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

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That's not what I meant, I was wondering if I could only vote for one submission for a Pokemon
I'm pretty sure you can. I did that with cloyster because I don't want a defensive cloyster and only two were offensive. Mine and a different one that was broken and had the scizor syndrome of completely overshadowing the regular one.
 
I'm pretty sure you can. I did that with cloyster because I don't want a defensive cloyster and only two were offensive. Mine and a different one that was broken and had the scizor syndrome of completely overshadowing the regular one.
You don't want a defensive Cloyster but you're also complaining about how the Mega you voted for will overshadow the base form. What do you want?
 
I'm pretty sure you can. I did that with cloyster because I don't want a defensive cloyster and only two were offensive. Mine and a different one that was broken and had the scizor syndrome of completely overshadowing the regular one.
I guess you could vote for less than 3 if there aren't enough which appeal to you. Although you do run the risk of getting the one you dislike the most as compared to disliked the least, should the one you do want not get chosen.

On a side note, I took a peek at the Cloyster submissions, I think there's 4 offensive ones, and most have the potential for bulky offence regardless.
 
Since when does Mega Scizor completely overshadow regular Scizor? Band Scizor still hits hard as hell and is a good momentum gainer, revenge killer and trapper.
 
I guess you could vote for less than 3 if there aren't enough which appeal to you. Although you do run the risk of getting the one you dislike the most as compared to disliked the least, should the one you do want not get chosen.

On a side note, I took a peek at the Cloyster submissions, I think there's 4 offensive ones, and most have the potential for bulky offence regardless.

However, by voting for 3 Pokemon, you run the risk of the Mega you like second or third most beating or tying your first choice
 
You don't want a defensive Cloyster but you're also complaining about how the Mega you voted for will overshadow the base form. What do you want?
I was looking for something offensive that didn't do exactly what regular cloyster does, but better. This is the one I was referring to that was sorta broken
Mega Cloyster
Typing: Water/Ice>>>Water/Ice
Abilities: Shell Armor/Skill Link/Overcoat >>> Skill Link
50/95/180/85/45/70 -----> 60/135/190/85/115/80
New Moves: Water Shuriken, Bone Rush

There's not much to it. Just a stronger, sturdier Skill link bruiser.
 
Winners:

Cloyster: clapyourhands
Cloyster
Typing: Water / Ice -----> Water / Steel
Abilities: Shell Armor / Skill Link / Overcoat ------> Bulletproof
50/95/180/85/45/70 -----> 60/125/220/85/75/70
New Moves: Calm Mind, Iron Head, Heavy Slam
Electrode: Tie between clapyourhands and Valmanway
Electrode
Typing: Electric -----> Electric
Abilities: Soundproof / Static / Aftermath ------> Generator (Sets Electric Terrain for five turns upon switch-in)
60/50/70/80/80/140 -----> 60/60/80/130/100/150
New Moves: Electric Terrain
Mega Electrode
Electric ----> Electric / Fire
Static / Soundproof / Aftermath ----> Competitive
60 / 50 / 70 / 80 / 80 / 140 (480) ----> 60 / 60 / 80 / 115 / 90 / 175 (580)
New Moves: Heat Wave
Marowak: Rosenfeldius
Mega Marowak
Ground --> Ground/Dark
Rock Head/Lightning Rod/Battle Armor --> Huge Power
60/80/110/50/80/45 --> 60/105(+25)/135(+25)/65(+15)/105(+25)/55(+10)
New Moves: Sucker Punch, Payback, Pursuit
Hitmonlee: Raikaria
Hitmonlee
Typing: Fighting -> Fighting
Abilities: Limber / Reckless / Unburden -> Moxie
50/120/53/35/110/87 -> 50/130/73/55/130/117 [+10 Atk, +20 Def, +20 Sp.Def, +20 Sp.Atk +30 Spd]
New Moves: None
 
Thanks to everyone who submitted and voted and congrats to our winners.
We are now accepting submissions for...
hitmonchan.gif
Hitmonchan
weezing.gif
Weezing
seaking.gif
Seaking
jynx.gif
Jynx

Make sure to follow all the rules listed in the OP when making your mega or it will be disqualified. You allowed to do one mega for everyone of the pokemon listed above. May the odds be ever in your favor. (Ok, so I'm going to make a bet that clapyourhands will be first to submit (if not I'll submit a Jynx))
 
Nope, no hide tags.

Hitmonchan (Hitmonchanite?)
Type: Fighting -> Fighting
Abilities: Keen Eye, Iron Fist (Inner Focus) -> Scrappy
New Moves: Taunt, Heal Bell

HP: 50 -> 50
Atk: 105 -> 135 (+30)
Def: 79 -> 119 (+40)
SpA: 35 -> 35
SpD: 110 -> 140 (+30)
Spe: 76 -> 76
BST: 455 -> 555

Hitmonchan is the more defensive cousin of Hitmonlee... or at least he would be if his defenses were any good instead of just marginally better.
Fighting is a pretty balanced defensive typing, having as many weaknesses as resists. The Flying weakness hurts, so does Fairy but not as much. Rock and Dark resists, however, are nice resists to have in the current meta.
Scrappy is a fitting ability for Hitmonchan, scrappy being defined as "determined" or "argumentative" which both make sense for a fighter such as Hitmonchan. The ability gifts Hitmonchan with an unblockable Rapid Spin, Fake Out, and STAB that is only resisted by Poison and Fairy. For the former it gets Earthquake and for the latter, Bullet Punch.
Heal Bell is based on the bell between boxing rounds. It's probably the most valuable support it can provide alonside Rapid Spin and Taunt.



Weezing (Weezingite)
Type: Poison -> Poison
Abilities: Levitate -> Levitate
New Moves: Icy Wind, Thunder Wave, Yawn

HP: 65 -> 65
Atk: 90 -> 90
Def: 120 -> 150 (+30)
SpA: 85 -> 105 (+20)
SpD: 70 -> 110 (+40)
Spe: 60 -> 70 (+10)
BST: 490 -> 590

Weezing remains a pure Poison type with Levitate that leaves it with a single weakness to Psychic, which I feel is a good enough defensive typing for him.
It gets a few new moves for spreading status. I feel like Weezing should get Thunder Wave if it can learn Thunderbolt/Thunder and stanger things like Qwilfish can learn it.
Yawn is possibly the only sleep move that can fit Weezing, and it's more of a niche move to force switches than a tool to reliably spread status with. Along with Will-o-Wisp and Toxic, Weezing has access to all major status.
Weezing already gets Toxic Spikes, so I guess that's worth mentioning. I gave it Icy Wind to hit and slow down Ground types that Thunder Wave won't, like Garchomp.



Seaking (Seakingite)
Type: Water -> Water/Steel
Abilities: Swift Swim, Water Veil (Lightning Rod) -> Motor Drive
New Moves: Iron Head, Drill Peck, Work Up

HP: 80 -> 80
Atk: 92 -> 132 (+40)
Def: 65 -> 85 (+20)
SpA: 65 -> 65
SpD: 80 -> 80
Spe: 68 -> 108 (+40)
BST: 450 -> 550

Fuck Yeah, Seaking! AKA Heat Seaking Missle, the entire idea behind the new typing was a lame pun and an attempt to make Seaking a better offensive and defensive 'mon.
It still has the same amount of weaknesses, but with an added immunity to Poison (especially Toxic) and its ability now causes it to gain useful Speed instead of Special Attack. Drill Peck was what I felt was a logical upgrade to Peck, which it naturally learns, and is explained by its drill-like horn (Drill Run, Horn Drill, etc.)
 
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Hitmonchan
hitmonchan.gif

Hitmonchan

Typing: Fighting -----> Fighting
Abilities: Limber / Reckless / Unburden -> Technician
50/105/79/35/110/76 -> 50/125/89/55/130/106
Moves: Storm Throw, Circle Throw

I waited until the winner for Mega Hitmonlee was posted so that I could match Mega Hitmonchan to it. The stat boosts mirror that of Mega Hitmonlee; 30 in Speed, 20 in Special Defense, and 20 in Special Attack. In a reversal of its counterpart, 20 points went into Attack and 10 into Defense, rather than the other way around. Typing also remained the same just as it had for Mega Hitmonlee, and it gained an ability that it did not already have access to, in this case, Technician.

While Technician is a strong ability, however, Mega Hitmonchan also faces a lot of competition with other Pokemon that have the same ability. Breloom and Scizor are both already strong users of it--the former even is a Fighting-type Technician user--that don't occupy a Mega slot. In order to justify its use, Mega Hitmonchan would have to have some sort of unique, powerful technique that the others did not so that people would want to use it as their only Mega.

This technique was the limitedly distributed Storm Throw. Currently belonging to the likes of Pinsir, Throh, and Pangoro, the move fit Hitmonchan in that it was also a Pokemon focused on hand-to-hand combat. It's a 60-BP move, so it gets a boost from Technician. However, the unique feature of Storm Throw is that it always lands a critical hit. Factoring in Technician, Storm Throw effectively gives Mega Hitmonchan a 135-BP STAB move to use with no downsides whatsoever. It also gets Technician Mach Punch and now Circle Throw, for priority and phazing, respectively.

Though Storm Throw is powerful, Mega Hitmonchan still isn't unstoppable. 125 Attack for a physical Mega is rather low, and 89 Defense for a Mega is definitely low. Hitmonchan gets Drain Punch to help with healing, but it certainly won't enjoy taking hits on the physical side. Additionally, Technician Storm Throw is the main thing that sets it apart from other Technician users; it is the only thing that justifies using a Mega slot on Hitmonchan in the first place. Without it, one might as well use Breloom in its place.

Mega Hitmonchan becomes a strong attacker with a few unique tools to play with an abuse with Technician. It gets a powerful attack with no drawbacks to hammer foes with, but other than that has limited reason to take up a Mega slot. Mega Hitmonchan may only do a few things, but it certainly does those few things well.

Weezing
weezing.gif

Weezing

Typing: Poison -----> Poison / Fire
Abilities: Levitate ------> Levitate
65/90/120/85/70/60 -----> 65/100/150/125/100/50

I think it's common fanon theory that Weezing uses Explosion and Self-Destruct by igniting their poisonous gases inside and combusting. This makes perfect sense, really--Weezing can learn Flamethrower and Fire Blast already, so it's not a huge stretch to say it can also light itself up and explode if necessary. So with Mega Weezing, I decided to play this aspect of it up and make it part-Fire type.

Wait, Poison/Fire type? That sounds familiar...

frontnormal-mmollux.png

For those of you that don't know, this is Mollux, CAP 3 of the BW CAPs in Smogon's very own Create-a-Pokemon project. It, like Mega Weezing here, is also a Poison/Fire type, and a tanky one at that. Mollux was themed around taking a poor typing and making it viable competitively; it did this through the ability Dry Skin, removing its Water weakness (and making it viable in Rain, but that's another story). Mega Weezing takes a cue from this, keeping Levitate to rid itself of its double Ground weakness. Another difference between them is that while Mollux is rather specially bulky, Mega Weezing is physically defensive. Both share the same specially offensive bias, though. Essentially, Mega Weezing is a physically defensive, slower Mollux that exchanges reliable recovery (Dry Skin and Black Sludge) for more defense and less reliance on Rain.

Movepool-wise, Weezing conveniently has all the moves, as Mollux proves, that a bulky Poison/Fire type needs. Toxic Spikes? Yep. Sludge Bomb? Yes. Flamethrower and Fire Blast? Of course. Thunder or Thunderbolt for coverage? It has that too. I felt that recovery any more reliable than Pain Split might be pushing it, so I didn't give it any new moves. Mega Weezing can actually run most of the movesets Mollux runs already, sans Recovery and Rapid Spin. And as we now know, Mollux is certainly no slouch when it comes to battling.

http://www.smogon.com/cap/pokemon/mollux

TL;DR: Basically this but physically defensive and not rain-based

Seaking
seaking.gif


Seaking
Typing: Water -----> Water
Abilities: Swift Swim / Water Veil / Lightningrod ------> Multiscale
80/92/65/65/80/68 -----> 80/132/105/65/110/58
New Moves: Recover, Aqua Jet, Icicle Crash

Seaking's stats kind of suck. It's in the same boat as Dewgong, with none of its stats breaking the 100 mark. Unsuprisingly, then, I felt the need to give it one of the "be-careful-with-these" abilities in order to make it edge on usable. The ability of choice was Multiscale; Seaking is a koi/goldfish hybrid that is known for the spectacularly vivid colors of its scales, so the ability made great sense flavorwise. Additionally, besides Attack, Seaking's next best statistics are his Special Defense and HP. Multiscale would help him capitalize on a role as a slow, bulky, physical attacker.

I kept its typing the same because pure Water because it is not at all a poor defensive typing--look at Vaporeon, for instance. However, it is also often overshadowed by other tantalizing combinations, such as Water/Psychic and Water/Ground. Pure Water is a perfectly fine typing that fits Seaking, so I stuck with it. Recover enables it to reactivate Multiscale between turns, but its slow speed often prevents it from activating before a predicted attack from the same turn. Aqua Jet circumvents Mega Seaking's low speed, helping it pick off already weakened foes. Finally, Avalanche works oppositely of Aqua Jet, taking advantage of Seaking's speed to hit with a 120 BP Ice-type move (but no STAB). Seaking needed a physical Ice-type move (checking the Smogon Dex right now will reveal that Seaking currently runs Ice Beam off of that paltry Special Attack. Between Icicle Crash and Avalanche, I felt that Avalanche would give it a larger swathe of options due to its synergy with Seaking's low speed. However, Icicle Crash fits marginally better flavorwise (imagine Seaking freezing water on its horn and charging, for instance), so I would appreciate some feedback on which move would be superior.

EDIT: Feedback recieved, it's Icicle Crash now.

Seaking's Speed takes a 10-point drop because I needed just a bit more points to work with, and it wasn't as if Seaking was particularly fast to begin with. It also helps it take more advantage of Avalanche. Meanwhile, Mega Seaking has its Defense and Special Defense buffed to a nice 105 and 110, respectively. With Multiscale and Recover, this newfound bulk helps it survive abnormally strong attacks. Some calcs:

252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Multiscale Seaking: 139-165 (46.1 - 54.8%)

252+ SpA Mega Venusaur Giga Drain vs. 0 HP / 0 SpD Multiscale Seaking: 118-141 (39.2 - 46.8%)

And these are both without any defensive investments whatsoever! To fulfill the "attacker" part of bulky attacker, Mega Seaking's Attack was also boosted to a respectable 132. Aqua Jet and Waterfall, Megahorn, Drill Run, and Avalanche Icicle Crash all provide it with a variety of physical options to hammer foes with. With Multiscale and these stat changes, Seaking becomes a decent option both defensively and offensively.

Now for what hinders Mega Seaking. First off, Seaking's Speed means that it will likely be taking hits before dealing them. Multiscale helps with this, so it's not too much of a problem initially. However, a few issues arise after Multiscale is broken. Because of its speed, Mega Seaking will have to utilize some heavy prediction in order to reactivate Multiscale with Recover before taking another hit, this time not cushioned by its ability. Hazards like Stealth Rock and Spikes also break Multiscale, requiring some careful planning before even sending Mega Seaking into battle. However, if one is able to sufficiently handle these shortcomings, then Mega Seaking can certainly be a viable option for your team.

Mega Seaking becomes a bulky physical attacker with the gift of Multiscale and boosted offensive and defensive stats, at the cost of a lowered Speed. It gains recovery, priority, and a physical Ice-type attack in order to capitalize on both its offensive and defensive capabilities. Though it may require some planning ahead of time in order to fit it on your team, Mega Seaking without a doubt should be considered when looking for a Mega that can both take a hit and deal one back.

Jynx
jynx.gif

Jynx

Typing: Ice / Psychic -----> Ice / Psychic
Abilities: Oblivious / Forewarn / Dry Skin ------> Dry Skin
65/50/35/115/95/95 -----> 65/50/75/125/115/125

Ah, Jynx. Accused as a racial stereotype, left behind when its counterparts Magmar and Electabuzz received evolutions, and just generally seen as all-around creepy. However, don't be fooled; it's powerful. A combination of good Speed and Special Attack, Dry Skin, Nasty Plot, and Lovely Kiss give it a unique strategy that's difficult to stop. The set-up goes a little like this:

1. Switch in on a Water-type move to heal up with Dry Skin, or a special move and tank the hit
2. Use its good speed to hit the opponent with Lovely Kiss (75% accuracy, almost as good as Dark Void)
3. Set up with Nasty Plot as the opponent either stays in or switches out
4. Wreck house

Now, the strategy isn't flawless. Jynx can't switch in on a non-Water type physical move. Physical priority will destroy it. Lovely Kiss still misses a quarter of the time. However, even with these shortcomings, Jynx can still be utilized even in the upper tiers, with the right support. All Mega Jynx needs to become a fearsome threat even in OU is a few stat buffs.

That's exactly what Jynx gets upon Mega Evolution. It keeps its typing, its ability, and its movepool, because all of them work well with Jynx already. The main focus with Mega Jynx is on its new statistics. First off is its new speed; while Jynx's speed is great in the lower tiers, it isn't that amazing for those higher up. Mega Jynx's speed jumps up to a great base 125, helping it pull off Lovely Kiss on many new OU Pokemon: Tornadus-T, the musketeers, Greninja, and Gengar are some notable threats it now outspeeds. It's Special Attack also gets a small boost, though I'm hesistant to increase it any more than that. Jynx is intended to be a set-up sweeper; it should be pressured to pull off at least one Nasty Plot before attacking in order to comfortably take out stronger foes. Its defenses also get a buff. The Special Defense boost keeps its special bulk relevant in OU, while the Defense boost, it's largest, is largely a "throwaway" boost. Yes, Jynx may survive an extra physical hit or two because of it, but for the most part 75 Defense for a Mega is more or less irrelevant; physical hits still remain Mega Jynx's biggest weakness.

Though Jynx's strengths have been buffed to transfer its strategy to OU, so have its weaknesses. It still remains physically weak, and Lovely Kiss still misses 25% of the time. Priority is still a problem for it. In reality, Jynx's main strategy is actually one that could work in any environment. The combination of fast sleep and set-up, however, is conspicuously one that is absent in OU. Breloom and Amoonguss, the two main sleep abusers in the metagame, are notoriously slow. Darkrai, while fast, is also confined to the realms of Ubers. Spore + Shell Smash Smeargle is the only example that springs to mind, but then again, it's Smeargle. Ultimately, Jynx's stat boosts bring her strategy up to OU as a Mega, a strategy that has largely not been seen in the metagame as of yet.

Mega Jynx largely completes the same role that standard Jynx does, but with stats that allow it to compete with the threats of OU. Increased Speed keeps its agility relevant against the faster Pokemon of the higher tiers, while an increased, but not spectacular-for-a-Mega Special Attack ensure that it retains its role of set-up sweeper rather than wallbreaker. Physical defense remains its main weakness, especially priority. All in all, Jynx still keeps its niche as a fast sleep set-up sweeper, but now is able to do so in a new environment.
 
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Also here's Mega Jynx. Decided to make a bit of a joke of this one.

Jynx (Jynxite)
Type: Ice/Psychic -> Ice/Fairy
Abilities: Oblivious, Forewarn (Dry Skin) -> Thick Fat
New Moves: Moonblast, Slack Off

HP: 65 -> 65
Atk: 50 -> 40
Def: 35 -> 95 (+60)
SpA: 115 -> 155 (+40)
SpD: 95 -> 125 (+30)
Spe: 95 -> 65 (-30)
BST: 455 -> 555

After being mistreated by Gamefreak, nearly being fired from the Pokémon company over racial controversy and being left in the dust while her cousins Electabuzz and Magmar went on to receive evolutions, Jynx is an emotional wreck.
She spends her time watching soap operas while sobbing and eating ice cream and she has gained Thick Fat.
In her mind, she's still a beautiful princess (hence the Fairy type). Yes that's my justification.
Competitively these changes serve to get rid of a few of Jynx's weaknesses and give her STAB on Draining Kiss.
 
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Hitmonchan
hitmonchan.gif

Hitmonchan

Typing: Fighting -----> Fighting
Abilities: Limber / Reckless / Unburden -> Technician
50/105/79/35/110/76 -> 50/125/89/55/130/106
Moves: Storm Throw, Circle Throw

I waited until the winner for Mega Hitmonlee was posted so that I could match Mega Hitmonchan to it. The stat boosts mirror that of Mega Hitmonlee; 30 in Speed, 20 in Special Defense, and 20 in Special Attack. In a reversal of its counterpart, 20 points went into Attack and 10 into Defense, rather than the other way around. Typing also remained the same just as it had for Mega Hitmonlee, and it gained an ability that it did not already have access to, in this case, Technician.

While Technician is a strong ability, however, Mega Hitmonchan also faces a lot of competition with other Pokemon that have the same ability. Breloom and Scizor are both already strong users of it--the former even is a Fighting-type Technician user--that don't occupy a Mega slot. In order to justify its use, Mega Hitmonchan would have to have some sort of unique, powerful technique that the others did not so that people would want to use it as their only Mega.

This technique was the limitedly distributed Storm Throw. Currently belonging to the likes of Pinsir, Throh, and Pangoro, the move fit Hitmonchan in that it was also a Pokemon focused on hand-to-hand combat. It's a 60-BP move, so it gets a boost from Technician. However, the unique feature of Storm Throw is that it always lands a critical hit. Factoring in Technician, Storm Throw effectively gives Mega Hitmonchan a 135-BP STAB move to use with no downsides whatsoever. It also gets Technician Mach Punch and now Circle Throw, for priority and phazing, respectively.

Though Storm Throw is powerful, Mega Hitmonchan still isn't unstoppable. 125 Attack for a physical Mega is rather low, and 89 Defense for a Mega is definitely low. Hitmonchan gets Drain Punch to help with healing, but it certainly won't enjoy taking hits on the physical side. Additionally, Technician Storm Throw is the main thing that sets it apart from other Technician users; it is the only thing that justifies using a Mega slot on Hitmonchan in the first place. Without it, one might as well use Breloom in its place.

Mega Hitmonchan becomes a strong attacker with a few unique tools to play with an abuse with Technician. It gets a powerful attack with no drawbacks to hammer foes with, but other than that has limited reason to take up a Mega slot. Mega Hitmonchan may only do a few things, but it certainly does those few things well.

Weezing
weezing.gif

Weezing

Typing: Poison -----> Poison / Fire
Abilities: Levitate ------> Levitate
65/90/120/85/70/60 -----> 65/100/150/125/100/50

I think it's common fanon theory that Weezing uses Explosion and Self-Destruct by igniting their poisonous gases inside and combusting. This makes perfect sense, really--Weezing can learn Flamethrower and Fire Blast already, so it's not a huge stretch to say it can also light itself up and explode if necessary. So with Mega Weezing, I decided to play this aspect of it up and make it part-Fire type.

Wait, Poison/Fire type? That sounds familiar...

frontnormal-mmollux.png

For those of you that don't know, this is Mollux, CAP 3 of the BW CAPs in Smogon's very own Create-a-Pokemon project. It, like Mega Weezing here, is also a Poison/Fire type, and a tanky one at that. Mollux was themed around taking a poor typing and making it viable competitively; it did this through the ability Dry Skin, removing its Water weakness (and making it viable in Rain, but that's another story). Mega Weezing takes a cue from this, keeping Levitate to rid itself of its double Ground weakness. Another difference between them is that while Mollux is rather specially bulky, Mega Weezing is physically defensive. Both share the same specially offensive bias, though. Essentially, Mega Weezing is a physically defensive, slower Mollux that exchanges reliable recovery (Dry Skin and Black Sludge) for more defense and less reliance on Rain.

Movepool-wise, Weezing conveniently has all the moves, as Mollux proves, that a bulky Poison/Fire type needs. Toxic Spikes? Yep. Sludge Bomb? Yes. Flamethrower and Fire Blast? Of course. Thunder or Thunderbolt for coverage? It has that too. I felt that recovery any more reilable than Pain Split might be pushing it, so I didn't give it any new moves. Mega Weezing can actually run most of the movesets Mollux runs already, sans Recovery and Rapid Spin. And as we now know, Mollux is certainly no slouch when it comes to battling.

http://www.smogon.com/cap/pokemon/mollux

TL;DR: Basically this but physically defensive and not rain-based

Seaking
seaking.gif


Seaking
Typing: Water -----> Water
Abilities: Swift Swim / Water Veil / Lightningrod ------> Multiscale
80/92/65/65/80/68 -----> 80/132/105/65/110/58
New Moves: Recover, Aqua Jet, Avalanche

Seaking's stats kind of suck. It's in the same boat as Dewgong, with none of its stats breaking the 100 mark. Unsuprisingly, then, I felt the need to give it one of the "be-careful-with-these" abilities in order to make it edge on usable. The ability of choice was Multiscale; Seaking is a koi/goldfish hybrid that is known for the spectacularly vivid colors of its scale, so the ability made great sense flavorwise. Additionally, besides Attack, Seaking's next best statistics are his Special Defense and HP. Multiscale would help him capitalize on a role as a slow, bulky, physical attacker.

I kept its typing the same because pure Water because it is not at all a poor defensive typing--look at Vaporeon, for instance. However, it is also often overshadowed by other tantalizing combinations, such as Water/Psychic and Water/Ground. Pure Water is a perfectly fine typing that fits Seaking, so I stuck with it. Recover enables it to reactivate Multiscale between turns, but its slow speed often prevents it from activating before a predicted attack from the same turn. Aqua Jet circumvents Mega Seaking's low speed, helping it pick off already weakened foes. Finally, Avalanche works oppositely of Aqua Jet, taking advantage of Seaking's speed to hit with a 120 BP Ice-type move (but no STAB). Seaking needed a physical Ice-type move (checking the Smogon Dex right now will reveal that Seaking currently runs Ice Beam off of that paltry Special Attack. Between Icicle Crash and Avalanche, I felt that Avalanche would give it a larger swathe of options due to its synergy with Seaking's low speed. However, Icicle Crash fits marginally better flavorwise (imagine Seaking freezing water on its horn and charging, for instance), so I would appreciate some feedback on which move would be superior.

Seaking's Speed takes a 10-point drop because I needed just a bit more points to work with, and it wasn't as if Seaking was particularly fast to begin with. It also helps it take more advantage of Avalanche. Meanwhile, Mega Seaking has its Defense and Special Defense buffed to a nice 105 and 110, respectively. With Multiscale and Recover, this newfound bulk helps it survive abnormally strong attacks. Some calcs:

252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Multiscale Seaking: 139-165 (46.1 - 54.8%)

252+ SpA Mega Venusaur Giga Drain vs. 0 HP / 0 SpD Multiscale Seaking: 118-141 (39.2 - 46.8%)

And these are both without any defensive investments whatsoever! To fulfill the "attacker" part of bulky attacker, Mega Seaking's Attack was also boosted to a respectable 132. Aqua Jet and Waterfall, Megahorn, Drill Run, and Avalanche all provide it with a variety of physical options to hammer foes with. With Multiscale and these stat changes, Seaking becomes a decent option both defensively and offensively.

Now for what hinders Mega Seaking. First off, Seaking's Speed means that it will likely be taking hits before dealing them. Multiscale helps with this, so it's not too much of a problem initially. However, a few issues arise after Multiscale is broken. Because of its speed, Mega Seaking will have to utilize some heavy prediction in order to reactivate Multiscale with Recover before taking another hit, this time not cushioned by its ability. Hazards like Stealth Rock and Spikes also break Multiscale, requiring some careful planning before even sending Mega Seaking into battle. However, if one is able to sufficiently handle these shortcomings, then Mega Seaking can certainly be a viable option for your team.

Mega Seaking becomes a bulky physical attacker with the gift of Multiscale and boosted offensive and defensive stats, at the cost of a lowered Speed. It gains recovery, priority, and a physical Ice-type attack in order to capitalize on both its offensive and defensive capabilities. Though it may require some planning ahead of time in order to fit it on your team, Mega Seaking without a doubt should be considered when looking for a Mega that can both take a hit and deal one back.

Jynx
jynx.gif

Jynx

Typing: Ice / Psychic -----> Ice / Psychic
Abilities: Oblivious / Forewarn / Dry Skin ------> Dry Skin
65/50/35/115/95/95 -----> 65/50/75/125/115/125

Ah, Jynx. Accused as a racial stereotype, left behind when its counterparts Magmar and Electabuzz received evolutions, and just generally seen as all-around creepy. However, don't be fooled; it's powerful. A combination of good Speed and Special Attack, Dry Skin, Nasty Plot, and Lovely Kiss give it a unique strategy that's difficult to stop. The set-up goes a little like this:

1. Switch in on a Water-type move to heal up with Dry Skin, or a special move and tank the hit
2. Use its good speed to hit the opponent with Lovely Kiss (75% accuracy, almost as good as Dark Void)
3. Set up with Nasty Plot as the opponent either stays in or switches out
4. Wreck house

Now, the strategy isn't flawless. Jynx can't switch in on a non-Water type physical move. Physical priority will destroy it. Lovely Kiss still misses a quarter of the time. However, even with these shortcomings, Jynx can still be utilized even in the upper tiers, with the right support. All Mega Jynx needs to become a fearsome threat even in OU is a few stat buffs.

That's exactly what Jynx gets upon Mega Evolution. It keeps its typing, its ability, and its movepool, because all of them work well with Jynx already. The main focus with Mega Jynx is on its new statistics. First off is its new speed; while Jynx's speed is great in the lower tiers, it isn't that amazing for those higher up. Mega Jynx's speed jumps up to a great base 125, helping it pull off Lovely Kiss on many new OU Pokemon: Tornadus-T, the musketeers, Greninja, and Gengar are some notable threats it now outspeeds. It's Special Attack also gets a small boost, though I'm hesistant to increase it any more than that. Jynx is intended to be a set-up sweeper; it should be pressured to pull off at least one Nasty Plot before attacking in order to comfortably take out stronger foes. Its defenses also get a buff. The Special Defense boost keeps its special bulk relevant in OU, while the Defense boost, it's largest, is largely a "throwaway" boost. Yes, Jynx may survive an extra physical hit or two because of it, but for the most part 75 Defense for a Mega is more or less irrelevant; physical hits still remain Mega Jynx's biggest weakness.

Though Jynx's strengths have been buffed to transfer its strategy to OU, so have its weaknesses. It still remains physically weak, and Lovely Kiss still misses 25% of the time. Priority is still a problem for it. In reality, Jynx's main strategy is actually one that could work in any environment. The combination of fast sleep and set-up, however, is conspicuously one that is absent in OU. Breloom and Amoonguss, the two main sleep abusers in the metagame, are notoriously slow. Darkrai, while fast, is also confined to the realms of Ubers. Spore + Shell Smash Smeargle is the only example that springs to mind, but then again, it's Smeargle. Ultimately, Jynx's stat boosts bring her strategy up to OU as a Mega, a strategy that has largely not been seen in the metagame as of yet.

Mega Jynx largely completes the same role that standard Jynx does, but with stats that allow it to compete with the threats of OU. Increased Speed keeps its agility relevant against the faster Pokemon of the higher tiers, while an increased, but not spectacular-for-a-Mega Special Attack ensure that it retains its role of set-up sweeper rather than wallbreaker. Physical defense remains its main weakness, especially priority. All in all, Jynx still keeps its niche as a fast sleep set-up sweeper, but now is able to do so in a new environment.
That Seaking is brilliant, but it's killing me that it doesn't get a boosting move. Work Up, I think, would be excellent.
 
That Seaking is brilliant, but it's killing me that it doesn't get a boosting move. Work Up, I think, would be excellent.

Yeah, a boosting move would be nice, but I personally think it needs the three moves I gave it more. It needs recover if it even hopes to get Multiscale up more than once, Aqua Jet to bypass its speed, and Avalanche to deal with Dragons and the like.
 
hitmonchan.gif
Mega-Hitmonchan (Hitmonchite/Hitmonite-C)
Fighting --> Fighting
Keen Eye/Iron Fist/Inner Focus --> Scrappy
(50/105/79/35/110/76) --> (50/135/99/35/125/111)


  • Attack boost --> +30
  • Speed Boost --> +35
  • Special Defence boost --> +15
  • Defence boost --> +20

New moves --> Zen Headbutt, Knock off

Was gonna do a Fighting/dark boxer but that looks like that's not happening with a new ability but then that hitmonlee happened.

Mega Hitmonchan get's the stat distributions you'd expect, sort of. While the offensive and defensive buffs go without saying, whats with the speed buff? Well, it's dex entry says it pretty much "The spirit of a pro boxer has infused this Pokémon. It throws punches that are faster than a bullet train." It's practical and flavourful, Hitmonchan is damn well fast, he needs to be to weave in and out of hits. let his mega show it. With the same speed buff as hitmonlee, it reaches a lovely speed tier to make it a fast and powerful threat. Defences are eschewed in the idea of making Hitmonchan a Fast hitter with decent bulk.

The new moves are simple enough. It's got hands, so it can knock things out of yours. Zen head butt is a throwback to the boxers who headbutt their opponents. Knock off also gives some more utility to Hitmonchan beyond rapid spin (And nice coverage) The ability wasn't too hard to figure out. Hitmonchan is a Fighter, and er, they get a bit scrappy over everything. (Argumentative if you will.)
It also gives hitmonchan a chance to do two things, become the best rapid spinner in OU and provide himself as offensive check to aegislash.

Example set:

Mega-Hitmonchan @ Scrappy
Hitmonchite
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- High Jump Kick/Drain Punch
- Rapid Spin
- Knock Off
- Ice Punch
 
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