Sticky Hold/Poison Touch -> Filter
HP: 105 -> 105
Atk: 105 -> 150 (+45)
Def: 75 -> 100 (+25)
SpA: 65 -> 105 (+40)
SpD: 100 -> 90 (-10)
Spe: 50 -> 50
Total: 500 -> 600
Moves: +Earthquake, +Sucker Punch

Mega Muk Y
Poison -> Poison/Water
Stench/Sticky Hold/Poison Touch -> No Guard
HP: 105 -> 105
Atk: 105 -> 105
Def: 75 -> 90 (+15)
SpA: 65 -> 150 (+85)
SpD: 100 -> 100
Spe: 50 -> 50
Total: 500 -> 600
Moves: +Muddy Water

Both Mega Muk X and Y are designed as bulky attackers. Mega Muk X is physically based and bulkier than Mega Muk Y because of Filter. Poison/Ground actually have surprisingly good offensive synergy, however, it is completely walled by Skarmory. On the other hand, Mega Muk Y is a more offensive specially based option who can use powerful moves like Thunder and Fire Blast effectively due to No Guard
Muk (Mukite)
Type: Poison -> Poison/Dark
Abilities: Stench, Sticky Hold (Poison Touch) -> Intimidate
New Moves: Sucker Punch

HP: 105 -> 105
Atk: 105 -> 145 (+40)
Def: 75 -> 75
SpA: 65 -> 125 (+60)
SpD: 100 -> 120 (+20)
Spe: 50 -> 30 (-20)
BST: 500 -> 600

I know I've been making a lot of Dark types, but Muk really seems like a Dark type. It's filthy, lives around litter and in sewers, and as it moves around it consciously contaminates whatever it touches.
It also gets a lot of Dark type moves like Taunt, Dark Pulse, and Payback. A buff to its Special Attack allows Muk to use its expansive special movepool ranging fron Thunderbolt to Flamethrower to Giga Drain.
Curse is now even greater a setup move on it with Shadow Sneak and Sucker Punch so it can bypass its already low speed.
muk.gif

Muk -> Mega Muk
he
Typing: Poison -----> Poison/Water
Abilities: Stench / Sticky Hold / Poison Touch ------> Poison Touch
105/105/75/65/100/50 -----> 105/105/110/105/125/50 [+25 Def, +50 Sp.Atk, +25 Sp.Def]
New Moves: + Doubleslap, + Duel Chop, + Muddy Water

My Mega Muk is more based around a gimmick than anything else. Muk's dex has long stated it is venomous to the degree it's footprints [Wait, it has feet?] are toxic. So I decided to have a little fun, giving Muk some multi-hit moves in tandem with Poison Touch.

So why bump up Muk's Sp.Atk and ignore it's physical attack? Because with the ability to inflict Poison at a very high rate with multi-hit moves or Poison Jab, Muk could be an interesting user of Venoshock. STAB Venoshock is disgustingly powerful, but no pokemon can really make much use of it, since in the time taken to envenom the enemy, you could have just Sludge Bombed or Poison Jabbed twice anyway. But Poison Touch allows Muk to go on the offensive from the start, switching to Venoshock when it poisons a target, through whatever way it achieves this.

The Water typing and Muddy Water were added because... well... look at Muk. It's liquid. Muk can easily be Water/Poison, and Muddy Water is a good thematic move, while also helping Special Mega Muk out. Mega Muk can run something like Poison Jab/Venoshock/Muddy Water/???

Or it can just use Sludge Bomb/Sludge Wave if it dosen't want to play the Venoshock game.

Of course, the defense boost means that good ol' CurseMuk is still an option as well.
89.png
Mega-Muk
Type - Poison
Ability - Contagion: When an opposing Pokémon which is poisoned (including Toxic poison) switches out via the use of a move (U-turn, Baton Pass, Roar, etc), the Pokémon switching in is poisoned or Toxic poisoned (depending on the former's status).
Stats - 105/120/105/65/140/65
New moves - Recover
, Storm Throw, Roar

Play style
Mega-Muk has been designed as a disruptor, dilapidating entire teams with its hazardous waste. Muk threatens to break down that which drives set-up and Baton Pass teams, inflicting crippling poison upon them, and then spreading it across their team. If an opposing Pokémon attempts to circumvent Muk's miasmic presence by not setting up and directly attacking, they run the risk of being stalled out with Muk's access to the move Recover.

Those trainers with the audacity to try and set up over Muk will quickly find themselves on the way out, courtsey of its new move, Roar. Not only does this add to an opposition's inability to bring the power needed to bear against Muks solid bulk, but frustrates them as their premium sweeper becomes the infectious agent of their demise.

At this point, the wisest of foes will bring forth their mechanical monstrosities in the hopes of breaking Muk's pandemic. However, Storm Throw may make them think twice about their decision. Between Muk's bulk and recovery, these steel types will feel the need to set up. The constant stream of critical hits will ensure Muk will not stop until the more susceptible, fleshy Pokémon return into that which decays.

Waste Disposal
Mega-Muk revolves around poisoning opposing Pokémon with Toxic, and then Roaring them, spreading the poison and subjecting them to any field hazards present. This is quickly shut down by Pokémon which can use Taunt. Muk's base speed was increased to 65 in order to out speed the many base 60 speed walls/supporters, lowering the number of possible Taunts before it can get its Toxic off, but many Pokemon can still fill this role and pin Muk down.

Muk's physical defences, while above average, are far from impenetrable. A solid physical attacker, or an even more fearsome Psyshock user stands a chance to 2HKO Muk before it gets a chance to spread its rot.
Muk-Mega
Type: Poison>>>Poison/Water
Stats: 105/105/75/65/100/50>>>105/145/105/65/100/80
Ability: Whatever its old abilities are>>>Chemical Reaction(raises Atk and SpA when hit by a contact move)
Movepool: +Earthquake +Stone Edge +Aqua Jet
Hide Hide
The type makes sense
The stats allow him to better use his ability which makes sense
Aqua jet is for stab and priority while the others are for coverage
Mega Muk
Typing: Poison
Abilities: Stench/Sticky Hold/Poison Touch>>>Regenerator
BST: 105/105/75/65/100/50 ----> 105/145/115/65/135/35
New Moves: Drain Punch, Defog, Stealth Rock

Concept: A defensive poison type with the ability to set up some hazards and remove others. Does much else need to be said?
muk.gif

Mega Muk (Mukite)
Typing: Poison ------> Poison
Abilities: Stench / Sticky Hold / Poison Touch ------> Gunky Hand (User's moves listed in this pastebin have a 50% chance to Badly Poison target instead of their normal secondary effects. Primary effects remain, like priority.)
105/105/75/65/100/50 -----> 105/135/115/65/130/50 [+30 Attack, +40 Defense, +30 Special Defense]
New moves: Meteor Mash, Arm Thrust, Drain Punch
This new mega really focuses on Muk's hands and fists. Muk learns a plethora of punching or hand moves already, so I thought, "Why not focus on that?" I gave it three more "arm" moves, and gave it an ability that capitalizes on that. It's a bulky attacker who can easily Badly Poison you by using its STAB Poison Jab or coverage moves like the Elemental Punches. Arm Thrust is to give it a high-opportunity Poisoning move, and Drain Punch is for recovery.
muk.gif
@Mukite
Type: Poison ----> Poison / Water
Abilities: Stench / Sticky Hold / Poison Touch ----> Gooey
Stats: 105 / 105 / 75 / 65 / 100 / 50 ----> 105 / 145 / 105 / 65 / 130 / 50 (Atk +40, Def +30, SpDef +30)
New Moves: +Waterfall, +Recover

Poison / Water is there because Muk could easily represent water pollution (weezing = air pollution and garbodor = land pollution), and its a giant puddle of sludge, so Water isn't too far fetched imo. Gooey makes too much sense flavor wise, although it doesn't really help it competitively. Its new stats make it very bulky, and very stronk. Its new moves are there to give it a water STAB and to give it reliable recovery. This and Curse help it become a very potent sweeper.
muk.gif
Poison > Poison/Water
Sticky Hold/Stench/Poison Touch > Storm Drain
105/105/75/65/100/50 > 105/125/95/95/120/50 (+20 Atk/30 Def/30 SpA/20 SpD)
New moves: Muddy Water, Aqua Jet, Recover

Basically making it a bulky mixed attacker, it can run a Curse set with stab Aqua Jet for priority, or it can run a mixed/pure special set and rely on Storm Drain to boost its special attack higher.
Mega Muk
Type: Poison >>> Poison/Steel
Ability: Stench/Sticky Hold/Poison Touch >>> Poison Touch/Poison Point
Stats: 105 / 105 / 75 / 65 / 100 / 50 >>> 105/125/105/105/105/55
Moves: I can never think of new moves.
Basic premise for the retype is that Muk is a giant pile of sludge, it kinda makes sense that waste containers or bins would be in that pool/pile. Poison touch works pretty well, but I'm kinda conflicted if poison point makes more sense flavor wise. Spread is really simple, just give everything a minor boost, it makes it a very nice mixed wall while still having a decent offensive presence.
muk.gif
Type: Poison ----> Poison / Dark
Abilities: Stench / Sticky Hold / Poison Touch ----> Regenerator
Stats: 105 / 105 / 75 / 65 / 100 / 50 ----> 105 / 135 / 115 / 75 / 120 / 50 (Atk +30, Def +40, Sp. Atk +10, Sp. Def +20)
New Moves: +Drain Punch, +Sucker Punch

I'm surprised that I haven't seen a Regenerator Mega Muk submission, as it is one of the first abilities that came to my mind when looking at it. Regenerator, great defensive typing, and buffed up defenses help turn Muk into a great mixed tank that can beat most Dark and Ghost type attackers without getting worn down. It's naturally low speed makes Payback a great STAB move, making up for the lack of Knock Off. Sucker Punch helps against some faster threats, and break flavor since it can already learn Shadow Sneak. Drain Punch fits thematically, and helps keep Muk healthy through out the match.
Mega Muk
Type: Poison ----> Poison
Abilities: Stench / Sticky Hold / Poison Touch ----> Poison Touch
Stats: 105 / 105 / 75 / 65 / 100 / 50 ----> 105 / 125 / 100 / 80 / 140 / 50
New Moves: Recover

Fun fact: Poison Touch Muk's Poison Jab has a 51% chance to inflict poison. Why change that? The general idea of this submission is to abuse that beautiful poison chance to solidify (geddit?) Muk as a special-bulky physical attacker. Recover allows him to come in and grab momentum multiple times and his new stat spread means he can do that in OU!
Mega Muk(Mukinite)

Ability:Poison Point
Type:Poison/Steel
New Moves:Metal Burst,Magnet Rise,Gravity
Stats:105/105/100/65/150/50=575
Muk's walling capabilities only improve with this Evo,getting useful moves such as Gravity,Metal Burst,and Magnet Rise.It also gets major increases in both defensive stats,and it also has decent HP to back it up.It also can go offensive with Shadow Sneak,Poison Jab,the elemental punches,and Explosion.
hypno.gif

hypno.gif

Hypno

Typing: Psychic -----> Psychic
Abilities: Insomnia / Forewarn / Inner Focus ------> No Guard
85/73/70/73/115/67 -----> 85/123/90/73/155/57
New Moves: Dynamic Punch, Shadow Punch

Hypno is reallllyyy creepy. If any of you guys have read/heard of Hyno's Lullaby, then you know exactly what I mean. It's basically the Bogeyman, but with psychic powers and the ability to put you to sleep.

No Guard is an interesting ability for Hypno; unlike the other common user of the ability, Machamp, Mega Hypno is more of a defensive No Guard Pokemon. How exactly does that work? Well, Hypno gets two moves that inflict status but are rather inaccurate; one is the near-eponymous Dynamic Punch, made famous by No Guard Machamp for its guaranteed Confusion. The other, of course, is Hypnosis. No Guard gives Hypno the only perfect-accuracy Hypnosis in the game; it's basically Spore, but not for mushrooms. Hypno also gets the small bonus of a perfectly accurate Zen Headbutt, so the 10% miss rate won't screw it up during critical moments.

I gave it Dynamic Punch to give it a unique, somewhat annoying niche of perfectly accurate Confusion and Sleep--fitting, considering that Hypno, well, confuses and puts people to sleep. While I also buffed its Attack to keep it from being a sitting duck against strong wallbreakers, it is primarily a defensive Pokemon. Hypnosis is obviously there to inhibit the foe from attacking, while Dynamic Punch encourages switching and gives it a secondary method to incapacitate foes while waiting for another chance to use Hypnosis. The damage is just a bonus. Really, the ideal set for Mega Hypno would be something along these lines:

Zen Headbutt
Hypnosis
Fire Punch
Dynamic Punch

Zen Headbutt, Hynosis, and Dynamic Punch are really the only staples; Fire Punch is just an example of a coverage move Hypno could run to make use of its decent Attack. Ice Punch, Shadow Punch, and Thunder Punch are all also coverage options; in particular, Shadow Punch helps it take care of the Ghost-types that it is weak to. Drain Punch is an option as well; though redundant with Dynamic Punch, it gives Hypno some decent recovery. Finally, though perhaps not advisably, Dream Eater is an option for Hypno if it needs to heal. I'm not advocating it as a good option, I'm just saying that it is an option.

Mega Hypno is quite a unique Pokemon, to say the least. Great Special Defense and Attack, but low Speed and mediocre Defense each balance each other out. It has the unique combination of perfectly accurate sleep and confusion, perfect for a Pokemon known for decieving and hypnotizing its foes. As cool as Mega Hypno is, it's not something I'd want to run into walking through the forest though--Hypno's Lullaby still gives me nightmares.
097.png
097.gif
097.png

Mega Hypno (Hypnite)
Typing: Psychic -------> Psychic / Dark
Abilities: Insomnia / Forewarn / Inner Focus -------> Haunting Nightmares [Haunting Nightmares, Mega Hypno's signature ability, is exactly like Bad Dreams, but for the sake of signature abilities, it is just names a different name]
Stats: 85 / 73 / 70 / 73 / 115 / 67 -------> 85 / 83 / 90 / 83 / 165 / 77
New Moves: Apathy [New Move: Apathy, Psychic-type, status, Accuracy: 95%, causes the target to fall asleep for anywhere from two to three turns, but, it causes the user to lose 10% of their health]
Height: 6'04" (1.84 m), Weight: 247.6 lbs (112.30 kg)

Design: Mega Hypno is a creepy one. Its eyes are closed shut, and it is thinking. It has a third eye, kind of like Mega Gengar, just above the in-between of its closed eyes. It's fur becomes much longer and it grew a mustache. It's hypnotic toy in its arm now floats in its outstretched hands as it controls it with its minds, ticking it back in forth. It's other free hand is left below it. It doesn't levitate like say Mega Alakazam, no, it floats in the air with its back hunched and its legs laying in a free fall, with it holding its hand out to control its tick-tock, with the other hand layed down. Its nose is a little bit longer as well, and its mouth is now now visible, because of the mustache. It has a strange marking on its stomach, kind of in a triangle claw pattern, but it is unknown what this truly is. Its yellow is a bit sleeker and shiny, while its fur is a dark grey color now. Overall, its creepy.

Thought Process: I wanted to take a scary / horrific / creepy approach to Hypno. Thus, its Dark-typing was added, and it fits perfectly, I mean, it snatches children. Then the ability was just for Hypno, as it will haunt your dreams. Bad Dreams makes equal amount of sense, but for the sake of keeping signature abilities, it gets a new name instead. Its stats were a bit odd to make, as I didn't know what to think of it. I decided to add ten to both offenses, and add 20 to Defense to make it a bit more defensive. Its Special Defense skyrockets because it becomes a lot smarter and more intelligent, and it is just so high. I gave it a bit more Speed to work with, to outspeed random shit like Breloom and Tyranitar. It gains a new move, Apathy, which is Hypno's new signature move. It causes the target to fall asleep at the expense of the users health and is much more reliable than Hypnosis. Finally, I made Hypno much larger and heavier to emphasize what its general size is.

Competitive: Oh boy! I'd use the fuck out of Mega Hypno. It has a cool typing and a great signature move and ability that could make it see some use in OU! It would definitely see a rise in usage and with Dream Eater it would be very strong, although it is still outclassed by Deoxys mainly, but it has its niches. It's still very slow and not too bulky on the physical side, which could easily be taken advantage of. It would still see usage and I could see it being somewhat viable
Hypno-Mega (Hypnate)

hypno.gif
hypno.gif


Psychic -----> Psychic/Dark

Insomnia/Forewarn/Inner Focus -----> Hypnotize (Traps a Sleeping foe)

85/73/70/73/115/67 (483) -----> 85/98/80/98/135/87 (583)

New Moves: Recover, Dark Pulse, Knock Off

Hypno already has an excellent movepool. I decided not to give it Dark Void because it already has Hypnosis and also that it would be broken alongside its Mega Ability. I also did not give it a lot of Bulk for the same reason. But Nightmare Stalling Hypno is very much a thing.

Hypno @ Hypnate
Ability: Insomnia
EVs: 252 HP / 252 Def / 4 SDef
- Hypnosis
- Nightmare
- Dream Eater/Recover/Protect
- Substitute

Hypno @ Hypnate
Ability: Insomnia
EVs: 252 SAtk / 252 Spe / 4 HP
- Hypnosis
- Nasty Plot
- Psyshock
- Dark Pulse
hypno_sleepwaves90swt.jpg


Mega Hypno

Psychic ----> Psychic/Fairy
Insomnia/Forewarn/Inner Focus ----> Bad Dreams (bandwagon ho!)
85/73/70/73/115/67 ---- > 85/73/140 (+70)/83 (+10)/150 (+35)/52 (-15)
New Moves: Mean Look, Wish, Dark Void

Okay, first off: from a design standpoint, this guy'd be going for MAXIMUM FAT FUCK. Emphasize the "total creeper" side of Hypno - fedora is worth considering. It's a Fairy in the "changelings and goblins" sense of the word.

The logic behind this guy from a competitive standpoint is that he functions as a defensive Bad Dreams abuser with a simple but effective strategy: trap something with Mean Look and eat away at a helpless foe by putting it to sleep and relying on Bad Dreams for damage. Wish allows Hypno to restore its health; combined with its vast bulk, it becomes very hard to kill.

It's not invincible, though. My goal was to do something that's potentially lethal but very easy to make worthless by misplaying it. Hypno has very little direct offensive presence; it does one job, and making the most of that role is not easy. You need to be very good at reading your opponent to use Mega Hypno! You need to know when to use Mean Look vs. when to sleep a switch-in and GTFO; you need to know when to use Wish to keep your health up, taking the risk that you could receive your Wish too late or wind up wasting a turn because you mispredict what they're going to do between waking up and being slept again.

If you use it well, you can slowly erode away a helpless foe. If you use it poorly, it's going to get Taunted by a trapped switch-in and then used as setup bait. It's either capable of killing half a team or doing absolutely nothing - and that's all dependent on your own ability to know what move Hypno needs to be making at any given time.

The important thing I started with here was "Bad Dreams abuser that doesn't play like Darkrai." I think that my Mega Hypno achieves that, if nothing else.

Also, it occurs to me that this dude might have a legitimate reason to run Nightmare, and man, that's gotta be worth bonus points. (it's still probably a much worse choice than, uh, most things for your fourth moveslot, though)
Hypno (Hypnite)
Type: Psychic -> Psychic
Abilities: Insomnia, Forewarn (Inner Focus) -> Rattled
New Moves: Bulk Up, Encore, Dazzling Gleam

HP: 85 -> 85
Atk: 73 -> 93 (+20)
Def: 70 -> 100 (+30)
SpA: 73 -> 93 (+20)
SpD: 115 -> 115
Spe: 67 -> 97 (+30)
BST: 483 -> 583

Mega Hypno takes its common weaknesses and turns them into an advantage with its new ability.
Rattled causes its speed to rise one stage every time it is hit by a Dark, Ghost, or Bug type attack, and its Speed is buffed to be at a great point for +1, outspeeding positive base 107 and below without any investment.
Hypno has a variety of boosting moves at its disposal, these being Calm Mind, Bulk Up, and Nasty Plot. Encore is there to allow it opportunities to set up.
It also makes a good supporter with Thunder Wave, Encore, and Taunt.

252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 4 Def Hypno: 234-276 (62.5 - 73.7%) -- guaranteed 2HKO
252+ Atk Hypno Zen Headbutt vs. 4 HP / 0 Def Talonflame: 153-180 (51.3 - 60.4%) -- guaranteed 2HKO

252+ Atk Choice Band Talonflame Flare Blitz vs. +1 252 HP / 4 Def Hypno: 157-186 (41.9 - 49.7%) -- guaranteed 3HKO
+1 252+ Atk Hypno Zen Headbutt vs. 4 HP / 0 Def Talonflame: 228-268 (76.5 - 89.9%) -- guaranteed 2HKO


252 Atk Garchomp Outrage vs. 252 HP / 4 Def Hypno: 195-231 (52.1 - 61.7%) -- guaranteed 2HKO
252+ Atk Hypno Ice Punch vs. 4 HP / 0 Def Garchomp: 300-356 (83.7 - 99.4%) -- guaranteed 2HKO

252 Atk Garchomp Outrage vs. +1 252 HP / 4 Def Hypno: 130-154 (34.7 - 41.1%) -- guaranteed 3HKO
+1 252+ Atk Hypno Ice Punch vs. 4 HP / 0 Def Garchomp: 448-528 (125.1 - 147.4%) -- guaranteed OHKO

252+ Atk Tyranitar Crunch vs. 252 HP / 4 Def Hypno: 294-348 (78.6 - 93%) -- guaranteed 2HKO after sandstorm damage
252+ Atk Hypno Drain Punch vs. 252 HP / 0 Def Tyranitar: 268-316 (66.3 - 78.2%) -- guaranteed 2HKO

252+ Atk Tyranitar Crunch vs. +1 252 HP / 4 Def Hypno: 198-234 (52.9 - 62.5%) -- guaranteed 2HKO after sandstorm damage
+1 252+ Atk Hypno Drain Punch vs. 252 HP / 0 Def Tyranitar: 396-468 (98 - 115.8%) -- 87.5% chance to OHKO

252 SpA Mega Charizard Y Flamethrower vs. 252 HP / 4 SpD Hypno in Sun: 229-270 (61.2 - 72.1%) -- guaranteed 2HKO
252+ SpA Hypno Psyshock vs. 4 HP / 0 Def Mega Charizard Y: 141-166 (47.3 - 55.7%) -- 78.1% chance to 2HKO

252 SpA Mega Charizard Y Flamethrower vs. +1 252 HP / 4 SpD Hypno in Sun: 153-180 (40.9 - 48.1%) -- guaranteed 3HKO
+1 252+ SpA Hypno Psyshock vs. 4 HP / 0 Def Mega Charizard Y: 211-249 (70.8 - 83.5%) -- guaranteed 2HKO


252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 4 SpD Hypno: 282-333 (75.4 - 89%) -- guaranteed 2HKO
252+ SpA Hypno Dazzling Gleam vs. 4 HP / 0 SpD Latios: 142-168 (47 - 55.6%) -- 75% chance to 2HKO

252 SpA Choice Specs Latios Draco Meteor vs. +1 252 HP / 4 SpD Hypno: 187-222 (50 - 59.3%) -- guaranteed 2HKO
+1 252+ SpA Hypno Dazzling Gleam vs. 4 HP / 0 SpD Latios: 212-250 (70.1 - 82.7%) -- guaranteed 2HKO
hypno.gif

Hypno -> Mega Hypno

Typing: Psychic -> Psychic/Dark
Abilities: Insomnia / Forewarn / Inner Focus -> Bad Dreams [No need to have an identical ability with a new name guys]
85/73/70/73/115/67 -> 85/88/100/93/135/82 [+100 BST, +15 Atk/Spd, +30 Def, + 20 Sp.Def/Sp.Atk]
New Moves: + Dark Pulse; + Dark Void

Adding the Dark-type to Hypno, a pokemon infamous for it's abducting of children and generally adult fear concepts in addition to it's 'hypnosis' seems like a given to me. I'm somewhat surprised Hypno wasn't Dark Type to begin with. Bad Dreams is also a good ability for Hypno in my opinion, especially given that Hypno is a bulky pokemon.

As such, my stat spread favors bulking Hypno up a little. However, I also added some more offenses so Hypno can deal respectable damage with Dark Pulse and Psychic/Psyshock. Bearing in mind the Dark/Psychic STAB combination only exists on a physical attacker thus far, I think Mega Hypno could be interesting with this type combination. I was careful not to add a lot of speed, since a speedy sleeper is too dangerous: See; Darkrai.

Adding Dark Void is gonna be controversial, but Hypno is supposed to be about putting things to sleep. I think giving Hypno Spore makes no sense at all, and Hypnosis is only 60% accuracy. Dark Void is the only sleep move that is more accurate than Hypnosis which makes sense on Hypno. Darkrai is broken because it has 125 Speed and 135 Sp.Atk to back up Dark Void, Mega Hypno has far less speed and Sp.Atk. And dosen't sweep a team after a Nasty Plot created by a successful Void.

I bumped up Hypno's attack a little since Hypno can make use of physical sets as well. It has Zen Headbutt, Power Up Punch, Psycho Cut and all three E-Punches. A sleeper with PUP could be an interesting set.
Hypno-Mega
Type: Psychic>>>Psychic/Steel
Stats: 85/73/70/73/115/67>>>85/73/80/103/145/97
Ability: Whatever its old abilites are>>>Hypnotize(Has a 30% chance to induce sleep in the opponent when the ability holder moves)
Movepool: +Flash Cannon
Hide Hide
Concept: basically the pendulum becomes a part of his body turning him into a steel type and giving it the ability to hypnotize its foes by moving
The stats are pretty good
The ability allows it to be focused on sleep like it's supposed to
Flash Cannon is just for stab
Mega Hypno
Typing: Psychic>>>Psychic/Poison
Abilities: Insomnia/Forewarn/Inner Focus>>>Cull the Weak (Deals 1.7x damage to foes afflicted with status but 66% to those who are not.)
85/73/70/73/115/67 >>>> 85/133/100/75/145/55
New Moves: Spore, Gunk Blast, Toxic Spikes

So... what's the idea here, mad scientist? Well... pretty much... yea. Mad chemist throwing sleep spores gathered from some nasty brew at unsuspecting fools! Also, it's a physical psychic type and psychic/poison is a uniqueish typing... isn't that worth consideration?


The best counter is simple: avoid getting statused! Have a heal bell and natural curer on your team. Blissey is probably a good check to any Mega Hypno without a Fighting Move. In short, his ability is a double edge sword.
http://cdn.staticneo.com/w/pokemon/6/66/097.gif[/IMG]
Hypno
Type: Psychic -> Psychic/Dark
Ability: Hypnotism (If hypno is hit by a contact move, there is a 30% chance that the attacker will fall asleep.)
Stats: 85/73/70/73/115/67 -> 85/78 (+5)/120 (+50)/113 (+40)/135 (+20)/52 (-15)
New Moves: Dark Pulse, Pain Split, and Sucker Punch
Design: Hypno's skin turns a light hazy purple color. He gains a lot of weight and looks much more like his pre-evolved form in body style. His legs are roughly 2/3 the size as they were and it makes it look like he shouldn't be able to hold his own weight. His arms grow longer, but do not increase in thickness. His fingers and toes grow longer and thinner, almost needle like, still holding the pendulum in his left hand. He grows a little more fur around his neck and he gains large black circles around his eyes. His last change is his eyes, which grow much larger and are now round with a hypnotizing black swirl in them.

I gave him his dark type, because let's face it, hypno's creepy nightmare fuel. I gave him his ability because I wanted to come up with a logical way for him to get pokemon to fall asleep without just increasing the accuracy of hypnosis or giving him dark void. While it may not be the most reliable way to get pokemon asleep, it does it's job with his increased bulk. I gave him dark pulse for a good secondary stab (why doesn't he already have it anyways?). He didn't have any good recovery, so I gave him pain split. It may not be a very reliable one, but if you don't invest in hp you can get a fairly good amount of health back and damage the opponent in the process. I gave him sucker punch mainly for flavor reasons and don't expect it used in competitive play much.
hypno.gif
@ Hypnite
Psychic ----> Psychic
Abilities: Insomnia / Forewarn / Inner Focus ----> No Guard
Stats: 85 / 73 / 70 / 73 / 115 / 67 ----> 85 / 113 / 100 / 73 / 145 / 67 (Atk +40, SpDef +30, Def +30)
New Moves: +Recover

I can see where people are coming from with the Psychic / Dark typing, but I disagree with it. I think just Psychic works just fine for it. No Guard was chosen as the ability for one simple reason - No Guard Hypnosis. It also lets it use No Guard Dynamic Punch (and to a lesser extent Zen Headbutt). That is also why I went for a more physical bias over the special one. It's not too far-fetched, considering that it has the same Atk and SpA. There was an emphasis on bulk too, making it a decent bulky attacker. Recover was given to it so that it can fulfill this role even better. Flavor-wise, it makes as much sense as it does on Alakazam - it's a psychic-type, it's not too far fetched.
Mega Hypno
Psychic -> Psychic/Ghost
Insomnia/Forewarn/Inner Focus -> Shadow Tag
HP: 85 -> 85
Atk: 73 -> 73
Def: 70 -> 90 (+20)
SpA: 73 -> 133 (+60)
SpD: 115 -> 125 (+10)
Spe: 67 -> 77 (+10)
Total: 483 -> 583
097.png
097.gif
097.png

Mega Hypno X
Typing: Psychic -------> Psychic / Ghost
Abilities: Insomnia / Forewarn / Inner Focus -------> Shadow Tag
Stats: 85 / 73 / 70 / 73 / 115 / 67 -------> 85 / 103 / 60 / 103 / 125 / 107
New Moves: Shadow Claw, Shadow Sneak


Will fill in information later, but just a thought, let me know what you'd change :).
hypno.gif
Psychic ----> Psychic
Abilities: Insomnia / Forewarn / Inner Focus ----> No Guard
Stats: 85 / 73 / 70 / 73 / 115 / 67 ----> 85 / 73 / 90 / 123 / 135 / 77 (Def +20, Sp. Atk +50, Sp. Def +20, Spe +10)
New Moves: +Thunder, +Blizzard, +Zap Cannon

Another No Guard Hypno, this one is more specially focused. No Guard Hypnosis is a nice asset, but nothing game breaking. Zap Cannon allows it to continue to spread status, even after Sleep Clause is in effect. Zap Cannon may seem a bit farfetch'd, but it has been able to learn the move in the past, (specifically, in gen 2 via TM). Made it a little bit faster, so it could outspeed more paralyzed foes with little investment, and it seemed to be the most unnecessary stat. Didn't boost Attack because I didn't want to make Dynamic Punch+Zap Cannon parafusion sets too threatening. Mega Hypno will likely abandon its Psychic STAB attacks in favor of the better coverage provided by Blizzard, Zap Cannon and Focus Blast.
Mega Hypno
Typing: Psychic ----> Psychic
Abilities: Insomnia / Forewarn / Inner Focus ----> Parasomnia*
Stats: 85 / 73 / 70 / 73 / 115 / 67 ----> 85 / 103 / 100 / 103 / 115 / 75
*Opposing Pokemon become drowsy. (Think intimidate, but with yawn.)

If you lock eyes with it, it will try to hypnotize you. It is best to close your eyes quickly before you get hypnotized.
Always holding a pendulum that it rocks at a steady rhythm, it causes drowsiness in anyone nearby.
Seeing its swinging pendulum can induce sleep in three seconds, even in someone who just woke up.

Hypno's flavor is putting the foe to sleep, so I really wanted to make Hypno's niche "the best sleep inducer." Spore doesn't have much flavor and still has competition with the likes of Amoongus. A 100% accurate hypnosis was my first thought, but he'd really need a lot of points into speed to pull it off well and it wouldn't be much different from the no guard submission. So, while I'm not really a fan of custom abilities, his pokédex entries point at the sleep not being instant, so an auto yawn was just so perfect I couldn't resist (I mean, seriously, imagine how that ability would play out in battle, then read those quotes.)

Now, obviously, this ability would be extremely overpowered - forcing switches right and left along with the ability to 1v1 nearly the entire metagame. I balanced this out by keeping his, while flavorful, shitty defensive typing and giving him a not so sweet stat distribution (like a slow, slightly less bulky mew.) Because the free turns he gets are his only niche over other megas, the player HAS to use them wisely to profit, promoting an engaging play style. Lucky for us, Hypno's movepool provides more than he needs to do so.
hypno.gif
Psychic ----> Psychic
Abilities: Insomnia / Forewarn / Inner Focus ----> Dream Snatcher (Increases the power of draining moves 33% on sleeping targets)
85 / 73 / 70 / 73 / 115 / 67 --->
--/+20/+20/+30/+30/--
85 / 93 / 90 / 103 / 145 / 67
+Dream Eater level-up

Hypnosis may have shit accuracy, but if Hypno can nab a hit (or count on a teammate for support) he can deal some heavy damage with STAB Dream Eater. His ability also powers up Drain Punch off a better base 93 Attack. Plus, he can harass foes that rely on Rest+Sleep Talk and with respectable bulk tank a few hits when needed. He's no Uber threat, but a fun niche idea I came up with because of my avatar. So.
 
Last edited:
Why aren't the amount of votes for things shown. It might be my paranoia, but I'd like to know to help me know someone actually likes my stuff.


Anyways, some stuff.



Mega Dodrio
Type: Normal/Flying>Fighting/Flying
Abilities: Run Away/Early Bird/Tangled Feet >>>Reckless
Stats: 60 / 110 / 70 / 60 / 60 / 100>>>60/140/85/65/70/140
New Moves: Wood Hammer, Hi Jump Kick, Sword Dance

Comments: Do I even have to explain this? Awesome dual STAB + recoil boosted moves! Bring wish support!


Mega Dewgong
Typing: Water / Ice>>> Poison/Ice
Abilities: Thick Fat/Hydration/Ice Body>>>Dry Skin
BST: 90/70/80/70/95/70>>> 90/90/130/105/135/25
New moves: Slack Off/Sludge Wave/Toxic Spikes

Mega Dewgong is a victim of man and his cruel tendencies towards pollution. Mega Dewgong was, once upon a time a rather safe and plain creature, but when the waters became contaminated, so too did its megastone.

It's a defensive poison type ideal for rain teams to abuse its unique typing however it can. Not too complex, but watch out for earthquakes.
 
Last edited:
089.png
Mega Muk (Mukinite)
Type: Poison ===> Poison / Dark
Abilities: Stench / Sticky Hold / Poison Touch ===> Corrosion (Steel's poison immunity is ignored when this pokemon uses an attacking Poison move.)
Stats: 105 / 105 / 75 / 65 / 100 / 50 ===> 105 / 150(+35) / 90(+15) / 75(+10) / 120(+20) / 60(+10)
New Moves: Knock Off, Toxic Spikes

This take on Mega-Muk focuses on making him a very threatening bulky attacker. With the addition of dark typing, Muk has a sole weakness in Ground, making him difficult to revenge kill. He also gets a dangerous (and maybe unresisted?) dual STAB combo, thanks to his ability which removes the annoying immunity to his poison STAB.
 
Last edited:
89.png


Mega Muk

Poison ----> Poison / Fire (He has patches of oil that are on fire. Sounds weird, but trust me, it's awesome.)
Stench / Sticky Hold / Poison Touch ----> Flame Body
105 / 105 / 75 / 65 / 100 / 50 (500) ----> 105 / 105 / 105 / 85 / 150 / 50 (600)
New Moves: Recover

Mega Muk is a pile of burning oil on a mission, and that's to have one of the most interesting defensive presences in the game, filled with pros and cons of all sorts. For the cons, he has the ever dreaded Stealth Rock weakness, but also a 4x Ground weakness, as well as Water and Psychic weaknesses. But the pros are Fire, Steel, Ice, Poison, Fighting, Bug, Fairy, and Grass resistances, excellent defenses, and immunity to Will-O-Wisp and Toxic, becoming an excellent anti-stall player. His new STAB coverage isn't too shabby, with Fire Punch, Fire Blast, Sludge Wave, and Gunk Shot, he can lay the hurt on a good amount of foes.
 
Last edited:
089.png

Mega Muk (Mukite)
Appearance:
A foul gas is being emitted from its body
Type: Poison
Ability: Virulent (All damage from Poison-type attacks and damage from Poison or Toxic Poison is increased by 50% when this Pokemon is active)
Normal Stats: 105/105/75/65/100/50
Mega Stats: 105/125/115/75/130/50
New Moves: Toxic Spikes, Recover, Earthquake.

Mega Muk is now the best Toxic Spikes setter in the metagame with its ability wearing down things susceptible to poisoning easily, with three turns of toxic poison damage now doing a harsh 56.25%. Mega Muk doesn't have to worry so much about damage itself now, packing impressive 105/115/130 defenses and an all-important tool in Recover, meaning it can stall hard and wear down so a team mate can sweep. Earthquake punishes the Poison and Steel-types who are immune to Toxic Spikes. STAB Gunk Shot with Virulent is a frightening prospect for Fairies and Grass-types and can do a large chunk even on things that would take neutral damage.
 
085.gif

Mega Dodrio
Typing: Normal/Flying ----> Ground/Flying
Abilities: Run Away/Early Bird/Tangled Feet ----> Gale Wings
BST: 60/110/70/60/60/100 ----> 60/140/100/60/80/120
New Moves: Earthquake, Jump Kick

Dammit Chesnaught, I thought I was the only one who thought of this typing ;-;

Anyways, Dodrio really can't stand out from the Normal/Flying bunch, thus the typing. An added benefit is that if the opponent tries to use Electric moves on you, you can just Mega Evolve and take that head(s) first. Gale Wings worked well on Talonflame, so MegaDod should be fairly powerful with that. It's not like Dodrio has Swords Dance to go OP, after all.

dewgong.gif

Mega Dewgong
Typing: Water/Ice ----> Water/Ice
Abilities: Thick Fat/Hydration/Ice Body ----> Prankster
BST: 90/70/80/70/95/70 ----> 90/100/95/70/110/110
New Moves: Confuse Ray, Icicle Crash, Thunder Wave

Like I said before, I geared Dewgong up into a parafusion-flinch Prankster. Stats are self-explainatory: Speed boost for flinch hax, Atk boost because, well, Icicle Flinch is physical, other two moves does what they do, so yeah.

muk.gif

Mega Muk
Typing: Poison ----> Poison
Abilities: Stench/Sticky Hold/Poison Touch ----> Toxic Armor (clone of Rough Skin)
BST: 105/105/75/65/100/50 ----> 105/125/125/80/105/60
New Moves: Drain Punch

It's not like Muk has that much of a role in OU metagame anyways, so I just gave it a straight up upgrade. Drain Punch so Muk has recovery (seriously, Muk get all 3 elemental punches, but not Drain Punch? wtf?), Toxic Armor because... well... I can't think of a better ability. :P

No Hypno because I can't think of anything.
 
Just checked the list in the OP, what happened to Cloyster exactly? It was crossed out the last time I checked, and we appeared to have skipped over it as well during this batch. Did someone reserve it and not complete it, and if so, will the next batch include it?

EDIT: Someone a few pages back said they also completed Exceggutor, was it approved?
 
Status
Not open for further replies.
Back
Top