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

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Mega Omastar:
omastar.gif

Concept - Omastar receives awesomisation enhancements and loses it's shell.
Water / Rock -----> Water
Swift Swim / Shell Armor / Weak Armor -----> Shell Smash
- Upon obtaining this ability, the pokemon will gain a 'Shell Smash boost', but lose their ability to use the move 'Shell Smash'. (Ideas for a name?)
70/60/125/115/70/55 -----> 70/100/105/165/70/95
New Moves -----> Rapid Spin, Power Gem, Focus Blast.

Ok so this is an interesting concept. Upon mega evolving Omastar becomes an extremely powerful Special Shell Smasher, but if it switches it loses that boost for the rest of the game. This will make Omastar a very strategic pokemon as you will have to decide when it is best to mega evolve it. Because of this I buffed his original form as much as I could by giving it stronger utility in Rapid Spin and a secondary STAB in Power Gem. Regular Omastar can also use his superior defense to set up hazards for the team, or Shell Smash boosts for himself. He can obtain 2 Shell Smashes really easily if given a turn to set up before mega evolving.
Once Mega Evolved this thing wants to be able to hit as much as it can so that it isn't walled and forced to switch, hence the additional coverage in Power Gem and Focus Blast. I also removed the Rock typing along with it's shell in order to remove those crippling weaknesses that come with Rock typing. This again helps Omastar in maintaining his Shell Smash boosts as only Grass and Electric type hit him super effectively. It is also worth noting that Omastar now has enough physical attack to run Stone Edge over Power Gem if that's what you want, and that he has great SpA, so isn't just dead weight if you loose your boosts. This Mega Omastar would be an epic late game sweeper.
(Oh and I took away 20 Def because he lost his shell).

Mega Snorlax:
snorlax.gif

Normal -----> Normal
Immunity / Thick Fat / Gluttony -----> Rebound
- When the holder of this ability is hit by a physical move, the user of the move takes 1/3 of the damage dealt as Rebound Damage.
160/110/65/65/110/30 -----> 160/135/85/80/135/45
New Moves -----> Slack Off (I had to, I just had to).

This concept Isa Simple, Snorlax is now even more specially bulky, and his defense has been buffed up to rather respectable levels. To back up his buffed defenses Snorlax also has reliable recovery and a neat ability that punishes pokemon that wish to hit Snorlax on his weaker defense. He also has a nice 135 Atk stat to slap bitches across the face with. His normal typing gives him only one weakness and an immunity. Which is nice :)
 
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Oooookay. Here's my Mega Snorlax Submission! I may work on the others later



Mega Snorlax
Normal -> Normal
Immunity/Thick Fat/(Gluttony) -> Heavy Sleeper (Raises Defense and Special Defense by 50% when sleeping and makes sleeping last double time)
160/110/65/65/110/30 -> 160/130/105/85/130/30
New Moves: none

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

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

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

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

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

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

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

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

Of course, to circumvent the 4MSS by one, you can just drop Sleep Talk, but then you become set-up bait. I don't know how many people like being set-up bait, but that's not a great thing to be.
 
Flareon
Type: Fire -> Fire
Ability: Flash Fire/Guts -> Reckless
Stats: 65/130/60/95/110/65 -> 65/180 (+50)/100 (+40)/105 (+10)/120 (+10)/55 (-10)
New Moves: Swords Dance and Wild Charge

If you want a wall breaker, then look no further. Mega flareon is designed to come out and kill any wall. With reckless, your flare blitz will hit like a truck... on fire... And since it now has swords dance, if you manage to find an opening, you can destroy pretty much any and every wall there is. Wild charge is also a pretty good option to beat those pesky water types. However, besides breaking walls, it doesn't do very good. It's low speed along with average defenses and a terrible defensive typing make it fall over dead at the sight of a sweeper. And since most walls have great hp, you will be taking a lot of recoil. Even then, if your team is having trouble with pokemon like mega venisaur, skarmory, or clefable, flareon would be perfect for the job.


Omastar
Type: Water/Rock -> Water/Rock
Ability: Shell Armor/Swift Swim/Weak Armor -> No Guard
Stats: 70/60/125/115/70/55 -> 70/90 (+30)/125/130 (+15)/100 (+30)/80 (+25)

Ruby and Sapphire pokedex entry: "OMASTAR uses its tentacles to capture its prey. It is believed to have become extinct because its shell grew too large and heavy, causing its movements to become too slow and ponderous."
The concept around this mega is that it's shell gets much smaller, allowing it to swim faster and, since it no longer has a shell to guard it, I gave it no guard, which makes all moves hit, whether it's from the user or the opponent. Omastar's gimmick has been a special shell smasher since black and white. However, he has never really made it that far. I plan to change that. I gave omastar more special attack and speed to make it really shine when it gets a boost up. I also gave it quite a bit more special defense so that it can actually take a hit. The points in attack were basically throw away points, because it shouldn't be going for any attack sets. Bot omastar really stands out from the rest of the shell smashers with no guard. No guard allows it to fire off blizzards and hydro pumps without fail. However, you are going to find it difficult to set up on many pokemon and take any priority moves. But when you take the priority users out you can easily use omastar as the perfect late-game sweeper.


Snorlax
Type: Normal -> Normal
Ability: Immunity/Thick Fat/Gluttony -> Power Nap (At the end of every turn this pokemon is asleep it regains 12.5% of it's health.)
Stats: 160/110/65/65/110/30 -> 160/150 (+40)/85 (+20)/95 (+30)/120 (+10)/30

Mega snorlax aims to do what every snorlax wants to do. Sleep, sleep, and sleep some more. With it's new ability, power nap, snorlax will regain 1/8 of it's health each turn while asleep. This makes him perfect for a restalk set because he can usually take some hits even while he isn't boosted. He can also just run a normal curselax set with rest, but that isn't recommended, as the opponent can easily switch out to something that will ohko or 2hko snorlax. However, you don't even need to use rest at all to activate this ability. If you predict that the opponent will try to put you to sleep, you can switch into snorlax and just sit there regaining health.


Articuno
Type: Ice/Flying -> Ice/Flying
Ability: Pressure/Snow Cloak -> Gale Wings
Stats: 90/85/100/95/125/85 -> 90/85/130 (+30)/135 (+40)/145 (+20)/95 (+10)

This is an interesting case of an offensive ability being used for defensive purposes. Gale wings allows articuno to use priority roost and defog along with hurricane. Roost is probably the most useful one because it prevents faster pokemon to deal a final blow before articuno gets to recover it's hp, and it will instead always go first (unless the opponent also uses priority) and heal up half of your hp. It's net very helpful having priority defog, but I guess it allows it to get hazards out of the way before you're taunted. Hurricane is also very useful because it allows it to become a good revenge killer, albeit an inaccurate one. The stat buffs are fairly obvious. I gave it some extra defense and special defense for the needed bulk and some extra special attack because it needs it in order to do anything with hurricane. I also didn't give it much of a speed boost speed because gale wings takes care of that.
 
Again, these are not the best, but still:
Omastar:
Water/Rock
Ability: Swift Swim/Shell Armor/Weak Armor > Shell Guard
(Shell Guard is a Fur Coat clone, though renamed for flavor purposes)
70/60/125/115/70/55 > 70/70 (+10)/124/130(15+)/90(+30)/100 (+45)
New Moves: Power Gem, Rapid Spin, Toxic Spikes

Omastar I made to be like an offensive support Pokemon. It can set-up hazards and deal for decent damage, though it can still Shell Smash to success. Rapid and Power Gem cuz why the fuck not, and Toxic Spikes is only for it's hazard capabilities.

Flareon:
Fire
Ability: Flash Fire/Guts > Steady Pace (Ignores Priority moves speed advantage; A Pokemon with the move Sucker Punch with lower base speed than Mega-Flare will move second)
New Moves: Wild Charge, Close Combat, Rock Slide
Stats: 65/130/60/95/110/65 > 65/145 (+15)/100 (+40)/95/110/110 (+45)

My Mega Flare is meant to beat priority users. How do I do this? Aside from increasing it's physical bulk, I gave it an ability to ignore the speed given by priority moves. And to help combat Gale Wings users, I gave it Rock Slide (And Wild Charge that's was originally meant for Water-type combat LOL) and Close Combat is meant for it to be a lot of Sucker Punch users. (Others are handled fine by STAB)

Articuno:
Ice/Flying
Ability: Pressure/Ice Body > Mountaineer (This makes sense when the design comes, which is when it'll go back to my brain)
New Moves: Aeroblast, Calm Mind
Stats: Stats: 90/85/100/95/125/85 -> 90/105 (+20)/100/145(+50)/125/115 (+30)

To combat Arti's SR weakness, I gave it Mountaineer (Which ironically I believe was given to a CAP weak to SR). While this may seem OP, I avoided increasing it's bulk, and making it a bit of an attacker. I gave it Aeroblast the differentiate itself the same way Sacred Fire Entei did to you know, Entei. Calm Mind can be easy to set-up due to the no longer easily prayed Rock-types weakness, though watch out for Fire-types. (Flash Fire Pokemon make great partners to Mega-Cuno, BTW) Not much else to say here.

(Mega Snorlax would be a bit too complicated for me to think properly about, sorry)
 
Dang it arkaido, I was practically writing my gale wings articuno. So I guess I'll do something different, even though it probably won't win:

Mega Articuno
Ability: Serene Grace (lol)
Typing: Ice-Flying
Stats
HP: 90 -> 90
Att: 85 -> 85
Def: 100 -> 110
SpA: 95 -> 135
SpD: 125 -> 135
Spd: 85 -> 125
Movepool + Air slash, + Freeze Shock, + Cold Flare (lol articuno what a beast stealing signature moves)

Articuno sure looks like a GRACEFUL pokemon, doesn't it? Well I think it does. And I love making otherwise stupid pokemon even more stupid. Everyone here loves freeze, am i right? So we'll all love Articuno with a 20% freeze chance, a 20% possibility to raise stats with ancient power, and a 60% chance to flinch with air slash. Because let's face it, with that typing, you aren't ever going to do anything defensively. Might as well make it as fun as possible.

Mega Snorlax
Ability: Bulletproof
Typing: Normal
Stats
HP: 160 -> 160
Att: 110 -> 160
Def: 65 -> 105
SpA: 65 -> 65
SpD: 110 -> 130
Spd: 30 -> 20
Movepool: None

Someone try to shoot a bullet at snorlax, I'd like to see what happens. It's true that it will likely bounce off snorlax's fat stomach. Thus I gave it bulletproof, which protects it from focus blast and aura sphere, not like they'll be doing much damage anyways to its 160/105/130 bulk. oh god curselax

Mega Omastar
Ability: Strong Jaw
Typing: Water-Rock
Stats
HP:70 -> 70
Att: 60 -> 110
Def: 125 -> 135
SpA: 115 -> 125
SpD: 70 -> 90
spd: 55 -> 65
Movepool + Glare, + Ice Fang, + Crunch

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

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

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

If it's teeth can crack a shell that repels any kind of attack, then omastar deserves strong jaw. And if its jaws are so strong, then why is its attack stat only 60? Game Freak, why are you so derpy? Glare, ice fang, and crunch are self-explanatory, whereas the stat distribution allows it to hit more things with strong jaw.

Mega Flareon
Ability: Flareate (fire type version of pixilate)
Typing: Fire
Stats
65 HP -> 65 HP
130 Att -> 160 Att
60 Def -> 70 Def
95 SpA -> 105 SpA
110 spD -> 120 spD
65 spd -> 105 spd
Movepool + Swords Dance

So yeah, flareate fits flareon perfectly, and while I was making this, I noticed how similar it was to mega pinsir. So basically this ended up becoming a fire type mega pinsir. Complete with frustration and quick attack, although it lacks coverage.
The basis around these suggestions were that Game Freak makes mega evolutions not for competitive purposes, but to make the games more fun for the fans. Let's face it, chansey absolutely sucked in the games, but is good in competitive. So if you can't imagine what these would be like in competitive, imagine what it would be like in the games.
 
Here's my submissions.
Flareon (Flareonite)
Type: Fire -> Fire
Abilities: Flash Fire (Guts) -> Reckless
New Moves: Head Smash, Jump Kick, Wild Charge

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

Flareon is tired of being called useless and is ready to charge right into battle so it can prove everyone wrong. A good speed and Attack along with powerful Reckless-boosted moves allows it to function as a fearsome wallbreaker while some more defense allows it to not crumble at the slightest touch. It might go down quick but at least it can do some damage first.




(Omastarite)
Type: Water/Rock -> Water/Rock
Abilities: Swift Swim, Shell Armor (Weak Armor) -> Regenerator
New Moves: Sludge Wave, Spiky Shield

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

An even more capable Shell Smash sweeper, but with the stats to also play as a tank. Higher Speed is good, higher Special Attack is good, Sludge Wave doesn't do much but it kinda fits and gives it a better chance against Fairies.
Omastar supposedly went extinct because it's Shell was too large and heavy, so Mega Omastar represents the faster and more agile Omastar that thrived in prehistoric waters.
On the flip side, raised Defense and Special Defense accentuates its access to most of the entry hazards and Knock Off, making defensive sets a lot more usable. Spiky Shield is basically protect but it also makes users of contact moves like Zard X and Talonflame take damage.
Regenerator is a nice ability for Omastar, as both its offensive and defensive sets still have major weaknesses (Grass types espescially Mega Saur), so it shouldn't mind switching out too much.



Snorlax (Snorlaxite)
Type: Normal -> Normal
Abilities: Immunity, Thick Fat (Gluttony) -> Sleepwalker (This Pokemon can use any attack move [i.e. no status moves] while asleep. However, as it is still asleep, its attacks will only do 75% of their usual damage)
New Moves: Play Rough

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

Snorlax is almost always sleeping and only wakes up to eat. I'm convinced this lazy thing would eventually just get so used to doing nothing that it starts to go about its day while asleep.
The ability aims to make Rest a viable form or recovery because it's just so Snorlax. More so than Slack Off, Snorlax doesn't ever really slack off between sleeping and eating.
Stats are a relatively predictable enhancement of Snorlax and its usual role as a tank.



Articuno (Articunite)
Type: Ice/Flying -> Ice/Flying
Abilities: Pressure (Snow Cloak) -> Serene Grace
New Moves: Air Slash, Earth Power, Freeze Shock

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

Hey, if Entei could get Sacred Fire, why can't Articuno get Freeze Shock? It's great because it's a paralysis move with no immunities, unlike T-wave or Body Slam. If you see it charging up, you're going to have to switch to an electric type or get paralyzed... and most Electric types don't have great defenses. Earth Power for some non-crap coverage. Articuno is more than graceful enough for Serene Grace, and it gets all the STAB it needs to abuse it; 20% Freeze on a lot, 60% Flinch Air Slash, 60% Paralysis Freeze Shock.

What do you think?
 
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Flareon
Fire --> Fire
Flash Fire/Guts --> Serene Grace
65/130/60/95/110/65 --> 65/165/80/120/120/75
New Moves: Sludge Bomb, Blaze Kick, Crunch
Serene Grace Lave Plume and Sludge Bomb? Yes please! This Mega Flareon can function as a good bulky offensive Pokemon that can easily induce status on the opposing Pokemon. Crunch will have a 40% chance to lower defense and Iron Tail (if you decide to use it) can grant you a 60% chance to lower the opponent's defense. Blaze Kick grants you a moderately strong STAB move with no recoil and the other two moves widen its movepool and use Serene Grace. Mega Flareon's not hitting harder than Life Orb Flareon, but nobody uses Life Orb Flareon as far as I know, so who cares?
Omastar --> Helix
Rock/Water --> Rock/Water
Swift Swim/Shell Armor/Weak Armor --> Analytic
70/60/125/115/70/55 --> 70/80/155/145/100/45
Yes, another Analytic entry. But Helix is special! Helix helped Red all along his journey, giving him guidance and analyzing the situation. Analytic gives Helix a different role from Omastar rather than just being an ordinary Shell Smasher. The lowered speed reflects that while still being good enough to Shell Smash (see Agility Ampharos). Omastar has a lot more bulk to either set up or just be a tank.
Articuno
Ice/Flying --> Ice/Flying
Pressure/Snow Cloak --> Snow Warning
90/85/100/95/125/85 --> 90/105/120/135/145/95
New Moves: Water Pulse is a level-up move, +Aeroblast, +Shadow Ball
Articuno really deserves Snow Warning. It has been NU since Gen 4 with a horrible defensive typing including a 4x weakness to Stealth Rock, so it really needs a huge buff with its Mega Evolution. With Snow Warning and better stats all around, it has a 100% accurate Blizzards and cripples most other Pokemon around it with hail damage. Shadow Ball and Water Pulse are there for coverage (Water Pulse great coverage with Freeze-Dry and other Ice moves and is as strong as Hidden Power just in case anyone is baffled about that) while Aeroblast is given to Articuno from its guardian Lugia and gives it a strong Flying move to use under Hail since Hurricane would only be 50% accurate I think.
 
Flareon (Flareonite)
Type- Fire --> Fire
Ability- Flash Fire (Guts) --> Fur Coat
Stats- 65/130/60/95/110/65 --> 65/150/85/100/135/90 (+20 Atk, +25 Def, +5 SpA, +25 SpD, +25 Spe)
New moves- +Sacred Fire, +Wild Charge

Flareon becomes quite possibly the best tank I've seen in a while. Fur Coat gives Flareon the equivalent of 170 Defense, with a massive 150 Attack and passable 100 SpA to give it some great offensive presence. Wild Charge gives Flareon something to deal with Water types, while Sacred Fire gives Flareon a powerful STAB with no recoil (NOT an exclusive move, and it's closely related to Entei.) Trust me, I'm the Flareon Guy. :D
 
Hmmm... Do I even get voted for? No seriously. One day, someone will vote for a spin or spike setting ability... and Omastar is a good fit for one of those abilities though Jolteon, having Volt Switch would've had better momentum.


Omastar
Type: Water/Rock -> Water/Rock
Ability: Shell Armor/Swift Swim/Weak Armor -> Spike Shed (Drops a layer of spikes when brought into battle)
Stats: 70/60/125/115/70/55 >>> 70/65/150/155/90/65
New Moves: Heal Order, Volt Switch

Concept: Omastar does not change from a setup sweeper. It sacrifices Swift Swim, but Shell Smashing give speed anyway, so... just smash twice? In any case, the fact that you get free spikes with every switch in means hazard roles are easier to fill with other mons. Do I need to sell how useful a niche this is? Will two times trying to get an auto spiker be the charm?
 
Mega Snorlax
Typing: Normal ----> Normal
Abilities: Immunity/Thick Fat/Gluttony ----> Dreamwalker (wielder can use moves as usual when asleep)
BST: 160/110/65/65/110/30 ----> 160/135/120/80/135/20
New Moves: Play Rough

Nothing new, except for the obvious ability and Play Rough which imo fits Snorlax.
 
Omastar is quite fun to do, especially cause everyone wants to make it a SS sweeper

omastar.gif

Omastar
Type: Water / Rock ---> Water / Rock
Ability: Shell Armor/Swift Swim/Weak Armor -> Solid Rock
BST: 70/60/125/115/70/55 ---> 70/70(+10)/175(+50)/165(+50)/90(+20)/25(-30)
New Moves: Slack Off, Thunder Wave, Power Gem

Flavorfully this Omastar's Helix grows way larger showing what Omastar's looked like before they went extinct. The goal of this Omastar is to ignore shell smash sweeping which I personally never liked (Shell Smash is a ridiculously OP move) and instead become and incredibly bulky pivot. Water / Rock is not the best defensive typing but it has merit in the current metagame beating most flying spam in the metagame and Solid Rock offsets the weakness of rock typing. Slack Off lets Omastar fulfill the role of bulky wall with reliable recovery. Omastar has good dual stabs which absolutely hurt coming off a really high 165 special attack so it can still remain threatening even when uninvested. Bulky Omastar can fulfill so many roles for a team, SR setter, Rapid Spinner, Special Wallbreaker, Physical Wall, Scald and status spreader, its the ultimate utility pokemon.
 
250px-143Snorlax.png

Mega Snorlax
Typing: Normal >>> Normal
Abilities: Immunity/Thick Fat/Gluttony >>> Roadblock
Stats: 160/110/65/65/110/30 ----> 160/140(+30)/85(+20)/85(+20)/140(+30)/30
New Moves: None

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


Ladies and gentlemen, I present to you a monster.


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

tumblr_m7ebcy6Unu1rt091s.png


or this:

snorlax-ow.png


or this:

snorlax1.png


or, most recently, this:

snorlax-on-route-7.png



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

Which brings me to explain his Mega.

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


Anyway, I must say, of all the mega submissions I've brought to the table, THIS is the one I'm most proud of. It's unique, immensely flavorful, and is a truly solidly built mon in every aspect. Last two rounds, I gave the meta two new gifts to stall. Now, I bring one of stall's greatest threats. While keeping the meta balanced is important, it is equally important to keep it fun, challenging, and interesting. And Mega Snorlax, I firmly believe, brings out the best of all three.​
 
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250px-143Snorlax.png

Mega Snorlax
Typing: Normal >>> Normal
Abilities: Immunity/Thick Fat/Gluttony >>> Roadblock
Stats: 160/110/65/65/110/30 ----> 160/140(+30)/85(+20)/85(+20)/140(+30)/30
New Moves: None

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


Ladies and gentlemen, I present to you a monster.


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

tumblr_m7ebcy6Unu1rt091s.png


or this:

snorlax-ow.png


or this:

snorlax1.png


or, most recently, this:

snorlax-on-route-7.png



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

Which brings me to explain his Mega.

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


Anyway, I must say, of all the mega submissions I've brought to the table, THIS is the one I'm most proud of. It's unique, immensely flavorful, and is a truly solidly built mon in every aspect. Last two rounds, I gave the meta two new gifts to stall. Now, I bring one of stall's greatest threats. While keeping the meta balanced is important, it is equally important to keep it fun, challenging, and interesting. And Mega Snorlax, I firmly believe, brings out the best of all three.​

As flavorful as the ability is, a rest/curse set would truly be unstoppable for many stall teams, and I don't think they need to have yet another thing like this to worry about. Even though Shadow Tag>"Roadblock"/Arena Trap, Snorlax is much better than Gothitelle and can even hold it's own against a few offensive threats (Thundurus, Geninja). Honestly, I think we should give out trapping abilities very carefully, and not often, as they have the potential to hurt entire playstyles, and take some skill out of the game.
 
As flavorful as the ability is, a rest/curse set would truly be unstoppable for many stall teams, and I don't think they need to have yet another thing like this to worry about. Even though Shadow Tag>"Roadblock"/Arena Trap, Snorlax is much better than Gothitelle and can even hold it's own against a few offensive threats. Honestly, I think we should give out trapping abilities very carefully, and not often, as they take some skill out of the game.
I fought Peef Rimgar with a set exactly as that, Taunt totally shuts it down. And since literally all Taunt users are faster than Snorlax, I only took out 2 pokemon with Lax before losing him.
 
As flavorful as the ability is, a rest/curse set would truly be unstoppable for many stall teams, and I don't think they need to have yet another thing like this to worry about. Even though Shadow Tag>"Roadblock"/Arena Trap, Snorlax is much better than Gothitelle and can even hold it's own against a few offensive threats. Honestly, I think we should give out trapping abilities very carefully, and not often, as they have the potential to hurt entire playstyles, and take some skill out of the game.
Honestly, the RestCurse set did fuck all against a stall team I tested it against. It eliminated a few checks and counters, which every good trapper does, but it didn't outright sweep me
 
Yeah, but it gets to chose which mon it comes in (go into a mon without taunt), and a lot of defensive teams (and even offensive teams) are going to have a problem with a Snorlax that has just taken out something like Chansey, that also happens to be at +6 Atk/ +6 Def

I just don't think we actually need good trappers, I like the game a lot better with mediocre trappers.
 
Yeah, but it gets to chose which mon it comes in (go into a mon without taunt), and a lot of defensive teams (and even offensive teams) are going to have a problem with a Snorlax that has just taken out something like Chansey, that also happens to be at +6 Atk/ +6 Def
Even at +6 it doesn't OHKO Skarmory, who can just whirlwind back or OHKO with Counter.
 
Yeah, but it gets to chose which mon it comes in (go into a mon without taunt), and a lot of defensive teams (and even offensive teams) are going to have a problem with a Snorlax that has just taken out something like Chansey, that also happens to be at +6 Atk/ +6 Def
It came in on a Chansey, set up, killed chansey, got taunted and died to Skarm
 
Not all stall teams carry Skarmory, and it can still take out pretty much whatever it wants.

Also, how well do even offensive teams fare against a +6/+6 Snorlax that's just taken out something like Greninja?

Edit: Not thundurus, thundurus is flying
 
Not all stall teams carry Skarmory, and it can still take out pretty much whatever it wants.

Also, how well do even offensive teams fare against a +6/+6 Snorlax that's just taken out something like Greninja or Thundurus?
You really think Snorlax can get to +6 against an offensive team?

Snorlax would be a force to be reckoned with, but the meta would quickly adapt, like it did with Mega Pinsir, Zard X, and Mega Venusaur. Birdspam would stay fairly common, VolTurn would increase, Taunt would become more common, Shed Shell usage would increase, Skarmory would be the standard on stall. Nothing truly game-changing in a large sense, not like Mega Gengar was. Everything about Snorlax is manageable in one way or another, and it doesn't require some obscure check or counter either.
 
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Not all stall teams carry Skarmory, and it can still take out pretty much whatever it wants.

Also, how well do even offensive teams fare against a +6/+6 Snorlax that's just taken out something like Greninja?

Edit: Not thundurus, thundurus is flying
Stuff like Gengar and really any ghost tbh can absolutely nut on it since it wants RestTalk Curse and Return
 
Once it traps something like Geninja for example, yes as long as you invest in special bulk.



You can potentially run earthquake over sleep talk, since it get to chose what it sets up on anyways.
EQ still can't touch Gengar

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