• 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.
Because you sound so enthusiastic and put up some really nice sets I'll reign in my usual sarcasm.

We work off of a slate of Pokemon where everyone puts up submissions for those Pokemon and then we vote to pick our favourites. There's usually only four at a time. There's a schedule on the first post, and there's also a post in the thread each time a new slate starts. It works as two day period. Day 1 is discussion and voting. We discuss the slate which has just been presented and vote upon the slate that was submitted the day before. Which brings us to day 2, submissions. This is when you submit your Mega-Evolutions for Pokemon which are in the current slate.

It's a pretty simple rinse and repeat process.

If you wish to participate, we're in the submitting phase for: Infernape, Rampardos, Wormadam-Plant Cloak and Wormadam-Sand Cloak.

Most questions can be answered in the first post.

Best of luck with your submissions!
Oh ._. Really sorry about that :c
 
250px-392Infernape.png

Mega Infernape
Typing: Fire/Fighting >>> Fire/Fighting
Abilities: Blaze/Iron Fist >>> Technician
Stats: 76/104/71/104/71/108 >>> 76/134(+30)/81(+10)/134(+30)/81(+10)/128(+20)
New Moves: +Dual Chop, + Work Up


All hail the monkey king, praise be.


Infernape was once THE mixed sweeper of choice. With decent offenses and a great ability in Iron Fist, Infernape was the go-to mon for those wishing to demolish SkarmBliss, and with his great base 108 speed, once he got going, there wasn't much that could stop him.

Sadly, however, his glory days are over. His offenses have gone from good to shit by this generations standards, and he's now known for being brutally outclassed by Keldeo. And as both a fan of Journey to the West and a hater of Keldeo, I aim to change that.


Now, normally I'd go into a spiel about how he matches up to other pokemon, what his new niche is, how he will play out in the new meta, blah blah blah, but this time, I want to dive straight into what I consider to be the most tantalizing part about Mega Infernape, which is:


Technician


Most of you I'm sure are well aware of what Technician does, but just to reiterate, Technician raises the strength of moves with 60 Base Power and below by a factor of 1.5x. The reason I'm excited about this is that Infernape has one of the best movepools for Technician abuse that I've ever seen, of which his usable moves include:


Mach Punch
Flame Wheel
Hidden Power
Rock Tomb
Aerial Ace
Bulldoze
Flame Charge
Incinerate
Power-Up Punch
Fake Out
Double Kick
+Dual Chop


Mach Punch now becomes a base-90 priority move when factoring STAB. Flame Wheel becomes a base 135 powered move, which, while weaker than the 180 BP of Flare Blitz, is recoiless, and could easily warrant a moveslot. Hidden Power is now base 90 for all HP variants excluding HP Fire, which is excellent. Aerial Ace is now a base 90 Flying-type no-miss coverage move, which is always tantalizing. Bulldoze and Rock Tomb, both base 90 now, provide superb coverage, and have an outstanding secondary effect in lowering the opponent's speed. Or, if you prefer a more offensive route, Flame Charge is now a base 112.5 move factoring STAB, and essentially provides a free Speed Boost per use. Incinerate is not particularly useful I'm afraid, and there are better boosting options than Power-Up Punch, but Fake Out is a common move on Infernape, and gets a slight boost. Double Kick is now quite powerful, providing a base 67.5 strength attack per hit, totalling a cool 135 base attack with no side effects. Dual Chop is now a base 120 Dragon-type coverage move, and is essentially Outrage with no locking nor side effects.

So, clearly, Technician is the main selling point here. But what else does Mega Monkey bring to the table?

For starters, a blazing fast speed. At a cool 128, Infernape outspeeds Greninja, Alakazam, and pretty much every relevant unscarved threat not named Deo-S, Mega Manectric, or Talonflame. In addition, Infernape packs a solid base 134 in both offensive stats, and while he doesn't actually hit as hard as his base form with LO, I have remedied this by giving him Work Up, the #1 setup move for a mixed sweeper to have, and after one turn of set up, Infernape is not a threat to be taken lightly.

Now, all of this would, on paper, make Infernape a top-tier threat, but sadly, this is not the case. The existence of Talonflame greatly hinders his effectiveness, and mixed sweepers/revenge killers such as Greninja offer him some stiff competition in the fact that they don't take up the precious Mega slot. Azumarill, one of the most popular pokemon in OU at the moment, also walls all non-Thunder Punch carrying variants, and threaten a kill with its mighty Aqua Jet. Do not be detered by this, however, as given proper support, Infernape could be one thing your team needs that none other can provide.



Fans of Infernape, rejoice, as he now has what he needs to secure a solid place in OU, and more importantly, one on your team.



I could provide damage calcs, and I might later if asked for them. But this time, I feel as though a list of numbers isn't what will be Infernape's main appeal, and whatever I feel like I have to offer here, I believe I already have.

Edit: Jaguar360 brought to my attention that I am a complete schmuck and forgot to check the Gen V learnset, and Infernape already learns Work Up and Dual Chop. I am on my phone and cannot slash through the errors, so I'm mentioning it here. Whoops.​
 
Last edited:
395.png


Mega Infernape
Fire / Fighting ----> Fire / Fighting
Blaze / Iron Fist ----> Bounce Back, Attack and Special Attack are raised by 1 stage when a stat is lowered. Basically the baby of Defiant and Competitive.
76 / 104 / 71 / 104 / 71 / 108 (534) ----> 76 / 134 (+30) / 81 (+10) / 134 (+30) / 81 (+10) / 128 (+20) (634)
New Moves: None

Mega Infernape plays the interesting role of a mixed attacker that also acts as anti-Defog support. With both of his offenses increasing after a stat is lowered, he becomes a fairly unpredictable mixed sweeper, though even when you do predict a move, it's going to hurt at +1. Gaining a ridiculous boost in Speed will allow him to easily sweep unprepared teams, and his defenses were raised a smidgeon to take his minutely better, and also to avoid making Mega Infernape too powerful. He already has amazing coverage options, so adding anything else would be a bit much.
 
250px-392Infernape.png

Mega Infernape
Typing: Fire/Fighting >>> Fire/Fighting
Abilities: Blaze/Iron Fist >>> Technician
Stats: 76/104/71/104/71/108 >>> 76/134(+30)/81(+10)/134(+30)/81(+10)/128(+20)
New Moves: +Dual Chop, + Work Up


All hail the monkey king, praise be.


Infernape was once THE mixed sweeper of choice. With decent offenses and a great ability in Iron Fist, Infernape was the go-to mon for those wishing to demolish SkarmBliss, and with his great base 108 speed, once he got going, there wasn't much that could stop him.

Sadly, however, his glory days are over. His offenses have gone from good to shit by this generations standards, and he's now known for being brutally outclassed by Keldeo. And as both a fan of Journey to the West and a hater of Keldeo, I aim to change that.


Now, normally I'd go into a spiel about how he matches up to other pokemon, what his new niche is, how he will play out in the new meta, blah blah blah, but this time, I want to dive straight into what I consider to be the most tantalizing part about Mega Infernape, which is:


Technician

Most of you I'm sure are well aware of what Technician does, but just to reiterate, Technician raises the strength of moves with 60 Base Power and below by a factor of 1.5x. The reason I'm excited about this is that Infernape has one of the best movepools for Technician abuse that I've ever seen, of which his usable moves include:


Mach Punch
Flame Wheel
Hidden Power
Rock Tomb
Aerial Ace
Bulldoze
Flame Charge
Incinerate
Power-Up Punch
Fake Out
Double Kick
+Dual Chop


Mach Punch now becomes a base-90 priority move when factoring STAB. Flame Wheel becomes a base 135 powered move, which, while weaker than the 180 BP of Flare Blitz, is recoiless, and could easily warrant a moveslot. Hidden Power is now base 90 for all HP variants excluding HP Fire, which is excellent. Aerial Ace is now a base 90 Flying-type no-miss coverage move, which is always tantalizing. Bulldoze and Rock Tomb, both base 90 now, provide superb coverage, and have an outstanding secondary effect in lowering the opponent's speed. Or, if you prefer a more offensive route, Flame Charge is now a base 112.5 move factoring STAB, and essentially provides a free Speed Boost per use. Incinerate is not particularly useful I'm afraid, and there are better boosting options than Power-Up Punch, but Fake Out is a common move on Infernape, and gets a slight boost. Double Kick is now quite powerful, providing a base 67.5 strength attack per hit, totalling a cool 135 base attack with no side effects. Dual Chop is now a base 120 Dragon-type coverage move, and is essentially Outrage with no locking nor side effects.

So, clearly, Technician is the main selling point here. But what else does Mega Monkey bring to the table?

For starters, a blazing fast speed. At a cool 128, Infernape outspeeds Greninja, Alakazam, and pretty much every relevant unscarved threat not named Deo-S, Mega Manectric, or Talonflame. In addition, Infernape packs a solid base 134 in both offensive stats, and while he doesn't actually hit as hard as his base form with LO, I have remedied this by giving him Work Up, the #1 setup move for a mixed sweeper to have, and after one turn of set up, Infernape is not a threat to be taken lightly.

Now, all of this would, on paper, make Infernape a top-tier threat, but sadly, this is not the case. The existence of Talonflame greatly hinders his effectiveness, and mixed sweepers/revenge killers such as Greninja offer him some stiff competition in the fact that they don't take up the precious Mega slot. Azumarill, one of the most popular pokemon in OU at the moment, also walls all non-Thunder Punch carrying variants, and threaten a kill with its mighty Aqua Jet. Do not be detered by this, however, as given proper support, Infernape could be one thing your team needs that none other can provide.


Fans of Infernape, rejoice, as he now has what he needs to secure a solid place in OU, and more importantly, one on your team.



I could provide damage calcs, and I might later if asked for them. But this time, I feel as though a list of numbers isn't what will be Infernape's main appeal, and whatever I feel like I have to offer here, I believe I already have.
Great set! Just know that it already gets these two moves via move tutor in BW2 and has no compatibility issues with them.
 
Current Slate
infernape.gif

Mega-Infernape
Type - Fire/Fighting
Ability - Quick Feet
Stats - 76/145/82/114/82/135 - BST: 634
New moves - Bullet Punch, Sucker Punch

Play style
With most of Infernape's Pokedex entries focused around its speed, a speed related ability stood out as an obvious choice. To avoid the pitfall that is Blaziken, Speed Boost wasn't really a consideration. Quick Feet was the remaining stand out, boosting Infernape's already impressive speed to unstoppable levels. Once statused, Infernape becomes the ultimate revenge killer. With high base attack, a diverse movepool and oodles of priority, most foes will have to take at least one hit. Bullet Punch and Sucker Punch are new additions to Infernape's movepool. Along with Mach Punch they form a very strong priority set. While Infernape does outspeed most of the competition, it is quite frail on both sides; other priority users can remove it quickly.

Mega-Infernape is an excellent answer to fast fragile threats. Other scarfers will rue coming across this foe, with 607.5 speed when fully invested with a speed positive nature. U-turn gives it an avenue of retreat while dealing heavy damage, all while gaining momentum. Toxic Spikes users must beware or else allow Infernape to reach its full potential.

Mega-Infernape falls quickly with its low defences. Physically bulky Pokemon will force the switch each time. Limited switch in opportunities keep Infernape primarily as a revenge killer/late game sweeper, so it won't be able to get stuck into foes as often as you may like. With immunity to burns, statuses are not as easy to come by, until Infernape is statused you must be cautious of potential fast scarfers.
Mega Infernape
Fire / Fighting ---> Fire / Fighting
Blaze / Iron Fists ---> Super Luck
76/104/71/104/71/108 ---> 76/124/91/124/91/128
New Moves: Superpower

Stats spread is 20 all round to keep Infernape's speed and mixed offenses in top shape while giving him just enough bulk on either side to be able to abuse Slack Off. Super Luck and Superpower a based partly off of a niche. With access to focus energy, Infernape gets 100% crit chance after just one boost with Super Luck. So because of Infernape's great dual STAB and mixed offenses, it can spam Overheat and Superpower with very little drawbacks, as critting ignores the offense drops. Kinda like Kindras niche. Also very handy against foes who boost their defenses, e.g. full Baton Pass.
Mega Infernape
Type: Same
Ability: Flurry Fist (Fighting moves gain +1 priority)
Stats: 76/140(+36)/80(+9)/140(+36)/80(+9)/118 (+10)
New Moves: Aura Sphere

Concept: There's not much to say here about the concept. Mega Ape becomes a priority fighter, and unlike Talonflame, can keep pace with ESpeed. The scariest part is knowing whether it's going phys, Spec or mixed and with both priority fight moves for some +2 priority and both +2 boost moves, there's a real threat here!

+2 252+ SpA Infernape Aura Sphere vs. 252 HP / 4 SpD Blissey: 468-552 (65.5 - 77.3%) -- guaranteed 2HKO after Leftovers recovery

Yes, if Blissey comes in, you can kill it with priority. Sadly, it's not flying, which is the best type. As such, a Flash Fire Chandelure will laugh at you unless you carry Shadow Claw which likely won't be boosted.

Still, the sheer versatility is scary on its own. You can, of course, go physical if you desire with Mach Punch, SD, CC and better coverage. You can't get burnt, so go ape!
Infernape
Type: Fire / Fighting
Ability: Technician
Stats: 76 / 104 / 71 / 104 / 71 / 108 -> 76 / 144 (+40) / 71 / 144 (+40) / 71 / 128 (+20)
Movepool: Added Air Cutter, Knock Off, Zen Headbutt

Infernape's greatest strength has always been its wide move pool and varied sets, and the additional moves as well as the new ability make it even more unpredictable. It can now run so much different coverage on both the physical and special sides. Its pokedex entries always mention how it has a varied and complex fighting style that uses all of its limbs, so I added Air Cutter (basically the same description-wise as Vacuum Wave), Knock Off and Zen Headbutt. It has a nice speed tier, and while its additional bulk isn't amazingly useful, it has a much boosted offense. Its stats were increased to essentially improve it, but I didn't change its bulk since I would have to change too many points to make it anything meaningful.

Moves boosted by technician: Mach Punch, Flame Wheel (weaker Flare blitz without recoil), Hidden Power, Rock Tomb (slightly weaker Stone Edge with better accuracy and speed decrease), Aerial Ace, Flame Charge, Incinerate (Flamethrower that destroys berries), Bulldoze, Power Up Punch, Fake Out, Air Cutter and Vacuum Wave. Its wide coverage and boosting possibilities makes its hard to choose a pokemon to switch in (but 4MSS is evil).
Infernape-Mega (Infernapate)

Fire/Fighting -----> Fire/Fighting

Blaze/Iron Fist -----> Rogue (Recoil Damage and Negative Stat drops incurred by the user's move are also replicated onto the opponent)

76/104/71/104/71/108 (534) -----> 76/134/81/134/81/128 (634)

+ Transform + Knock Off

I basically went for broke with this one, because I don't care what you say, it's a f%&#ing FIRE MONKEY. Using Mega Infernape is very easy: Use Close Combat and the opponent also loses Defense and Special Defense; Use Flare Blitz and the opponent also takes recoil; Use Overheat and the opponent also loses Special Attack. Since Infernape is based on Sun Wukong, I decided to give it Transform. It may or may not be such a good idea.
Infernape-Mega
Fire / Fighting ---> Fire / Steel
Blaze / Iron Fists ---> Brute Force
76/104/71/104/71/108 ---> 76/154/81/104/81/138
New Moves: Ice Punch, Iron Head

Infernape's now much more powerful (megas get that hind of boost) and much faster, and now brute force makes it go mixed using only one HUGE stat. fire/steel because it gains better defensive typing but it no longer gets close combat/mach ounch stab, letting the non-mega invernape still have use.
Infernape (Infernapite)
Type: Fire/Fighitng -> Fire/Fighting
Abilities: Blaze (Iron Fist) -> Natural Cure
New Moves: Storm Throw, Circle Throw

HP: 76 -> 76
Atk: 104 -> 114 (+10)
Def: 71 -> 85 (+14)
SpA: 104 -> 124 (+20)
SpD: 71 -> 105 (+34)
Spe: 108 -> 130 (+22)
BST: 534 -> 634

"It tosses its enemies around with agility. It uses all its limbs to fight in its own unique style." So now Infernape gets Storm Throw and Circle Throw. But what use could it possibly have for Circle Throw, a phazing move?

None with its current stats... hence the added bulk. It can function as a nice offensive pivot, like Mega Manectric, but with a fast WoW at its disposal. I was going to give it Regenerator but we have enough of those (including another Fighting type, Mienshao) so I went with Natural Cure. That way Paralysis isn't the end of the world.

Mega Infernape plays a very different role from Infernape, and a generally unique one with a combination of bulk and offense, being a Fire type neutral to SR and with resistances to Fire, Dark, Ice, and Steel.
Mega Infernape
Typing: Fire/Fighting ----> Fire/Fighting
Abilities: Blaze/Iron Fist ----> Reckless
BST: 76/104/71/104/71/108 ----> 76/160/80/113/74/133
New Moves: Wild Charge, High Jump Kick

Following the fact that Infernape is based on Sun Wukong, Mega Infernape gains Reckless as its ability, and both Wild Charge and High Jump Kick as coverage. With the added speed, Mega Infernape now acts as a nuke, but dies off pretty fast due to its medicore defenses.
Mega Infernape (Infernapeite)
Typing: Fire/Fighting ------> Fire/Fighting
Abilities: Blaze/Iron Fist ------> Flash Fire
Stats: 76/104/71/104/71/108 ------> 76/129/91/129/91/118
New Moves: Aura Sphere

Description

Mega-Nape has got a boost in all of its department, becoming a mixed attacker with more fire power and more bulk to offer to its trainer. Its only new move, Aura Sphere, is a good alternative to Focus Blast, being way less powerful but way more accurate at the same time; its brand new ability makes it capable of absorbing fire moves and threatening will-o-wisps, gaining a boost from them (since "It uses unique fighting moves with fire on its hands and feet", I thought it would be good for it to have this ability)

THREATS
Fast water types are still a problem: Mega-Nape has only GK and T-Punch to hit them supereffectively, which aren't going to do much (unless they're really fat). Same goes for Flying ones, even tho Stone Edge can handle them way better.
Mega Infernape
Fire/Fighting -> Fire/Fighting
Blaze/(Iron Fist) -> Mold Breaker
76/104/71/104/71/108 -> 76/134/86/149/91/108
Moves: N/A

Upon Mega-evolving Infernape grows muscles. He becomes strong. He simply doesnt give a shit about opponents Abilities anymore. If he wants to roast that Hetran with an Overheat, he does just that. If Mega Venusaur comes with his fat body saying "My fat makes me Fire-resistant", Mega Infernape crushes through that fat ass with his Flare Blitz.

OK, on a more serious note; Fire/Fighting is a solid offensive typing, offering Infernape good coverage with it's dual STAB's. In my opinion, one of Inarnape's biggest niches in the OU metagame is it's ability to deal with stall to a certain extent. With this Mega-evolution, I believe Infernape can truly shine as one of the best stallbreakers, as well as a very threatening offensive Pokemon as well.

When it comes to stats, i decided to focus mainly on the offensive stats. With enormous attack stats on both sides of the spectrum, Mega Infernape will become a potent mixed attacker. It's biggest stat boost is in it's Special Attack, because it needs to be able to severely dent the bulkiest mixed walls like Mega Venusaur , without full inventment. On the other hand, it needs a good attack stat to take down Chansey and Heatran, who otherwise walls the special Mega Infernape. I decided to not increase it's Speed, even though it's Infernape's highest stat, and it might not sound good flavour wise, but I believe it would make Mega Infernape too overpowered, as it simply wrecks everything once it's in it's Mega forme (since it would basically outspeed everything not called Deoxyz-S).

A set like this may be used:

Infernape @ Infernite
Ability: Blaze -> Mold Breaker
Nature: Naive/Hasty
EV's: 152 Atk / 100 SAtk / 252 Spe
- Flare Blitz
- Close Combat
- Overheat
- Hidden Power [Grass]

100 SpA Mold Breaker Mega Infernape Overheat vs. 252 HP / 0 SpD Mega Venusaur: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
100 SpA Mold Breaker Mega Infernape Hidden Power Grass vs. 252 HP / 0 SpD Quagsire: 372-440 (94.4 - 111.6%) -- 68.8% chance to OHKO
152 Atk Mold Breaker Mega Infernape Close Combat vs. 252 HP / 252+ Def Eviolite Chansey: 494-584 (70.1 - 82.9%) -- guaranteed 2HKO
152 Atk Mold Breaker Infernape Close Combat vs. 252 HP / 0 Def Heatran: 356-422 (92.2 - 109.3%) -- 56.3% chance to OHKO
Infernape
Fire/Fighting
Ability: Blaze/Iron Fist --> Technician
Stats: 76/104/71/104/71/108 --> 76/140/81/140/71/126
New Moves: Bullet Seed, Mud Shot
Infernape has all the makings of a great Technician user. It has STAB priority on both sides of the Physical/Special Split, a plethora of STAB and coverage options that are 60 power or below and excellent boosting moves. Infernape can finally make good use of Vacuum Wave now and can run fully special sets without a problem. It will probably be best used as a mixed attacker with Work Up, but like its normal form, it will have many sets to choose from. Flame Wheel, Mach Punch, Bullet Seed, Rock Blast, Flame Charge, Aerial Ace, Power-up Punch, Low Kick and Double Kick are some new good options on the physical side while Incinerate, Vacuum Wave, Grass Knot and Mud Shot are options for the special set.
Mega Infernape
Typing: Fire/Fighting >>> Fire/Fighting
Abilities: Blaze/Iron Fist >>> Technician
Stats: 76/104/71/104/71/108 >>> 76/134(+30)/81(+10)/134(+30)/81(+10)/128(+20)
New Moves: +Dual Chop, + Work Up


All hail the monkey king, praise be.


Infernape was once THE mixed sweeper of choice. With decent offenses and a great ability in Iron Fist, Infernape was the go-to mon for those wishing to demolish SkarmBliss, and with his great base 108 speed, once he got going, there wasn't much that could stop him.

Sadly, however, his glory days are over. His offenses have gone from good to shit by this generations standards, and he's now known for being brutally outclassed by Keldeo. And as both a fan of Journey to the West and a hater of Keldeo, I aim to change that.


Now, normally I'd go into a spiel about how he matches up to other pokemon, what his new niche is, how he will play out in the new meta, blah blah blah, but this time, I want to dive straight into what I consider to be the most tantalizing part about Mega Infernape, which is:


Technician


Most of you I'm sure are well aware of what Technician does, but just to reiterate, Technician raises the strength of moves with 60 Base Power and below by a factor of 1.5x. The reason I'm excited about this is that Infernape has one of the best movepools for Technician abuse that I've ever seen, of which his usable moves include:


Mach Punch
Flame Wheel
Hidden Power
Rock Tomb
Aerial Ace
Bulldoze
Flame Charge
Incinerate
Power-Up Punch
Fake Out
Double Kick
+Dual Chop


Mach Punch now becomes a base-90 priority move when factoring STAB. Flame Wheel becomes a base 135 powered move, which, while weaker than the 180 BP of Flare Blitz, is recoiless, and could easily warrant a moveslot. Hidden Power is now base 90 for all HP variants excluding HP Fire, which is excellent. Aerial Ace is now a base 90 Flying-type no-miss coverage move, which is always tantalizing. Bulldoze and Rock Tomb, both base 90 now, provide superb coverage, and have an outstanding secondary effect in lowering the opponent's speed. Or, if you prefer a more offensive route, Flame Charge is now a base 112.5 move factoring STAB, and essentially provides a free Speed Boost per use. Incinerate is not particularly useful I'm afraid, and there are better boosting options than Power-Up Punch, but Fake Out is a common move on Infernape, and gets a slight boost. Double Kick is now quite powerful, providing a base 67.5 strength attack per hit, totalling a cool 135 base attack with no side effects. Dual Chop is now a base 120 Dragon-type coverage move, and is essentially Outrage with no locking nor side effects.

So, clearly, Technician is the main selling point here. But what else does Mega Monkey bring to the table?

For starters, a blazing fast speed. At a cool 128, Infernape outspeeds Greninja, Alakazam, and pretty much every relevant unscarved threat not named Deo-S, Mega Manectric, or Talonflame. In addition, Infernape packs a solid base 134 in both offensive stats, and while he doesn't actually hit as hard as his base form with LO, I have remedied this by giving him Work Up, the #1 setup move for a mixed sweeper to have, and after one turn of set up, Infernape is not a threat to be taken lightly.

Now, all of this would, on paper, make Infernape a top-tier threat, but sadly, this is not the case. The existence of Talonflame greatly hinders his effectiveness, and mixed sweepers/revenge killers such as Greninja offer him some stiff competition in the fact that they don't take up the precious Mega slot. Azumarill, one of the most popular pokemon in OU at the moment, also walls all non-Thunder Punch carrying variants, and threaten a kill with its mighty Aqua Jet. Do not be detered by this, however, as given proper support, Infernape could be one thing your team needs that none other can provide.



Fans of Infernape, rejoice, as he now has what he needs to secure a solid place in OU, and more importantly, one on your team.



I could provide damage calcs, and I might later if asked for them. But this time, I feel as though a list of numbers isn't what will be Infernape's main appeal, and whatever I feel like I have to offer here, I believe I already have.

Edit: Jaguar360 brought to my attention that I am a complete schmuck and forgot to check the Gen V learnset, and Infernape already learns Work Up and Dual Chop. I am on my phone and cannot slash through the errors, so I'm mentioning it here. Whoops.
Mega Infernape
Fire / Fighting ----> Fire / Fighting
Blaze / Iron Fist ----> Bounce Back, Attack and Special Attack are raised by 1 stage when a stat is lowered. Basically the baby of Defiant and Competitive.
76 / 104 / 71 / 104 / 71 / 108 (534) ----> 76 / 134 (+30) / 81 (+10) / 134 (+30) / 81 (+10) / 128 (+20) (634)
New Moves: None

Mega Infernape plays the interesting role of a mixed attacker that also acts as anti-Defog support. With both of his offenses increasing after a stat is lowered, he becomes a fairly unpredictable mixed sweeper, though even when you do predict a move, it's going to hurt at +1. Gaining a ridiculous boost in Speed will allow him to easily sweep unprepared teams, and his defenses were raised a smidgeon to take his minutely better, and also to avoid making Mega Infernape too powerful. He already has amazing coverage options, so adding anything else would be a bit much.


rampardos.gif

Rampardos-Mega
Type: Rock>>>Rock/Fighting
Stats: 97/165/60/65/50/58>>>97/255/80/65/70/28
Ability: Mold Breaker/Sheer Force>>>Brute Force
Movepool: same

The fighting typing is because Rampardos is the spear part of the shield/spear combination of bastardos
Mega-Rampardos
Type - Rock
Ability - Thick Headed: The users head based attacks deal 1.3x the damage.
(Headbutt, Iron Head, Head Smash, Zen Headbutt, Head Charge)
Stats - 97/195/75/90/70/68 - BST: 595
New moves - Head Charge

Play Style
Mega-Rampardos continues to along the same line as its regular form, being a devastating physical attacker. The distribution of its new stats had to be heavily disseminated amongst its two defences and special attack to prevent it from being overpowered.

Thick Headed seemed a very good fit for Rampardos thematically. The extra power boost its attack to gargantuan levels, with many solid head moves available to it. Head Smash is its premium move, but comes at a cost. Most Pokemon will be OHKO'd by it, so the recoil will be tremendous. As such, this will put a timer on Rampardos' longevity, should it need to use Rock Head to eliminate its foe.

68 speed was chosen for more than just being a simple 10 point increase. With access to Rock Polish, Rampardos has the chance to become a runaway killer. With maximum investment and a speed positive nature, after one Rock Polish Rampardos is still out sped by base 108 and higher scarfers. This specific speed tier was chosen for the prevalence of the musketeer trio (quartet), which are sometimes scarfed and a good answer to Rampardos.

Mega-Rampardos is difficult to stop once it gets going, but poor defences leave it vulnerable to priority and fast scarfers. Once these are out of the way there is little that can stand in Rampardos'.
Rampardos

Type: Rock -----> Rock
Ability: Blaze/Iron Fist -----> Rock Head
New Moves: None
HP: 97 -> 97
Atk: 165 -> 195 (+30)
Def: 60 -> 100 (+40)
SpA: 65 -> 90 (+25)
SpD: 50 -> 55 (+5)
Spe: 58 -> 58
Flavor Concept: Rampardos' X Dex entry states that “its skull withstands impacts of any magnitude,” which I interpreted as “should be immune to recoil.” The Dex entry is also reflected by its large boost to physical defense.
Competitive Concept: Mega Rampardos is a bitch to face. With an absolutely massive attack stat backed by a recoilless STAB Head Smash, it can demolish most resisting Pokemon. It can even take down opposing Ferrothorn, Forretress, and Skarmory with Fire Blast from its usable base 90 special attack stat. However, Mega Rampardos has a horrid defensive typing and LC-worthy special defense; any decent user of special attacks can quickly KO the dino. Rock Polish can patch its poor speed, but only to a certain extent. However, Mega Rampardos is a phenomenal hit-and-run attack capable of both wallbreaking and sweeping.
Some fun little calculations:
252 Atk Rampardos Head Smash vs. 252 HP / 252+ Def Skarmory: 190-225 (56.8 - 67.3%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Rampardos Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 192-228 (54.5 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Rampardos Head Smash vs. 252 HP / 252+ Def Eviolite Chansey: 442-522 (62.7 - 74.1%) -- guaranteed 2HKO
That’s right- Mega Rampardos can 2HKO the arguably 3 best walls in the OU metagame. It forms a great core with Bisharp because it draws out a lot of Intimidate users.
Mega Rampardos

Rock ----> Rock
Mold Breaker / Sheer Force ----> Rock Head
97 / 165 / 60 / 65 / 50 / 58 (495) ----> 97 / 175 (+10) / 90 (+30) / 65 / 80 (+30) / 88 (+30) (595)
New Moves: Wild Charge, Flare Blitz, and Dragon Dance

Now this is a monster and a half right here. Mega Rampardos is a fearsome wallbreaker, not only because he can now throw around Head Smash without the cost of recoil, but also because of the addition of Dragon Dance, which lets him double as a sweeper. Stat-wise, Mega Rampardos can now take hits fairly well, and has just enough Speed to use Dragon Dance to good effect. Wild Charge and Flare Blitz were added for extra coverage and the fact that Rock Head is there to make then recoil-free.
Mega Rampardos
Item: Rampardite
Ability: Crasher (turns recoil attacks to OHKO moves at the cost of the user fainting. It is any recoil attack that can kill you and your enemy like Explosion in the form of an ability. If it uses an attack that the enemy is immune to, only the user faints [like a HJK on the ghost type. Said ghost is alive, the user crashes dead)

HP: 97
Atk: 165 (+35)
Def: 60 (+10)
Sp Atk: 65
Sp. Def:50 (+10)
Spd: 58 (+45)

Building on the concept of Explosion and Self destruct, I ask myself, "What pokemon can mimic my own made ability that kills the opposing opponent and itself?" Well. Look at recoil. If there is one thing that I learned from starting competitive playing on pokemon 4th gen years ago, Azelf as an explosive lead is lethal. So, why not make Rampardos's mega like that? At least it has the same weaknesses from the past. Just much faster, yet manageable. Scizor gets it done. Azumarill checks it. Simply, any pokemon as fast as MIenshao or Mega Pinsir Do wonders on him. If it hasn't set up a rock polish that is...
Mega Rampardos
Type: Same
Ability: Unaware
Stats: 97/175(+10)/100(+35)/65/100(+50)/63 (+5)
New Moves: Slack Off

Concept: Yes, this may seem bizarre, but hear me out! What if Rampardos was still a decently strong attacker... but instead had the unaware powers of Clefable or Quagsire. You're asking why, I take it.

Rampardos just bashes his head against EVERYTHING like a moron Make him stop! With that in mind, this is an interesting niche as a way to dampen the day of setup mons and just smash them with rocks. Slack Off lets the lazy bastard do his job and heals off some Head Smash damage.

That said, even with 97/100/100 defenses, this is a rock typing. I mean yea it has a higher defensive stat spread than both of OU's unawares, but the typing is worse, and so is the item availability. Make of it what you can, but remember, even with items, those two need to set up before they can attempt a kill if they need to try.
Rampardos
Type: Rock
Ability: Rock Head
Stats: 97 / 165 / 60 / 65 / 50 / 58 -> 97 / 205 (+40) / 75 (+15) / 65 / 65 (+15) / 88 (+30)
Movepool: Added Flame Charge.

Mega Rampardos is the definition of a glass cannon. It's an amazing wall breaker that hits really, really hard (I can't exaggerate this enough, Head Smash is one of the strongest unboosted attacks in the metagame), and it's faster than most walls. Flame Charge let's it attack while boosting speed, and seems reasonable as it can use flames and charges. It's boost in speed goes along with it's "charging" idea, and my visual design for it would something with a really bulky head but a relatively smaller, sleeker body.

Like most Mega evolutions, it hits a little less harder than LO Rampardos, but I boosted its attack enough to perform the same against all relevant walls. And of course, while LO Rampardos basically lost half it's HP each time it used Head Smash, Mega Rampardos has much more survivability thanks to its ability and speed tier (it's boosted bulk helps it survive a few attacks). It's speed tier might seem a little annoying, but it can run Rock Polish or Flame Charge to rip through pokemon. Rampardos will always take at least one pokemon out, the challenge is to use it well enough that it sweeps the entire team.
Rampardos (Rampardosite)
Type: Rock -> Rock
Abilities: Mold Breaker (Sheer Force) -> Brute Force
New Moves:

HP: 97 -> 97
Atk: 165 -> 205 (+40)
Def: 60 -> 75 (+15)
SpA: 65 -> 65
SpD: 50 -> 75 (+25)
Spe: 58 -> 78 (+20)
BST: 495 -> 595

Rampardos will absolutely wreck your shit.
Mega Rampardos
Typing: Rock ----> Rock/Dark
Abilities: Mold Breaker/Sheer Force ----> Sand Force
BST: 97/165/60/65/50/58 ----> 97/190/70/68/65/105
New Moves: Knock Off

Mega Rampardos is basically a stronger, faster yet frailer Mega Garchomp. The added Dark typing does cause Rampardos to get absolutely murdered by Mach Punch, but STAB Knock Off is pretty cool. Sand Force boosts Rampardos' Ground- and STAB Rock-type attacks, which means if you don't want Mega Rampardos to kill off itself, Stone Edge actually have a 96.1% chance to 2HKO 252 HP/232+ Def Skarmory in Sand. Of course. you can just use Head Smash and nuke the opposing team.
Mega Rampardos (Rampardosite)
Typing: Rock ------> Rock/Steel
Abilities: Mold Breaker/Sheer Force ------> Tough Skull (just another name for Multiscale)
Stats: 97/165/60/65/50/58 ------> 97/195/85/75/75/68
New Moves:

Description

Mega-Rampardos has become way better than its normal counterpart: more bulk, more fire power (like it was needed), and 2 new good news for its tanking ability. Firstly, it got a new secondary typing, which makes it 4x weak to Ground and Fighting, but it also make it neutral to Grass and Steel and resistant to Psychic, Fairy, Bug, Dragon types. Besides, his new ability Tough Skull reduces damage at full HP, making it capable to tank like every hit and strike back veeeery hard. Both of those ideas came from Dex entries: "Its skull is as hard as iron" and "If two were to smash their heads together, their foot-thick skulls would keep them from fainting."

THREATS
Rampardos is a pure "hit-and-run" wallbreaker; he won't be able to take too much hits, once that Tough Skull is no longer active, and its pitiful speed Stats isn't really going to help this big, huge Dinosaur.
Mega-Ramparados
Type: Rock -> Rock
Ability: Mold Breaker/Sheer Force -> Rock Head
Stats: 97/165/60/65/50/58 -> 97/215 (+50)/70 (+10)/95 (+30)/60 (+10)/58

Ramparados is a very interesting pokemon. He is a glass canon for sure. 97/60/50 defenses are horrible. But he has one of the highest attack stats in the game. In fact, he has the third highest attack stat of all non-mega pokemon! This pretty much expands upon what he already was. He is a slow wallbreaker with horrible defenses. Rock head has flavor, and I don't even need to explain why. But, it is also a HUGE help to his wallbreaking skills. With rock head he has a 150 bp stab move with the only drawback being it's 80% accuracy. Just let that soak in. 150 base power stab move coming off of a gigantic 215 attack stat (now best attack in the game. Yay!). If you still don't grasp the true power of this, just let the calcs speak for me.

252+ Atk Rampardos Head Smash vs. 252 HP / 252+ Def Eviolite Chansey: 526-619 (74.7 - 87.9%) -- guaranteed 2HKO
252+ Atk Rampardos Head Smash vs. 252 HP / 184+ Def Gliscor: 256-303 (72.3 - 85.5%) -- guaranteed 2HKO after Poison Heal
252+ Atk Rampardos Head Smash vs. 252 HP / 232+ Def Skarmory: 229-270 (68.5 - 80.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Rampardos Head Smash vs. 252 HP / 4 Def Deoxys-D: 262-310 (86.1 - 101.9%) -- 12.5% chance to OHKO
252+ Atk Rampardos Head Smash vs. 252 HP / 0 Def Mega Venusaur: 331-391 (90.9 - 107.4%) -- 43.8% chance to OHKO
252+ Atk Rampardos Head Smash vs. 252 HP / 0 Def Giratina: 339-400 (67.2 - 79.3%) -- guaranteed 2HKO after Leftovers recovery
F***ing giratina. Yeah.
+6 252+ Atk Rampardos Head Smash vs. lvl 1 -6 0 HP / 0- Def Ledyba: 1493412-1756956 (13576472.7 - 15972327.2%) -- guaranteed best move ever

But, no matter how powerful he is, he is still very slow and frail. His typing also leaves him wide open to priority due to being weak to fighting and water. However even he isn't going to fall at the slightest touch. His bulk is just enough to take some neutral hits and counterattack with some safety. And you even have rock polish if you want to try to sweep. So he isn't limited to just wallbreaking. He is definitely a powerful pokemon and can help out any team that is having a hard time against stall (or talonflame).
Rampardos
Rock/Dragon
Ability: No Guard
Stats: 97/165/60/65/50/58 --> 97/185/100/65/70/78
New Moves: Dragon Dance, Cross Chop, Dragon Rush
I initially wanted to do Rock Head or Reckless, but I didn't want to copy everyone else, so I settled on No Guard. Stone Miss no more! With No Guard, Iron Tail, Zen Headbutt, Head Smash and stuff. It has enough bulk to set up now and enough speed to abuse Dragon Dance or Rock Polish. No Guard distinguishes it from Tyrantrum.


Wormadam-Plant
Mega-Wormadam-Plant Cloak
Type - Bug/Grass
Ability - Overcoat
Stats - 60/59/115/109/145/36
New moves - Calm Mind, Recover, Bug Buzz

Play style
Wormadan isn't exactly the best Pokemon stat wise, so I decided to give it a chance it would have to set up. Given its reasonable special attack stat and solid special defence Calm Mind seemed a good choice. Bug Buzz gives a much needed STAB move, as well as the ability to catch out those who try to Substitute on you. Recover is a nice option, especially after a couple Calm Mind boosts. Decent base base physical defence will keep you around for awhile if you invest in it over the stats you intend to boost.

I've kept Overcoat as the ability. Only other one I considered was Leaf Guard, which has a slightly better effect, but is somewhat situational.

A plethora of nice resistances give Wormadan-P plenty of switch in opportunities, but myriad weaknesses (including two 4x) give it a hard time and puts a lot of reliance on its bulk. With so many weaknesses you'll struggle to set up on offensive Pokemon. Bulky Water types, however, are ideal for Wormadam setting up.
Wormadam-P

Typing: Bug / Grass -----> Bug / Grass
Abilities: Anticipation / Overcoat -----> Compost (Grass-type Water Absorb clone)
BST: 60/59/85/79/105/36 -----> 60/59/115/115/145/30
New Moves: Stockpile, Bug Buzz

Bagworms store things, so they get Stockpile. Competitively, it lets them boost defenses. Bug Buzz so that they aren't left completely screwed STAB-wise on the special side. Each of their abilities revolves around gathering a certain material to replenish health. Rather straightforward.
Wormadam-P
Type: Bug / Grass
Ability: Regenerator
Stats: 60 / 59 / 85 / 79 / 105 / 36 -> 60 / 59 / 120 (+35) / 114 (+35) / 145 (+40) / 26 (-10)
Movepool: Added Bug Buzz, Leech Seed, Toxic Spikes.

Bleh. Come in, annoy and support and lay hazards, get out. Decent bulk.
Wormadam-Plant

Typing: Bug/Grass --> Bug/Grass
Ability: Anticipation/Overcoat --> Natural Cure
New Moves: Powder, Rapid Spin, Sticky Web
Stats: 60/59/85/79/105/36 --> 60/64(+5)/125(+40)/104(+25)/145(+40)/26(-10)

Hazard and Rapid Spin/Defog support is invaluable for most teams. Here with the addition of these Mega Wormadam forms, they join the rare niche of having both a hazard move and a hazard removal move; a two-in-one! This is great to have if you're saving slots so as not to restrict teambuilding. By itself though, these are nice utility moves to have in general to support the team. (Going into flavor briefly, I decided to assign hazards which I think suited the three forms the most; Sticky Web for Wormadam-P, Stealth Rock for Wormadam-S, and Spikes for Wormadam-T. Then there's Rapid Spin...I like to think that they can twist their bodies from their antenna and spin)

Anyways, I wanted them to have some form of recovery, increasing survivability to perform their roles more consistently. Giving them reliable recovery seems too generous so I decided to go around this through abilities (not named Regenerator but I'm considering it). I picked Natural Cure; this way they can pull off a NaturalRest as their reliable recovery move. (For flavor background, they can harness the right materials from their surroundings to remove impurities and renew their damaged coats)

Powder seems like an odd choice but it really is just there for the sole benefit of Wormadam-T. It's a unique way to go around their fire weakness without resorting to abilities like Flash Fire and Heatproof. Bear in mind that it requires prediction to work.
Wormadam-P (Wormadamite)
Type: Bug/Grass -> Psychic/Grass
Abilities: Anticipation (Overcoat) -> Magic Guard
New Moves: Leech Seed, Psyshock

HP: 60 -> 60
Atk: 59 -> 59
Def: 85 -> 125 (+40)
SpA: 79 -> 119 (+40)
SpD: 105 -> 155 (+50)
Spe: 36 -> 6 (-30)
BST: 424 -> 524

Wormadam gets a ton of Psychic moves already and can trade away nasty 4x weaknesses to Fire and Flying for a less terrible one to Bug. Its speed drops to nothing because all it does is kinda hang there. Already gets Psychic so why not toss in Psyshock too?
Wormadam-Plant

Typing: Bug/Grass --> Bug/Grass
Ability: Anticipation/Overcoat --> Spread Pollen (+1 Priority for grass moves)
New Moves: Leech Seed, Sleep Powder, Stun Spore, Sticky Web
Stats: 60/59/85/79/105/36 --> 60/59/125(+40)/115(+36)/145(+40)/20(-16)

Concept: The unifying theme is abusing the namesake of their secondary type by doing it somewhat defensively and offensively. Priority Leech Seed and powders can be annoying, and priority spikes ensure they go up. Priority Shift Gear and Iron Defense means you should focus on SpDef on Steel Worm. They're slow, but the abilities are meant to circumvent that. Just watch out for birds. Also, Sticky Web.


Wormadam-Sand
Mega Wormadam-Sand Cloak
Type - Bug/Ground
Ability - Sand Force
Stats - 60/109/145/59/115/36
New moves - Stone Edge, Recover

Play style
Taking the physical route, compared to Wormadam-Plant Cloak, Swords Dance did not seem to be the best fit for a boosting move. Seeing as I wanted to go for a bulky physical set I decided I needed another way to get it up there. Sand Force seemed a nice choice, giving Wormadam-S a place on sand teams. It can set up a Sandstorm itself, or partner with Tyranitar and easily take those nasty Fighting type attacks.

Stone Edge is added for a nice and powerful coverage move against Flying Pokemon, while Stealth Rocks give versatility to fully defensive sets. Recover is always a nice move for bulky Pokemon, and Wormadam is no exception. Wormadam-S' weaknesses are not as inauspicious as Wormadam-P's, but you only have access to a handful of resistances. Meaning you'll have less of a need for boosted bulk, but many more Pokemon will be able to threaten you.
Wormadam-S

Typing: Bug / Ground -----> Bug / Ground
Abilities: Anticipation / Overcoat -----> Dirtpile (Ground-type Water Absorb clone)
BST: 60/79/105/59/85/36 -----> 60/115/145/59/115/30
New Moves: Stockpile, Bug Buzz

Bagworms store things, so they get Stockpile. Competitively, it lets them boost defenses. Bug Buzz so that they aren't left completely screwed STAB-wise on the special side. Each of their abilities revolves around gathering a certain material to replenish health. Rather straightforward.
Wormadam-S
Type: Bug / Ground
Ability: Water Absorb
Stats: 60 / 79 / 105 / 59 / 85 / 36 -> 60 / 114 (+35) / 145 (+40) / 59 / 120 (+35) / 26 (-10)
Movepool: Added Stone Edge, Stockpile, Pain Split.

Blehhh. Being immune to water, now it can hit Fire, Flying and Ice pokemon with Stone Edge. Decent bulk.
Wormadam-Sand

Typing: Bug/Ground --> Bug/Ground
Ability: Anticipation/Overcoat --> Natural Cure
New Moves: Powder, Rapid Spin
Stats: 60/79/105/59/85/36 --> 60/104(+25)/145(+40)/64(+5)/125(+40)/26(-10)

Hazard and Rapid Spin/Defog support is invaluable for most teams. Here with the addition of these Mega Wormadam forms, they join the rare niche of having both a hazard move and a hazard removal move; a two-in-one! This is great to have if you're saving slots so as not to restrict teambuilding. By itself though, these are nice utility moves to have in general to support the team. (Going into flavor briefly, I decided to assign hazards which I think suited the three forms the most; Sticky Web for Wormadam-P, Stealth Rock for Wormadam-S, and Spikes for Wormadam-T. Then there's Rapid Spin...I like to think that they can twist their bodies from their antenna and spin)

Anyways, I wanted them to have some form of recovery, increasing survivability to perform their roles more consistently. Giving them reliable recovery seems too generous so I decided to go around this through abilities (not named Regenerator but I'm considering it). I picked Natural Cure; this way they can pull off a NaturalRest as their reliable recovery move. (For flavor background, they can harness the right materials from their surroundings to remove impurities and renew their damaged coats)

Powder seems like an odd choice but it really is just there for the sole benefit of Wormadam-T. It's a unique way to go around their fire weakness without resorting to abilities like Flash Fire and Heatproof. Bear in mind that it requires prediction to work.
Wormadam-S (Wormadamite)
Type: Bug/Ground -> Psychic/Ground
Abilities: Anticipation (Overcoat) -> Magic Guard
New Moves: Spikes, Zen Headbutt

HP: 60 -> 60
Atk: 79 -> 119 (+40)
Def: 105 -> 155 (+50)
SpA: 59 -> 59
SpD: 85 -> 125 (+40)
Spe: 36 -> 6 (-30)
BST: 424 -> 524

Same as above, but with stats mirrored. It's more of a hazard setter than anything.
Wormadam-Sand

Typing: Bug/Ground --> Bug/Ground
Ability: Anticipation/Overcoat --> Landslide (Ground moves +1 priority)
New Moves: Spikes, Sand Tomb, Rototiller

Stats: 60/79/105/59/85/36 --> 60/115(+36)/145(+40)/59/125(+40)/20(-16)

Concept: The unifying theme is abusing the namesake of their secondary type by doing it somewhat defensively and offensively. Priority Leech Seed and powders can be annoying, and priority spikes ensure they go up. Priority Shift Gear and Iron Defense means you should focus on SpDef on Steel Worm. They're slow, but the abilities are meant to circumvent that. Just watch out for birds. Also, Sticky Web.


Guys, a couple of things. Try to vote for the same person's Wormadam forms. I think we should keep the unity between the forms. Otherwise, if we do do that, I would also love if we just give Wormadam-T to the winner of those two too.
 
Last edited:
Current Slate
infernape.gif

Mega-Infernape
Type - Fire/Fighting
Ability - Quick Feet
Stats - 76/145/82/114/82/135 - BST: 634
New moves - Bullet Punch, Sucker Punch

Play style
With most of Infernape's Pokedex entries focused around its speed, a speed related ability stood out as an obvious choice. To avoid the pitfall that is Blaziken, Speed Boost wasn't really a consideration. Quick Feet was the remaining stand out, boosting Infernape's already impressive speed to unstoppable levels. Once statused, Infernape becomes the ultimate revenge killer. With high base attack, a diverse movepool and oodles of priority, most foes will have to take at least one hit. Bullet Punch and Sucker Punch are new additions to Infernape's movepool. Along with Mach Punch they form a very strong priority set. While Infernape does outspeed most of the competition, it is quite frail on both sides; other priority users can remove it quickly.

Mega-Infernape is an excellent answer to fast fragile threats. Other scarfers will rue coming across this foe, with 607.5 speed when fully invested with a speed positive nature. U-turn gives it an avenue of retreat while dealing heavy damage, all while gaining momentum. Toxic Spikes users must beware or else allow Infernape to reach its full potential.

Mega-Infernape falls quickly with its low defences. Physically bulky Pokemon will force the switch each time. Limited switch in opportunities keep Infernape primarily as a revenge killer/late game sweeper, so it won't be able to get stuck into foes as often as you may like. With immunity to burns, statuses are not as easy to come by, until Infernape is statused you must be cautious of potential fast scarfers.
Mega Infernape
Fire / Fighting ---> Fire / Fighting
Blaze / Iron Fists ---> Super Luck
76/104/71/104/71/108 ---> 76/124/91/124/91/128
New Moves: Superpower

Stats spread is 20 all round to keep Infernape's speed and mixed offenses in top shape while giving him just enough bulk on either side to be able to abuse Slack Off. Super Luck and Superpower a based partly off of a niche. With access to focus energy, Infernape gets 100% crit chance after just one boost with Super Luck. So because of Infernape's great dual STAB and mixed offenses, it can spam Overheat and Superpower with very little drawbacks, as critting ignores the offense drops. Kinda like Kindras niche. Also very handy against foes who boost their defenses, e.g. full Baton Pass.
Mega Infernape
Type: Same
Ability: Flurry Fist (Fighting moves gain +1 priority)
Stats: 76/140(+36)/80(+9)/140(+36)/80(+9)/118 (+10)
New Moves: Aura Sphere

Concept: There's not much to say here about the concept. Mega Ape becomes a priority fighter, and unlike Talonflame, can keep pace with ESpeed. The scariest part is knowing whether it's going phys, Spec or mixed and with both priority fight moves for some +2 priority and both +2 boost moves, there's a real threat here!

+2 252+ SpA Infernape Aura Sphere vs. 252 HP / 4 SpD Blissey: 468-552 (65.5 - 77.3%) -- guaranteed 2HKO after Leftovers recovery

Yes, if Blissey comes in, you can kill it with priority. Sadly, it's not flying, which is the best type. As such, a Flash Fire Chandelure will laugh at you unless you carry Shadow Claw which likely won't be boosted.

Still, the sheer versatility is scary on its own. You can, of course, go physical if you desire with Mach Punch, SD, CC and better coverage. You can't get burnt, so go ape!
Infernape
Type: Fire / Fighting
Ability: Technician
Stats: 76 / 104 / 71 / 104 / 71 / 108 -> 76 / 144 (+40) / 71 / 144 (+40) / 71 / 128 (+20)
Movepool: Added Air Cutter, Knock Off, Zen Headbutt

Infernape's greatest strength has always been its wide move pool and varied sets, and the additional moves as well as the new ability make it even more unpredictable. It can now run so much different coverage on both the physical and special sides. Its pokedex entries always mention how it has a varied and complex fighting style that uses all of its limbs, so I added Air Cutter (basically the same description-wise as Vacuum Wave), Knock Off and Zen Headbutt. It has a nice speed tier, and while its additional bulk isn't amazingly useful, it has a much boosted offense. Its stats were increased to essentially improve it, but I didn't change its bulk since I would have to change too many points to make it anything meaningful.

Moves boosted by technician: Mach Punch, Flame Wheel (weaker Flare blitz without recoil), Hidden Power, Rock Tomb (slightly weaker Stone Edge with better accuracy and speed decrease), Aerial Ace, Flame Charge, Incinerate (Flamethrower that destroys berries), Bulldoze, Power Up Punch, Fake Out, Air Cutter and Vacuum Wave. Its wide coverage and boosting possibilities makes its hard to choose a pokemon to switch in (but 4MSS is evil).
Infernape-Mega (Infernapate)

Fire/Fighting -----> Fire/Fighting

Blaze/Iron Fist -----> Rogue (Recoil Damage and Negative Stat drops incurred by the user's move are also replicated onto the opponent)

76/104/71/104/71/108 (534) -----> 76/134/81/134/81/128 (634)

+ Transform + Knock Off

I basically went for broke with this one, because I don't care what you say, it's a f%&#ing FIRE MONKEY. Using Mega Infernape is very easy: Use Close Combat and the opponent also loses Defense and Special Defense; Use Flare Blitz and the opponent also takes recoil; Use Overheat and the opponent also loses Special Attack. Since Infernape is based on Sun Wukong, I decided to give it Transform. It may or may not be such a good idea.
Infernape-Mega
Fire / Fighting ---> Fire / Steel
Blaze / Iron Fists ---> Brute Force
76/104/71/104/71/108 ---> 76/154/81/104/81/138
New Moves: Ice Punch, Iron Head

Infernape's now much more powerful (megas get that hind of boost) and much faster, and now brute force makes it go mixed using only one HUGE stat. fire/steel because it gains better defensive typing but it no longer gets close combat/mach ounch stab, letting the non-mega invernape still have use.
Infernape (Infernapite)
Type: Fire/Fighitng -> Fire/Fighting
Abilities: Blaze (Iron Fist) -> Natural Cure
New Moves: Storm Throw, Circle Throw

HP: 76 -> 76
Atk: 104 -> 114 (+10)
Def: 71 -> 85 (+14)
SpA: 104 -> 124 (+20)
SpD: 71 -> 105 (+34)
Spe: 108 -> 130 (+22)
BST: 534 -> 634

"It tosses its enemies around with agility. It uses all its limbs to fight in its own unique style." So now Infernape gets Storm Throw and Circle Throw. But what use could it possibly have for Circle Throw, a phazing move?

None with its current stats... hence the added bulk. It can function as a nice offensive pivot, like Mega Manectric, but with a fast WoW at its disposal. I was going to give it Regenerator but we have enough of those (including another Fighting type, Mienshao) so I went with Natural Cure. That way Paralysis isn't the end of the world.

Mega Infernape plays a very different role from Infernape, and a generally unique one with a combination of bulk and offense, being a Fire type neutral to SR and with resistances to Fire, Dark, Ice, and Steel.
Mega Infernape
Typing: Fire/Fighting ----> Fire/Fighting
Abilities: Blaze/Iron Fist ----> Reckless
BST: 76/104/71/104/71/108 ----> 76/160/80/113/74/133
New Moves: Wild Charge, High Jump Kick

Following the fact that Infernape is based on Sun Wukong, Mega Infernape gains Reckless as its ability, and both Wild Charge and High Jump Kick as coverage. With the added speed, Mega Infernape now acts as a nuke, but dies off pretty fast due to its medicore defenses.
Mega Infernape (Infernapeite)
Typing: Fire/Fighting ------> Fire/Fighting
Abilities: Blaze/Iron Fist ------> Flash Fire
Stats: 76/104/71/104/71/108 ------> 76/129/91/129/91/118
New Moves: Aura Sphere

Description

Mega-Nape has got a boost in all of its department, becoming a mixed attacker with more fire power and more bulk to offer to its trainer. Its only new move, Aura Sphere, is a good alternative to Focus Blast, being way less powerful but way more accurate at the same time; its brand new ability makes it capable of absorbing fire moves and threatening will-o-wisps, gaining a boost from them (since "It uses unique fighting moves with fire on its hands and feet", I thought it would be good for it to have this ability)

THREATS
Fast water types are still a problem: Mega-Nape has only GK and T-Punch to hit them supereffectively, which aren't going to do much (unless they're really fat). Same goes for Flying ones, even tho Stone Edge can handle them way better.
Mega Infernape
Fire/Fighting -> Fire/Fighting
Blaze/(Iron Fist) -> Mold Breaker
76/104/71/104/71/108 -> 76/134/86/149/91/108
Moves: N/A

Upon Mega-evolving Infernape grows muscles. He becomes strong. He simply doesnt give a shit about opponents Abilities anymore. If he wants to roast that Hetran with an Overheat, he does just that. If Mega Venusaur comes with his fat body saying "My fat makes me Fire-resistant", Mega Infernape crushes through that fat ass with his Flare Blitz.

OK, on a more serious note; Fire/Fighting is a solid offensive typing, offering Infernape good coverage with it's dual STAB's. In my opinion, one of Inarnape's biggest niches in the OU metagame is it's ability to deal with stall to a certain extent. With this Mega-evolution, I believe Infernape can truly shine as one of the best stallbreakers, as well as a very threatening offensive Pokemon as well.

When it comes to stats, i decided to focus mainly on the offensive stats. With enormous attack stats on both sides of the spectrum, Mega Infernape will become a potent mixed attacker. It's biggest stat boost is in it's Special Attack, because it needs to be able to severely dent the bulkiest mixed walls like Mega Venusaur , without full inventment. On the other hand, it needs a good attack stat to take down Chansey and Heatran, who otherwise walls the special Mega Infernape. I decided to not increase it's Speed, even though it's Infernape's highest stat, and it might not sound good flavour wise, but I believe it would make Mega Infernape too overpowered, as it simply wrecks everything once it's in it's Mega forme (since it would basically outspeed everything not called Deoxyz-S).

A set like this may be used:

Infernape @ Infernite
Ability: Blaze -> Mold Breaker
Nature: Naive/Hasty
EV's: 152 Atk / 100 SAtk / 252 Spe
- Flare Blitz
- Close Combat
- Overheat
- Hidden Power [Grass]

100 SpA Mold Breaker Mega Infernape Overheat vs. 252 HP / 0 SpD Mega Venusaur: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
100 SpA Mold Breaker Mega Infernape Hidden Power Grass vs. 252 HP / 0 SpD Quagsire: 372-440 (94.4 - 111.6%) -- 68.8% chance to OHKO
152 Atk Mold Breaker Mega Infernape Close Combat vs. 252 HP / 252+ Def Eviolite Chansey: 494-584 (70.1 - 82.9%) -- guaranteed 2HKO
152 Atk Mold Breaker Infernape Close Combat vs. 252 HP / 0 Def Heatran: 356-422 (92.2 - 109.3%) -- 56.3% chance to OHKO
Infernape
Fire/Fighting
Ability: Blaze/Iron Fist --> Technician
Stats: 76/104/71/104/71/108 --> 76/140/81/140/71/126
New Moves: Bullet Seed, Mud Shot
Infernape has all the makings of a great Technician user. It has STAB priority on both sides of the Physical/Special Split, a plethora of STAB and coverage options that are 60 power or below and excellent boosting moves. Infernape can finally make good use of Vacuum Wave now and can run fully special sets without a problem. It will probably be best used as a mixed attacker with Work Up, but like its normal form, it will have many sets to choose from. Flame Wheel, Mach Punch, Bullet Seed, Rock Blast, Flame Charge, Aerial Ace, Power-up Punch, Low Kick and Double Kick are some new good options on the physical side while Incinerate, Vacuum Wave, Grass Knot and Mud Shot are options for the special set.
Mega Infernape
Typing: Fire/Fighting >>> Fire/Fighting
Abilities: Blaze/Iron Fist >>> Technician
Stats: 76/104/71/104/71/108 >>> 76/134(+30)/81(+10)/134(+30)/81(+10)/128(+20)
New Moves: +Dual Chop, + Work Up


All hail the monkey king, praise be.


Infernape was once THE mixed sweeper of choice. With decent offenses and a great ability in Iron Fist, Infernape was the go-to mon for those wishing to demolish SkarmBliss, and with his great base 108 speed, once he got going, there wasn't much that could stop him.

Sadly, however, his glory days are over. His offenses have gone from good to shit by this generations standards, and he's now known for being brutally outclassed by Keldeo. And as both a fan of Journey to the West and a hater of Keldeo, I aim to change that.


Now, normally I'd go into a spiel about how he matches up to other pokemon, what his new niche is, how he will play out in the new meta, blah blah blah, but this time, I want to dive straight into what I consider to be the most tantalizing part about Mega Infernape, which is:


Technician


Most of you I'm sure are well aware of what Technician does, but just to reiterate, Technician raises the strength of moves with 60 Base Power and below by a factor of 1.5x. The reason I'm excited about this is that Infernape has one of the best movepools for Technician abuse that I've ever seen, of which his usable moves include:


Mach Punch
Flame Wheel
Hidden Power
Rock Tomb
Aerial Ace
Bulldoze
Flame Charge
Incinerate
Power-Up Punch
Fake Out
Double Kick
+Dual Chop


Mach Punch now becomes a base-90 priority move when factoring STAB. Flame Wheel becomes a base 135 powered move, which, while weaker than the 180 BP of Flare Blitz, is recoiless, and could easily warrant a moveslot. Hidden Power is now base 90 for all HP variants excluding HP Fire, which is excellent. Aerial Ace is now a base 90 Flying-type no-miss coverage move, which is always tantalizing. Bulldoze and Rock Tomb, both base 90 now, provide superb coverage, and have an outstanding secondary effect in lowering the opponent's speed. Or, if you prefer a more offensive route, Flame Charge is now a base 112.5 move factoring STAB, and essentially provides a free Speed Boost per use. Incinerate is not particularly useful I'm afraid, and there are better boosting options than Power-Up Punch, but Fake Out is a common move on Infernape, and gets a slight boost. Double Kick is now quite powerful, providing a base 67.5 strength attack per hit, totalling a cool 135 base attack with no side effects. Dual Chop is now a base 120 Dragon-type coverage move, and is essentially Outrage with no locking nor side effects.

So, clearly, Technician is the main selling point here. But what else does Mega Monkey bring to the table?

For starters, a blazing fast speed. At a cool 128, Infernape outspeeds Greninja, Alakazam, and pretty much every relevant unscarved threat not named Deo-S, Mega Manectric, or Talonflame. In addition, Infernape packs a solid base 134 in both offensive stats, and while he doesn't actually hit as hard as his base form with LO, I have remedied this by giving him Work Up, the #1 setup move for a mixed sweeper to have, and after one turn of set up, Infernape is not a threat to be taken lightly.

Now, all of this would, on paper, make Infernape a top-tier threat, but sadly, this is not the case. The existence of Talonflame greatly hinders his effectiveness, and mixed sweepers/revenge killers such as Greninja offer him some stiff competition in the fact that they don't take up the precious Mega slot. Azumarill, one of the most popular pokemon in OU at the moment, also walls all non-Thunder Punch carrying variants, and threaten a kill with its mighty Aqua Jet. Do not be detered by this, however, as given proper support, Infernape could be one thing your team needs that none other can provide.



Fans of Infernape, rejoice, as he now has what he needs to secure a solid place in OU, and more importantly, one on your team.



I could provide damage calcs, and I might later if asked for them. But this time, I feel as though a list of numbers isn't what will be Infernape's main appeal, and whatever I feel like I have to offer here, I believe I already have.

Edit: Jaguar360 brought to my attention that I am a complete schmuck and forgot to check the Gen V learnset, and Infernape already learns Work Up and Dual Chop. I am on my phone and cannot slash through the errors, so I'm mentioning it here. Whoops.
Mega Infernape
Fire / Fighting ----> Fire / Fighting
Blaze / Iron Fist ----> Bounce Back, Attack and Special Attack are raised by 1 stage when a stat is lowered. Basically the baby of Defiant and Competitive.
76 / 104 / 71 / 104 / 71 / 108 (534) ----> 76 / 134 (+30) / 81 (+10) / 134 (+30) / 81 (+10) / 128 (+20) (634)
New Moves: None

Mega Infernape plays the interesting role of a mixed attacker that also acts as anti-Defog support. With both of his offenses increasing after a stat is lowered, he becomes a fairly unpredictable mixed sweeper, though even when you do predict a move, it's going to hurt at +1. Gaining a ridiculous boost in Speed will allow him to easily sweep unprepared teams, and his defenses were raised a smidgeon to take his minutely better, and also to avoid making Mega Infernape too powerful. He already has amazing coverage options, so adding anything else would be a bit much.


rampardos.gif

Rampardos-Mega
Type: Rock>>>Rock/Fighting
Stats: 97/165/60/65/50/58>>>97/255/80/65/70/28
Ability: Mold Breaker/Sheer Force>>>Brute Force
Movepool: same

The fighting typing is because Rampardos is the spear part of the shield/spear combination of bastardos
Mega-Rampardos
Type - Rock
Ability - Thick Headed: The users head based attacks deal 1.3x the damage.
(Headbutt, Iron Head, Head Smash, Zen Headbutt, Head Charge)
Stats - 97/195/75/90/70/68 - BST: 595
New moves - Head Charge

Play Style
Mega-Rampardos continues to along the same line as its regular form, being a devastating physical attacker. The distribution of its new stats had to be heavily disseminated amongst its two defences and special attack to prevent it from being overpowered.

Thick Headed seemed a very good fit for Rampardos thematically. The extra power boost its attack to gargantuan levels, with many solid head moves available to it. Head Smash is its premium move, but comes at a cost. Most Pokemon will be OHKO'd by it, so the recoil will be tremendous. As such, this will put a timer on Rampardos' longevity, should it need to use Rock Head to eliminate its foe.

68 speed was chosen for more than just being a simple 10 point increase. With access to Rock Polish, Rampardos has the chance to become a runaway killer. With maximum investment and a speed positive nature, after one Rock Polish Rampardos is still out sped by base 108 and higher scarfers. This specific speed tier was chosen for the prevalence of the musketeer trio (quartet), which are sometimes scarfed and a good answer to Rampardos.

Mega-Rampardos is difficult to stop once it gets going, but poor defences leave it vulnerable to priority and fast scarfers. Once these are out of the way there is little that can stand in Rampardos'.
Rampardos

Type: Rock -----> Rock
Ability: Blaze/Iron Fist -----> Rock Head
New Moves: None
HP: 97 -> 97
Atk: 165 -> 195 (+30)
Def: 60 -> 100 (+40)
SpA: 65 -> 90 (+25)
SpD: 50 -> 55 (+5)
Spe: 58 -> 58
Flavor Concept: Rampardos' X Dex entry states that “its skull withstands impacts of any magnitude,” which I interpreted as “should be immune to recoil.” The Dex entry is also reflected by its large boost to physical defense.
Competitive Concept: Mega Rampardos is a bitch to face. With an absolutely massive attack stat backed by a recoilless STAB Head Smash, it can demolish most resisting Pokemon. It can even take down opposing Ferrothorn, Forretress, and Skarmory with Fire Blast from its usable base 90 special attack stat. However, Mega Rampardos has a horrid defensive typing and LC-worthy special defense; any decent user of special attacks can quickly KO the dino. Rock Polish can patch its poor speed, but only to a certain extent. However, Mega Rampardos is a phenomenal hit-and-run attack capable of both wallbreaking and sweeping.
Some fun little calculations:
252 Atk Rampardos Head Smash vs. 252 HP / 252+ Def Skarmory: 190-225 (56.8 - 67.3%) -- guaranteed 2HKO after Leftovers recovery
4 SpA Rampardos Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 192-228 (54.5 - 64.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Rampardos Head Smash vs. 252 HP / 252+ Def Eviolite Chansey: 442-522 (62.7 - 74.1%) -- guaranteed 2HKO
That’s right- Mega Rampardos can 2HKO the arguably 3 best walls in the OU metagame. It forms a great core with Bisharp because it draws out a lot of Intimidate users.
Mega Rampardos

Rock ----> Rock
Mold Breaker / Sheer Force ----> Rock Head
97 / 165 / 60 / 65 / 50 / 58 (495) ----> 97 / 175 (+10) / 90 (+30) / 65 / 80 (+30) / 88 (+30) (595)
New Moves: Wild Charge, Flare Blitz, and Dragon Dance

Now this is a monster and a half right here. Mega Rampardos is a fearsome wallbreaker, not only because he can now throw around Head Smash without the cost of recoil, but also because of the addition of Dragon Dance, which lets him double as a sweeper. Stat-wise, Mega Rampardos can now take hits fairly well, and has just enough Speed to use Dragon Dance to good effect. Wild Charge and Flare Blitz were added for extra coverage and the fact that Rock Head is there to make then recoil-free.
Mega Rampardos
Item: Rampardite
Ability: Crasher (turns recoil attacks to OHKO moves at the cost of the user fainting. It is any recoil attack that can kill you and your enemy like Explosion in the form of an ability. If it uses an attack that the enemy is immune to, only the user faints [like a HJK on the ghost type. Said ghost is alive, the user crashes dead)

HP: 97
Atk: 165 (+35)
Def: 60 (+10)
Sp Atk: 65
Sp. Def:50 (+10)
Spd: 58 (+45)

Building on the concept of Explosion and Self destruct, I ask myself, "What pokemon can mimic my own made ability that kills the opposing opponent and itself?" Well. Look at recoil. If there is one thing that I learned from starting competitive playing on pokemon 4th gen years ago, Azelf as an explosive lead is lethal. So, why not make Rampardos's mega like that? At least it has the same weaknesses from the past. Just much faster, yet manageable. Scizor gets it done. Azumarill checks it. Simply, any pokemon as fast as MIenshao or Mega Pinsir Do wonders on him. If it hasn't set up a rock polish that is...
Mega Rampardos
Type: Same
Ability: Unaware
Stats: 97/175(+10)/100(+35)/65/100(+50)/63 (+5)
New Moves: Slack Off

Concept: Yes, this may seem bizarre, but hear me out! What if Rampardos was still a decently strong attacker... but instead had the unaware powers of Clefable or Quagsire. You're asking why, I take it.

Rampardos just bashes his head against EVERYTHING like a moron Make him stop! With that in mind, this is an interesting niche as a way to dampen the day of setup mons and just smash them with rocks. Slack Off lets the lazy bastard do his job and heals off some Head Smash damage.

That said, even with 97/100/100 defenses, this is a rock typing. I mean yea it has a higher defensive stat spread than both of OU's unawares, but the typing is worse, and so is the item availability. Make of it what you can, but remember, even with items, those two need to set up before they can attempt a kill if they need to try.
Rampardos
Type: Rock
Ability: Rock Head
Stats: 97 / 165 / 60 / 65 / 50 / 58 -> 97 / 205 (+40) / 75 (+15) / 65 / 65 (+15) / 88 (+30)
Movepool: Added Flame Charge.

Mega Rampardos is the definition of a glass cannon. It's an amazing wall breaker that hits really, really hard (I can't exaggerate this enough, Head Smash is one of the strongest unboosted attacks in the metagame), and it's faster than most walls. Flame Charge let's it attack while boosting speed, and seems reasonable as it can use flames and charges. It's boost in speed goes along with it's "charging" idea, and my visual design for it would something with a really bulky head but a relatively smaller, sleeker body.

Like most Mega evolutions, it hits a little less harder than LO Rampardos, but I boosted its attack enough to perform the same against all relevant walls. And of course, while LO Rampardos basically lost half it's HP each time it used Head Smash, Mega Rampardos has much more survivability thanks to its ability and speed tier (it's boosted bulk helps it survive a few attacks). It's speed tier might seem a little annoying, but it can run Rock Polish or Flame Charge to rip through pokemon. Rampardos will always take at least one pokemon out, the challenge is to use it well enough that it sweeps the entire team.
Rampardos (Rampardosite)
Type: Rock -> Rock
Abilities: Mold Breaker (Sheer Force) -> Brute Force
New Moves:

HP: 97 -> 97
Atk: 165 -> 205 (+40)
Def: 60 -> 75 (+15)
SpA: 65 -> 65
SpD: 50 -> 75 (+25)
Spe: 58 -> 78 (+20)
BST: 495 -> 595

Rampardos will absolutely wreck your shit.
Mega Rampardos
Typing: Rock ----> Rock/Dark
Abilities: Mold Breaker/Sheer Force ----> Sand Force
BST: 97/165/60/65/50/58 ----> 97/190/70/68/65/105
New Moves: Knock Off

Mega Rampardos is basically a stronger, faster yet frailer Mega Garchomp. The added Dark typing does cause Rampardos to get absolutely murdered by Mach Punch, but STAB Knock Off is pretty cool. Sand Force boosts Rampardos' Ground- and STAB Rock-type attacks, which means if you don't want Mega Rampardos to kill off itself, Stone Edge actually have a 96.1% chance to 2HKO 252 HP/232+ Def Skarmory in Sand. Of course. you can just use Head Smash and nuke the opposing team.
Mega Rampardos (Rampardosite)
Typing: Rock ------> Rock/Steel
Abilities: Mold Breaker/Sheer Force ------> Tough Skull (just another name for Multiscale)
Stats: 97/165/60/65/50/58 ------> 97/195/85/75/75/68
New Moves:

Description

Mega-Rampardos has become way better than its normal counterpart: more bulk, more fire power (like it was needed), and 2 new good news for its tanking ability. Firstly, it got a new secondary typing, which makes it 4x weak to Ground and Fighting, but it also make it neutral to Grass and Steel and resistant to Psychic, Fairy, Bug, Dragon types. Besides, his new ability Tough Skull reduces damage at full HP, making it capable to tank like every hit and strike back veeeery hard. Both of those ideas came from Dex entries: "Its skull is as hard as iron" and "If two were to smash their heads together, their foot-thick skulls would keep them from fainting."

THREATS
Rampardos is a pure "hit-and-run" wallbreaker; he won't be able to take too much hits, once that Tough Skull is no longer active, and its pitiful speed Stats isn't really going to help this big, huge Dinosaur.
Mega-Ramparados
Type: Rock -> Rock
Ability: Mold Breaker/Sheer Force -> Rock Head
Stats: 97/165/60/65/50/58 -> 97/215 (+50)/70 (+10)/95 (+30)/60 (+10)/58

Ramparados is a very interesting pokemon. He is a glass canon for sure. 97/60/50 defenses are horrible. But he has one of the highest attack stats in the game. In fact, he has the third highest attack stat of all non-mega pokemon! This pretty much expands upon what he already was. He is a slow wallbreaker with horrible defenses. Rock head has flavor, and I don't even need to explain why. But, it is also a HUGE help to his wallbreaking skills. With rock head he has a 150 bp stab move with the only drawback being it's 80% accuracy. Just let that soak in. 150 base power stab move coming off of a gigantic 215 attack stat (now best attack in the game. Yay!). If you still don't grasp the true power of this, just let the calcs speak for me.

252+ Atk Rampardos Head Smash vs. 252 HP / 252+ Def Eviolite Chansey: 526-619 (74.7 - 87.9%) -- guaranteed 2HKO
252+ Atk Rampardos Head Smash vs. 252 HP / 184+ Def Gliscor: 256-303 (72.3 - 85.5%) -- guaranteed 2HKO after Poison Heal
252+ Atk Rampardos Head Smash vs. 252 HP / 232+ Def Skarmory: 229-270 (68.5 - 80.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Rampardos Head Smash vs. 252 HP / 4 Def Deoxys-D: 262-310 (86.1 - 101.9%) -- 12.5% chance to OHKO
252+ Atk Rampardos Head Smash vs. 252 HP / 0 Def Mega Venusaur: 331-391 (90.9 - 107.4%) -- 43.8% chance to OHKO
252+ Atk Rampardos Head Smash vs. 252 HP / 0 Def Giratina: 339-400 (67.2 - 79.3%) -- guaranteed 2HKO after Leftovers recovery
F***ing giratina. Yeah.
+6 252+ Atk Rampardos Head Smash vs. lvl 1 -6 0 HP / 0- Def Ledyba: 1493412-1756956 (13576472.7 - 15972327.2%) -- guaranteed best move ever

But, no matter how powerful he is, he is still very slow and frail. His typing also leaves him wide open to priority due to being weak to fighting and water. However even he isn't going to fall at the slightest touch. His bulk is just enough to take some neutral hits and counterattack with some safety. And you even have rock polish if you want to try to sweep. So he isn't limited to just wallbreaking. He is definitely a powerful pokemon and can help out any team that is having a hard time against stall (or talonflame).
Rampardos
Rock/Dragon
Ability: No Guard
Stats: 97/165/60/65/50/58 --> 97/185/100/65/70/78
New Moves: Dragon Dance, Cross Chop, Dragon Rush
I initially wanted to do Rock Head or Reckless, but I didn't want to copy everyone else, so I settled on No Guard. Stone Miss no more! With No Guard, Iron Tail, Zen Headbutt, Head Smash and stuff. It has enough bulk to set up now and enough speed to abuse Dragon Dance or Rock Polish. No Guard distinguishes it from Tyrantrum.


wormadam-n.gif

Mega-Wormadam-Plant Cloak
Type - Bug/Grass
Ability - Overcoat
Stats - 60/59/115/109/145/36
New moves - Calm Mind, Recover, Bug Buzz

Play style
Wormadan isn't exactly the best Pokemon stat wise, so I decided to give it a chance it would have to set up. Given its reasonable special attack stat and solid special defence Calm Mind seemed a good choice. Bug Buzz gives a much needed STAB move, as well as the ability to catch out those who try to Substitute on you. Recover is a nice option, especially after a couple Calm Mind boosts. Decent base base physical defence will keep you around for awhile if you invest in it over the stats you intend to boost.

I've kept Overcoat as the ability. Only other one I considered was Leaf Guard, which has a slightly better effect, but is somewhat situational.

A plethora of nice resistances give Wormadan-P plenty of switch in opportunities, but myriad weaknesses (including two 4x) give it a hard time and puts a lot of reliance on its bulk. With so many weaknesses you'll struggle to set up on offensive Pokemon. Bulky Water types, however, are ideal for Wormadam setting up.
Wormadam-P

Typing: Bug / Grass -----> Bug / Grass
Abilities: Anticipation / Overcoat -----> Compost (Grass-type Water Absorb clone)
BST: 60/59/85/79/105/36 -----> 60/59/115/115/145/30
New Moves: Stockpile, Bug Buzz

Bagworms store things, so they get Stockpile. Competitively, it lets them boost defenses. Bug Buzz so that they aren't left completely screwed STAB-wise on the special side. Each of their abilities revolves around gathering a certain material to replenish health. Rather straightforward.
Wormadam-P
Type: Bug / Grass
Ability: Regenerator
Stats: 60 / 59 / 85 / 79 / 105 / 36 -> 60 / 59 / 120 (+35) / 114 (+35) / 145 (+40) / 26 (-10)
Movepool: Added Bug Buzz, Leech Seed, Toxic Spikes.

Bleh. Come in, annoy and support and lay hazards, get out. Decent bulk.
Wormadam-Plant

Typing: Bug/Grass --> Bug/Grass
Ability: Anticipation/Overcoat --> Natural Cure
New Moves: Powder, Rapid Spin, Sticky Web
Stats: 60/59/85/79/105/36 --> 60/64(+5)/125(+40)/104(+25)/145(+40)/26(-10)

Hazard and Rapid Spin/Defog support is invaluable for most teams. Here with the addition of these Mega Wormadam forms, they join the rare niche of having both a hazard move and a hazard removal move; a two-in-one! This is great to have if you're saving slots so as not to restrict teambuilding. By itself though, these are nice utility moves to have in general to support the team. (Going into flavor briefly, I decided to assign hazards which I think suited the three forms the most; Sticky Web for Wormadam-P, Stealth Rock for Wormadam-S, and Spikes for Wormadam-T. Then there's Rapid Spin...I like to think that they can twist their bodies from their antenna and spin)

Anyways, I wanted them to have some form of recovery, increasing survivability to perform their roles more consistently. Giving them reliable recovery seems too generous so I decided to go around this through abilities (not named Regenerator but I'm considering it). I picked Natural Cure; this way they can pull off a NaturalRest as their reliable recovery move. (For flavor background, they can harness the right materials from their surroundings to remove impurities and renew their damaged coats)

Powder seems like an odd choice but it really is just there for the sole benefit of Wormadam-T. It's a unique way to go around their fire weakness without resorting to abilities like Flash Fire and Heatproof. Bear in mind that it requires prediction to work.
Wormadam-P (Wormadamite)
Type: Bug/Grass -> Psychic/Grass
Abilities: Anticipation (Overcoat) -> Magic Guard
New Moves: Leech Seed, Psyshock

HP: 60 -> 60
Atk: 59 -> 59
Def: 85 -> 125 (+40)
SpA: 79 -> 119 (+40)
SpD: 105 -> 155 (+50)
Spe: 36 -> 6 (-30)
BST: 424 -> 524

Wormadam gets a ton of Psychic moves already and can trade away nasty 4x weaknesses to Fire and Flying for a less terrible one to Bug. Its speed drops to nothing because all it does is kinda hang there. Already gets Psychic so why not toss in Psyshock too?
Wormadam-Plant

Typing: Bug/Grass --> Bug/Grass
Ability: Anticipation/Overcoat --> Spread Pollen (+1 Priority for grass moves)
New Moves: Leech Seed, Sleep Powder, Stun Spore, Sticky Web
Stats: 60/59/85/79/105/36 --> 60/59/125(+40)/115(+36)/145(+40)/20(-16)

Concept: The unifying theme is abusing the namesake of their secondary type by doing it somewhat defensively and offensively. Priority Leech Seed and powders can be annoying, and priority spikes ensure they go up. Priority Shift Gear and Iron Defense means you should focus on SpDef on Steel Worm. They're slow, but the abilities are meant to circumvent that. Just watch out for birds. Also, Sticky Web.
[/hide]


wormadam-s.gif

Mega Wormadam-Sand Cloak
Type - Bug/Ground
Ability - Sand Force
Stats - 60/109/145/59/115/36
New moves - Stone Edge, Recover

Play style
Taking the physical route, compared to Wormadam-Plant Cloak, Swords Dance did not seem to be the best fit for a boosting move. Seeing as I wanted to go for a bulky physical set I decided I needed another way to get it up there. Sand Force seemed a nice choice, giving Wormadam-S a place on sand teams. It can set up a Sandstorm itself, or partner with Tyranitar and easily take those nasty Fighting type attacks.

Stone Edge is added for a nice and powerful coverage move against Flying Pokemon, while Stealth Rocks give versatility to fully defensive sets. Recover is always a nice move for bulky Pokemon, and Wormadam is no exception. Wormadam-S' weaknesses are not as inauspicious as Wormadam-P's, but you only have access to a handful of resistances. Meaning you'll have less of a need for boosted bulk, but many more Pokemon will be able to threaten you.
Wormadam-S

Typing: Bug / Ground -----> Bug / Ground
Abilities: Anticipation / Overcoat -----> Dirtpile (Ground-type Water Absorb clone)
BST: 60/79/105/59/85/36 -----> 60/115/145/59/115/30
New Moves: Stockpile, Bug Buzz

Bagworms store things, so they get Stockpile. Competitively, it lets them boost defenses. Bug Buzz so that they aren't left completely screwed STAB-wise on the special side. Each of their abilities revolves around gathering a certain material to replenish health. Rather straightforward.
Wormadam-S
Type: Bug / Ground
Ability: Water Absorb
Stats: 60 / 79 / 105 / 59 / 85 / 36 -> 60 / 114 (+35) / 145 (+40) / 59 / 120 (+35) / 26 (-10)
Movepool: Added Stone Edge, Stockpile, Pain Split.

Blehhh. Being immune to water, now it can hit Fire, Flying and Ice pokemon with Stone Edge. Decent bulk.
Wormadam-Sand

Typing: Bug/Ground --> Bug/Ground
Ability: Anticipation/Overcoat --> Natural Cure
New Moves: Powder, Rapid Spin, Stealth Rock
Stats: 60/79/105/59/85/36 --> 60/104(+25)/145(+40)/64(+5)/125(+40)/26(-10)

Hazard and Rapid Spin/Defog support is invaluable for most teams. Here with the addition of these Mega Wormadam forms, they join the rare niche of having both a hazard move and a hazard removal move; a two-in-one! This is great to have if you're saving slots so as not to restrict teambuilding. By itself though, these are nice utility moves to have in general to support the team. (Going into flavor briefly, I decided to assign hazards which I think suited the three forms the most; Sticky Web for Wormadam-P, Stealth Rock for Wormadam-S, and Spikes for Wormadam-T. Then there's Rapid Spin...I like to think that they can twist their bodies from their antenna and spin)

Anyways, I wanted them to have some form of recovery, increasing survivability to perform their roles more consistently. Giving them reliable recovery seems too generous so I decided to go around this through abilities (not named Regenerator but I'm considering it). I picked Natural Cure; this way they can pull off a NaturalRest as their reliable recovery move. (For flavor background, they can harness the right materials from their surroundings to remove impurities and renew their damaged coats)

Powder seems like an odd choice but it really is just there for the sole benefit of Wormadam-T. It's a unique way to go around their fire weakness without resorting to abilities like Flash Fire and Heatproof. Bear in mind that it requires prediction to work.
Wormadam-S (Wormadamite)
Type: Bug/Ground -> Psychic/Ground
Abilities: Anticipation (Overcoat) -> Magic Guard
New Moves: Spikes, Zen Headbutt

HP: 60 -> 60
Atk: 79 -> 119 (+40)
Def: 105 -> 155 (+50)
SpA: 59 -> 59
SpD: 85 -> 125 (+40)
Spe: 36 -> 6 (-30)
BST: 424 -> 524

Same as above, but with stats mirrored. It's more of a hazard setter than anything.
Wormadam-Sand

Typing: Bug/Ground --> Bug/Ground
Ability: Anticipation/Overcoat --> Landslide (Ground moves +1 priority)
New Moves: Spikes, Sand Tomb, Rototiller

Stats: 60/79/105/59/85/36 --> 60/115(+36)/145(+40)/59/125(+40)/20(-16)

Concept: The unifying theme is abusing the namesake of their secondary type by doing it somewhat defensively and offensively. Priority Leech Seed and powders can be annoying, and priority spikes ensure they go up. Priority Shift Gear and Iron Defense means you should focus on SpDef on Steel Worm. They're slow, but the abilities are meant to circumvent that. Just watch out for birds. Also, Sticky Web.


Guys, a couple of things. Try to vote for the same person's Wormadam forms. I think we should keep the unity between the forms. Otherwise, if we do do that, I would also love if we just give Wormadam-T to the winner of those two too.

I think you missed my Infernape submission :p
 
I'm done editing my Mega Wormadam submissions. Mew King, if you're there, please update the compilation of submissions. :c

Edit: Well, I guess I'm sticking with what's in the slate. Just ignore the edits made to the original post. Speaking of the original post, Stealth Rock shouldn't be on Wormadam-Sand (has access to it already) and Spikes should be omitted on Wormadam-T (already has Stealth Rock)
 
Last edited:
I think I might give this slate a miss. None of the pokemon really strike anything inspirational. The next 5 slates after this one seem pretty neat though. Been waiting for Skuntank for so long now :)
 
!Important Announcement Please Read!

Due to a bit of dissatisfaction regarding my choice to give all rotom forms Megas and the subsequent split of the balancing council on this issue we are going to be discussing the rotom question:

Should multiple forms of a Rotom get multiple Megas? (Note this decision will set a precedent for how we deal with this issue in the future)

The three options are:
1. Rotom gets one mega for all forms
2. Rotom gets 2 Megas one for its regular form and one for its alternative forms.
3. All Rotom forms get a mega.
4. All Rotom forms get a mega but you can only vote for one submitter for all the forms

Now to my personal belief to start this off. I believe option 3 is the best choice as it allows underused rotom forms such as frost and fan to gain viability which would be much more difficult to give if alt. forms shared a mega. So from a competitive standpoint I see option 3 as the option most true to the original idea of the thread posted in the OP to make underused mons viable through their mega. While some may argue this is unflavorful I don't see any precedent GF has set as no multi form mon has gotten a mega so who is to say what GF would do.

This is just my opinion feel free to argue against me despite me being the creator this is a community meta so I want this to go to a vote... 24 hours from now... for now discuss! This will interfere with our regularly slate schedule as I think it is nessacary to have this decision finalized (which will take two days including voting) before we move on to the next slate.​
 
Last edited:
Basically it comes down to whether or not you prioritize the fact that alternate forms are still one pokemon, or the idea of giving an OU viable mega to everyone.
 
I'd say, give them all megas. After all, they're all different, just based on the same pokemon. Like the Wormadams, they're the same species, but pretty different, so if the Wormadams get megas, separate forms should get them. I'd say we should exclude only very similar forms, like both Keldeos, otherwise just make megas for them. After all, it's megas for all, not megas for most.
 
passing on this slate, def. in for the next one. As to Rotom, I have to agree with FireArrow. If all of Rotom's forms get a mega, then shouldn't all of the different forms of Deoxys, the incarnate and therian forms of Lando, Thund, and Torn, and Kyurem's fusion forms get megas?
 
!Important Announcement Please Read!

Due to a bit of dissatisfaction regarding my choice to give all rotom forms Megas and the subsequent split of the balancing council on this issue we are going to be discussing the rotom question:

Should multiple forms of a Rotom get multiple Megas? (Note this decision will set a precedent for how we deal with this issue in the future)

The three options are:
1. Rotom gets one mega for all forms
2. Rotom gets 2 Megas one for its regular form and one for its alternative forms.
3. All Rotom forms get a mega.

Now to my personal belief to start this off. I believe option 3 is the best choice as it allows underused rotom forms such as frost and fan to gain viability which would be much more difficult to give if alt. forms shared a mega. So from a competitive standpoint I see option 3 as the option most true to the original idea of the thread posted in the OP to make underused mons viable through their mega. While some may argue this is unflavorful I don't see any precedent GF has set as no multi form mon has gotten a mega so who is to say what GF would do.

This is just my opinion feel free to argue against me despite me being the creator this is a community meta so I want this to go to a vote... 24 hours from now... for now discuss! This will interfere with our regularly slate schedule as I think it is nessacary to have this decision finalized (which will take two days including voting) before we move on to the next slate.​
I think number 1 suits me best. I would be content with keeping their typings and abilities, and simply giving them all an equal stat boost.
 
Considering that the Rotom formes are tiered seperately, I would vote for no. 3. Same with other tiered formes like Deoxys-whatever, Incarnate/Therian Torn/Thund/Lando and Kyurems.

Though Mega Kyurem-B is probably going to get shot into Uber no matter how you look at it :P
 
Status
Not open for further replies.
Back
Top