I'll vote tomorrow. I guess we're keeping it open for 24 hours?
by holding a mcguffin-like item (probably Abomasite since its easiest to get to on the items list)
If we're only making one and not an X and Y Mega (like every single other tie) then both people should agree on it.Changes in poll results:
Purugly: Winner is no longer a tie and goes to Valzy
Skuntank: Winner is now Valmanway
Everything else is the same.
Oh and my Lumineon has 10 extra points by mistake. It's Defense should be 10 points lower (110 instead of 120).Current Slate![]()
Mega Lumineon
Type: Water -> Water
Ability: Swift Swim/Storm Drain/Water Veil -> Simple
69/69/76/69/86/91 -> 69/69/116/99/116/91
New Moves: Quiver Dance, Hurricane
I really dislike Lumineon (partly because it's so bland and partly because of Attract Lumineon in the Battle Maison) but I heard someone mentioning Quiver Dance Lumineon because of the whole butterfly nature and decided to alter it.
Now, Mega Lumineon has become as derp-tastic as Bibarel. Maybe all that mercury that's been filling the waters finally got to it. It now became a simple derpy fish just going through the ocean. In fact it's always been a simple thing and that's why I just forget it exists.
The strategy is simple: Abuse the ability to get to +2 SpAtk, SpDef, Speed. You don't have much coverage options: Just Surf, Ice Beam, Signal Beam, and Hurricane. Rotom-W walls anything but Signal Beam. Your speed isn't boosted and the special attack isn't made overwhelming since Simple. The Special Defense really got a boost, but there aren't many mons that use Quiver Dance defensively. No boost to the attack because shitmons need all the stats they can get.Lumineon
Typing: Water -----> Water / Fairy
Abilities: Swift Swim / Storm Drain / Water Veil -----> Adaptability
BST: 69/69/76/69/86/91 -----> 69/69/96/119/106/101
Moves: Moonblast, Dazzling Gleam, Moonlight
Weeee, this one was fun. =3 I've always liked Lumineon, but unfortunately for it it's consistently been one of the most forgotten Pokemon in existence. One can see why--poor stats, mediocre typing, difficulty finding one in comparison to its usefulness... there just really isn't much going for it. Mega Lumineon takes a shot at improving it and carving it a niche in the competitive battling scene.
Firstly, the new typing. When X and Y were released, many thought that Lumineon would be among the lucky group of Pokemon that would recieve the new Fairy-typing; it's based on an angelfish, looks graceful and vaguely feminine like other Fairies, and really needed something to pull it out of obscurity. Once the games were released, however, fans soon learned that Gamefreak had condemned Lumineon once again to a generation of mediocrity. Mega Lumineon gains the coveted Fairy typing that many wish it already had, and it is a blessing for it. With three relatively uncommon weaknesses, Water/Fairy trades in an extra weakness (to Poison, which isn't seen often anyways) for an additional three resistances and an immunity to the popular Dragon-type; not a bad trade-off. Just look at the current Water/Fairy representative, Azumarill, for comparison. With the new type also comes Moonblast and Dazzling Gleam for STAB; Water and Fairy STAB is decent on its own, again, as Azumarill shows.
All this talk about Azumarill, however, warrants a comparison of the two. Both share the same typing, but what sets them apart? Well, Azumarill has more HP than Lumineon, but Lumineon has higher defenses. Azumarill is physically oriented, while Lumineon is specially so. Azumarill gets priority in Aqua Jet, while Lumineon has recovery in Moonlight. Azumarill has Belly Drum to set up, while Lumineon is faster and doesn't need to work quite so hard. Each has their own strengths and weaknesses, and won't likely be outclassing each other despite their identical typings.
Despite these perks, however, we all know that what makes Azumarill usable is its ability. Huge Power turns its appalling 50 Attack into a respectable 100. Lumineon, on the other hand, already slightly beats that on its end with a 119 Special Attack stat. However, the fact that it takes up a Mega slot does mean that it needs to be more than simply a special version of Azumarill. Adaptability powers up Lumineon's STAB moves to 125% what they would normally hit for (which is what turning 1.5x to 2x amounts to), making it hit deceptively hard off of its 119 Special Attack. With Water/Fairy being such a solid STAB combo, this is a big selling point for what would otherwise be a mediocre Mega. While it doesn't have the set-up or priority of Azumarill, it exchanges them for higher speed and power right off the bat, as well as reliable recovery. Mega Lumineon turns a forgettable, uninspiring Pokemon into a viable threat in the metagame.Lumineon
Water → Water
Swift Swim/Storm Drain/Water Veil(hidden) → Storm Drain
69/69/76/69/86/91 (460) → 69/75(+6)/95(+19)/115(+46)/95(+9)/110(+19) (560)
Since its release in Gen IV, Lumineon has always been a sorry stat. Boring, mono-water typing combined with incredibly mediocre stats and a poor movepool doesn't exactly make for an exciting Pokemon. Even with Gen V's buff to Storm Drain didn't really do anything to lift Lumineon from the depths of NU. Unfortunately, a 100 point increase from a mega evolution may not either.
Even with a nearly fifty point increase in SpA brings Lumineon to only up to the “good” level for being an attacker and because almost half of the 100 point increase is dumped into SpA., that means much less goes into the other stats. 110 speed is, once again “good”, but not great, leaving Lumineon out-sped by a number of threats. While base 95 defenses look decent, no recovery and a mediocre base 69 HP means Lumineon is still prone to being worn down.Water/Electric
Swift Swim/Storm Drain/Water Veil(hidden) → Lightningrod
69/69/76/69/86/91 (460)>>>69/69/96(+20)/115(+46)/89/125(+34) (560)
New Moves: Tail Glow, Discharge, Psyshock
Don't fuck with the fish that glows electric. Lumineon is a destroyer with a glow going, much like Manaphy. Unlike Manaphy, it doesn't habve triple digits in... any of its defensive stats, but it hits harder and is faster. and the dual STAB is practically going to ensure targets that live are burnt or stunned. Sadly Discharge is your best secondary STAB, even with its awesome PRZ rate.
Scald breaks things!
+3 252+ SpA Mega Lumineon Scald vs. 252 HP / 4 SpD Blissey: 253-298 (35.4 - 41.7%) -- 83.4% chance to 3HKO after Leftovers recovery
That becomes a pure 2HKO with another Glow, and as you douse it, it will burn! Then again, just use Psyshock. This simple 3 move setup has few resistors. Mostly psychic resistant dragons... none of which want to switch in on Ice Beam.
252+ SpA Lumineon Ice Beam vs. 4 HP / 0 SpD Latias: 158-188 (52.3 - 62.2%) -- guaranteed 2HKO That's without the boost. Granted, Draco has a very small chance of not OHKOing a Lum with only 4 health EVs, but you're not staying in in that case.
Nothing is very safe!
+3 252+ SpA Lumineon Psyshock vs. 252 HP / 0 Def Mega Venusaur: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
+3 252+ SpA Lumineon Ice Beam vs. 4 HP / 0 SpD Multiscale Dragonite: 492-580 (151.8 - 179%) -- guaranteed OHKO
+3 252+ SpA Lumineon Scald vs. 4 HP / 0 SpD Garchomp: 376-444 (105 - 124%) -- guaranteed OHKO
This is an age where Lumineon's magic glowing... uh, glow, can kill many things!Mega Lumineon
Typing: Water ----> Water
Abilities: Swift Swim/Storm Drain/Water Veil ----> Stormcaller (Wind-based attacks boost by 1.5x)
BST: 69/69/76/69/86/91 ----> 69/79/93/112/106/101
New Moves: Omnious Wind, Hurricane, Quiver Dance
With Lumineon's stats being so unremarkable, I had to use a new ability to help it in some way. Stormcaller boosts Hurricane to 165 BP (!), Icy Wind to 82.5 BP, and Omnious/Silver Wind to 90 BP. Mega Lumineon is somewhat bulky, helping it to have a chance at setting up Quiver Dance.Mega Lumineon
Type: Water -> Water
Ability: Swift Swim/Storm Drain/Water Veil -> Volt Absorb
New Moves: Heal Bell, Recover, Volt Switch
HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 106 (+30)
SpA: 69 -> 90 (+21)
SpD: 86 -> 125 (+39)
Spe: 91 -> 101 (+10)
Flavor Concept: Lumineon is known to control electricity and can already U-Turn, so Recover, Volt Absorb, and Volt Switch were added. Heal Bell because it's a peaceful Pokemon (but mostly 'cause it's a cool move).
Competitive Concept: Bulky check to BoltBeam with many good switch-in opportunities. When in battle, it has fast utility off of base 101 speed and moves like VoltTurn and Heal Bell. Defog/Scald and Recover will probably take up the other two moveslots, but Ice Beam is another viable option.
Pro Tips: Don't center a team around Mega Lumineon; it's a very niche Pokemon. Max HP and speed is probably ideal, for it can be both bulky and quick.Lumineon (Lumineonite)
Type: Water -> Water/Fairy
Abilities: Swift Swim, Storm Drain (Water Veil) -> Lightning Rod
New Moves: Dazzling Gleam, Quiver Dance, Bug Buzz
HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 120 (+44)
SpA: 69 -> 99 (+30)
SpD: 86 -> 110 (+24)
Spe: 91 -> 103 (+12)
At first sight you notice Lumineon's fins that resemble butterfly wings. It is known as "the Beautifly of the sea" and now like all other butterfly 'mons it gets Quiver Dance. But it's not really a bug, it can't be Bug type. It glows and has wings, so Fairy is the next best thing, and gives it a much more useful typing. With an unusual 103 base Speed, it can outspeed a ton of relevant threats at +1.
As well, it competes with Lanturn for prey, and upon Mega Evolution has developed a defense against it in Lightning Rod, nullifying opposing Electric type attacks. All it takes is a good switch in and Quiver Dance for it to sweep teams, though it can be stopped with priority.
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Lickilicky
Normal → Normal
Own Tempo/Oblivious/Cloud Nine(hidden) → Thick Fat
110/85/95/80/95/50 (515) → 110/100(+15)/130(+35)/95(+15)/130(+35)/50 (615)
It took a while to decide whether M-Lickilicky should receive Thick Fat or Regenerator. Both made sense considering Lickilicky is both extremely rotund and also based of reptiles such as the iguana which are known to have a large amount of regenerative capabilities. Both are excellent defensive abilities but in the end I decided that two extra resistances are better considering M-Lickilicky's mono-normal typing. The stat boosts are pretty self explanatory: give large increases to Lickilicky's defenses which, combined with its excellent base 110 HP and access to Wish and Heal Bell, makes M-Lickilicky an extraordinarily difficult wall to break.Mega Lickilicky
Type: Normal -> Normal
Ability: Own Tempo/Oblivious/Cloud Nine -> Accumulation (This Pokémon's Rollout and Ice Ball hit with 3x power)
New Moves: Ice Ball
HP: 110 -> 110
Atk: 85 -> 125 (+40)
Def: 95 -> 110 (+15)
SpA: 80 -> 100 (+20)
SpD: 95 -> 110 (+15)
Spe: 50 -> 60 (+10)
Flavor Concept: Lickilicky is based on the move Rollout; it only fits to give it access to Ice Ball and an empowering ability.
Competitive Concept: The only setup sweeper that makes good use of Defense Curl. After one use, Rollout/Ice Ball hits with 180 BP on the first turn, which proceeds to double each turn. It's also hella bulky with 110/110/110 defenses. Mega Lickilicky is hindered by its inability to switch moves after an Accumulation-influenced attack, but can break through even the toughest physical walls with its powerful attacks.
Pro Tips: Fire Blast is a great move to check opposing Steel-type walls. A little speed investment can help Mega Lickilicky outpace standard Skarmory and kill it before it can Roost. Gothitelle is a cool teammate because it traps and kills most common phazers.
4 SpA Lickilicky Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 208-248 (59 - 70.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Lickilicky Rollout (180 BP) vs. 252 HP / 252+ Def Skarmory: 119-141 (35.6 - 42.2%)
252+ Atk Lickilicky Rollout (360 BP) vs. 252 HP / 252+ Def Skarmory: 238-280 (71.2 - 83.8%)
Overall Guaranteed 2HKO after Leftovers recovery
Suck on that, Skarm.Lickilicky (Lickilickite)
Type: Normal -> Normal
Abilities: Own Tempo, Oblivious (Cloud Nine) -> Oblivious
New Moves: Yawn, Slack Off
HP: 110 -> 110
Atk: 85 -> 105 (+20)
Def: 95 -> 125 (+30)
SpA: 80 -> 100 (+20)
SpD: 95 -> 125 (+30)
Spe: 50 -> 50
BST: 515 -> 615
Mega Lickilicky aims to be an amazing cleric being immune to Taunt thanks to its ability and having decent offenses to back it up. It can also be an all-around tank, spreading status with Yawn and Body Slam while healing whenever it needs to. It also has Curse and Swords Dance which could warrant use. A Normal type is pretty useful in that it has only one weakness and an immunity to Ghost. It doesn't have a list of stellar resistances but it has the bulk to take many neutral hits.Mega Lickilicky
Normal -> Normal
Own Tempo/Oblivious/Cloud Nine -> Thick Fat
110/85/95/80/95/50 -> 110/135/125/80/125/40
We need more Lickilicky. This is going to be a suicidal Pokemon. Use Explosion man! I don't know what really to say because I want to hurry up with this
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Carnivine
Typing: Grass -----> Grass
Abilities: Levitate -----> Arena Trap
BST: 74/100/72/90/72/46 -----> 74/110/87/110/87/81
Alright, so Arena Trap Victreebel didn't make it through, but hopefully this one will. Hear me out.
Arena Trap is a powerful ability, don't get me wrong, but the fact is that a lot of OU simply isn't affected by it. Levitators (Rotom-W, the Latis), flyers (Talonflame, Landorus), ghosts (Gengar, Aegislash), and Mold Breakers (Mega Ampharos) aren't affected by it, for starters. For a relatively large chunk of commonly-seen Pokemon, Arena Trap is literally a non-issue. However, I do see the argument that it is too strong of an ability, and can see why Victreebel was ultimately given a different ability instead; Victreebel is already relatively viable in OU if one is willing to run a sun team, and Arena Trap along with Growth might be pushing it too far.
Carnivine, on the other hand, has no such luxury of being viable on certain OU teams--heck, it is hardly viable on any team. Arena Trap fits very well flavorwise, as trapping foes is literally what it does for a living. With a single STAB in Grass and a relatively barren movepool, Carnivine also doesn't stand out as teetering on the edge of overpowered even with Arena Trap; unlike the likes of Mega Gengar, Mega Carnivine would have to put some effort into its trapping. Looking at the BW Strategydex entry for Carnivine, the two attacking moves it is suggested to run are Power Whip and Return. Grass/Normal isn't exactly famed for its coverage, and I purposely didn't give it any new moves precisely because its limited movepool would be a factor in balancing out Arena Trap. Unlike Victreebel, who also had access to Fire- and Poison-type moves for coverage, Return is more or less all Carnivine gets. Additionally, 81 Speed with no way of boosting is rather mediocre, especially for a Pokemon with average 74/87/87 bulk (poor by Mega standards). Indeed, I threw 35 points into Speed largely to not put the points in the other stats, especially since it still wouldn't be outspeeding much. 110/110 offenses are also terribly average for a Pokemon focused on attacking. Even with Arena Trap, Mega Carnivine still appears to be largely underwhelming...
So what is Carnivine supposed to do, exactly? With such poor stats and movepool, how would Arena Trap help it if it couldn't outspeed, overpower, or wall anything when switching in? The answer is: very carefully, but very well. Mega Carnivine has the unique combination of Sleep Powder, Swords Dance, and Arena Trap to help it muscle past foes. The strategy is simple; switch in on something Mega Carnivine can beat, put it to sleep, set up, and then wreck house while the opponent is helpless to do anything. It's a powerful combination indeed, and if played correctly, almost guarantees at least one of the opponent's Pokemon will be taken down. While definitely strong, however, I certainly wouldn't claim that Carnivine even approached broken; unlike other trappers, Mega Carnivine can be stopped by a wide variety of threats, so teams won't have to run a Pokemon specifically in the event of encountering Carnivine or the like. Firstly, 81 Speed with no boosting and lack of priority means that Carnivine will likely be taking a hit from most OU Pokemon before hitting back with Sleep Powder (and even then, Sleep Powder needs to hit). Its bulk isn't strong enough to weather even neutral attacks, so it's not like it can entirely wall anything, really; most Pokemon with an offensive move will be able to damage it substantially if it can't land a Sleep Powder quick enough. And again, to reiterate, Grass/Normal coverage is kind of... bad... to say the least (Crunch helps, I guess). Even with Swords Dance boosts and 110 base Attack, there are plenty of things that can resist Carnivine's attacks. A silver lining for Carnivine, however, is in the quest to not boost Carnvine's Speed or Attack too much, its Special Attack was also boosted to the same level as its Attack, enabling it to slightly expand its movepool if it wants to sacrifice some physical power of speed to invest in Special Attack. Growth also allows Carnivine to go mixed, at the cost of the raw physical strength of Swords Dance. Mega Carnivine, though frail and kind of slow, becomes an excellent revenge killer and even sweeper if used correctly.Carnivine
Grass → Grass/Flying
Levitate → Strong Jaw
74/100/72/90/72/46 (454) → 74/125(+25)/90(+18)/105(+15)/90(+18)/70(+24) (554)
+Air slash, Ice Fang, Thunder Fang
Carnivine makes some sense with a secondary flying type, since its 'Dex entries state that it uses its tentacles to wrap around a tree branch and hang there to wait for prey. Strong Jaw is an obvious ability since it has a gigantic mouth with huge fangs which is why is also got two of the fang moves.Mega Carnivine
Grass ---> Grass
Levitate ----> Strong Jaw
74/100/72/90/72/46 454 ----> 74/140(+40)/110(+38)/100(+10)/100(+28)/30(-16) 554
New Moves: Tunder Fang, Ice Fang, Acid Spray
Well, the idea is based on Carnivine giant mouth :D
Jusrt by looking at this thing, you know it has a strong jaw :3
Anyways, this improvment could make Carnivine really a nice pokemon to use. Droping some of his speed (which wasn't that much to begin with) to gain a lot of power and more bulk. I can really see this thing getting some use.
Look at some damage calcs:
252+ Atk Strong Jaw Mega Carnivine Crunch vs. 252 HP / 4 Def Deoxys-D: 202-238 (66.4 - 78.2%) -- guaranteed 2HKO
252+ Atk Strong Jaw Mega Carnivine Crunch vs. 252 HP / 0 Def Cresselia: 260-306 (58.5 - 68.9%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Mega Carnivine Power Whip vs. 252 HP / 252+ Def Shuckle: 88-105 (36 - 43%) -- 91.4% chance to 2HKO after Stealth Rock
So, it can pretty much 2HKO Everything that is nutral to his attacks :3
The only thing that keeps this ting from wrecking stuff are status moves and pokemon that resist it :3Mega Carnivine
Type: Grass -> Grass
Ability: Levitate -> Cannibal (When this Pokemon recovers HP from the opponent, 1.5x damage is dealt, and all damage dealt is recovered by this Pokemon)
New Moves: None
HP: 74 -> 74
Atk: 100 -> 110 (+10)
Def: 72 -> 102 (+30)
SpA: 90 -> 110 (+20)
SpD: 72 -> 102 (+30)
Spe: 46 -> 56 (+10)
Flavor Concept: Cannibal because it's a Venus Flytrap. Though technically poor nomenclature, yer just gonna have to deal with it.
Competitive Concept: Lol fuck Venu, there's a new Seeder/Drainer in town. With minimum HP investment, Mega Carnivine can recover massive portions of its HP from Leech Seed and Giga Drain, and it's not incredibly frail. SubSeeding has never been more fun.
Pro Tips: Minimum HP investment, Maximum SpA investment. Talonflame is a great teammate to take out opposing Grass-types trying to resist your moves. Rocks are always appreciated, for 4/5 of Grass' weaknesses are weak to them.Carnivine (Carnivinite)
Type: Grass -> Grass/Dark
Abilities: Levitate -> Flytrap (Contact moves trap opponent for 4 turns, making them unable to switch out. Each turn the opponent loses 1/8 of their HP which restores Carnivine)
New Moves: Poison Jab, Dark Pulse, Earth Power
HP: 74 -> 74
Atk: 100 -> 140 (+40)
Def: 72 -> 102 (+30)
SpA: 90 -> 120 (+30)
SpD: 72 -> 102 (+30)
Spe: 46 -> 16 (-30)
BST: 454 -> 554
The new ability allows Carnivine to become a great balance between an offensive and defensive Grass type. Its ability allows it to constantly rack up damage and keep itself healthy. Unlike (Mega) Venusaur or Roserade, it's not immune to Toxic so it can be worn down in spite of its healing. It gets a generally widened movepool, and can go mixed using a strong STAB Crunch or Knock Off for its ability while using Giga Drain to restore even more health, and it has decent coverage as well.Mega Carnivine
Grass ---> Grass/Dark
Levitate ----> Herbalate (When a non-grass type move would strike for neutral damage or worse, it becomes grass type and does 30% more damage)
74/100/72/90/72/46 454 ----> 74/135(+35)/110(+38)/115(+25)/100(+38)/20(-26) 554
New Moves: Sucker Punch, Earthquake, Baton Pass
Concept: STAB Grass type -ate boosted Sucker Punch!
252+ Atk Life Orb Carnivine Sucker Punch vs. 4 HP / 0 Def Mega Tyranitar: 273-322 (79.8 - 94.1%) -- guaranteed 2HKO
The Life Orb represents the ATE bonus. Being slow, Carnivine has a few enemies, namely birds. Carnivine will need to switch out of birds all the time.
It also struggles against grass neutral Sap Sippers. The mechanism for how Herbalate works means that Mega Carn has nothing to hit SE against the ungulates with the ability, meaning that a neutral Quake will attempt to become grass and grant an attack boost. Those enemies are surefire (Suregrass?) counters to Carnivine, who MUST switch out, which is why he has Baton Pass to help him maintain momentum after boosting up.
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Mega Togekiss
Type: Fairy/Flying -> Fairy/Flying
Ability: Hustle/Serene Grace/Super Luck -> Pixilate
80/50/95/120/115/80 -> 85/100/125/150/135/50
New Moves: Brave Bird
No more paraflinch for you! Now Togekiss becomes bulky and can be used for attacking. It can go physical (kind of, it does get Pixilate Extreme Speed and now Brave Bird), special (Pixilate Hyper Voice works for Gardevoir and Sylveon and now it has something other than Dazzling Gleam to use!), or mixed. Its defenses are rather high, it's attack is high, its special attack is fine (even more with Nasty Plot) and it's just dandy. The only thing holding it back is it's 50 speed.
I'd recommend trying out a physical set just for the fun. In fact, it's better than old Hustle 'Kiss of Gen IV/V. A fully invested attack equals the attack of Hustle 'Kiss. Plus now it's got a 104 BP Fairy Typed Extremespeed. AND, it doesn't have accuracy issues like Hustle 'Kiss has. Plus, it's got Brave Bird now, so that's always a thing.Togekiss
Typing: Fairy / Flying -----> Fairy / Flying
Abilities: Hustle / Serene Grace / Super Luck -----> Jubilee (The turn after switching in or Mega-Evolving, the Pokemon currently active will heal 25% of the ability holder's HP)
BST: 85/50/95/120/115/80 -----> 85/80/110/150/130/90
Yay, Togekiss becomes viable again! I'll keep this one short, because you guys are probably tired of reading right now. Jubilee acts as a combination of a weaker Wish and a delayed Regenerator (code-wise Togekiss basically just uses Wish on switch-in/Mega Evolution, with the healing multiplied by .5x). For Togekiss, it negates Stealth Rock damage if Togekiss stays in for at least one turn. On the other hand, it also provides support for its teammates should Togekiss decide to switch out. The loss of Serene Grace means that Togekiss can no longer paraflinch hax like it used to, but Jubilee still keeps flavor in mind. 90 Speed is still a bit short of "fast" in OU, but luckily 85/110/130 bulk enables it to take a hit or two even with its lower speed. 150 Special Attack is nice; not the highest for a Mega, but decent for one with Togekiss's bulk. I refrained from new moves since Togekiss's stats are already pretty good, and it wasn't like Togekiss's movepool was barren to begin with. Ditto for the typing; Fairy/Flying fits well flavorwise as well a competitively for Togekiss. Providing support, bulk, and attack power, Mega Togekiss easily is a strong contender for the OU metagame.Mega Togekiss
Flying / Fairy ----> Flying / Fairy
Hustle / Serene Grace / Super Luck ----> Magic Bounce
85 / 50 / 95 / 120 / 115 / 80 (545) ----> 85 / 50 / 135 (+40) / 140 (+20) / 145 (+30) / 90 (+10) (645)
New Moves: Calm Mind and Moonblast
Mega Togekiss becomes quite the effective Pokemon now that she gets Magic Bounce, as she no longer fears Taunt, Toxic, Roar, and other would-be annoyances. Her 85 / 135 / 145 defenses are quite intimidating, and 140 base Special Attack is nothing to scoff at either, and with a decent 90 base Speed and Calm Mind added to her arsenal, she becomes all the more threatening to both stall and offense alike.Togekiss
Fairy/Flying → Fairy/Flying
Hustle/Serene Grace/Super Luck → Serene Grace
85/50/95/120/115/80 (545) → 85/70(+20)/110(+15)/150(+30)/130(+15)/100(+20) (645)
Togekiss quickly becomes an extremely threatening sweeper. With much better speed, an awesome base 150 SpA., great bulk and Nasty Plot, Togekiss can easily clean out all but the bulkiest teams.Mega Togekiss
Typing: Fairy/Flying ----> Fairy/Flying
Abilities: Hustle/Serene Grace/Super Luck ----> Pixilate
BST: 85/50/95/120/115/80 ----> 85/100/120/130/145/65
New Moves: Brave Bird
Come on, if Mega Gardevoir can get Pixilate, surely Mega Togekiss fits by flavor ._.
One of the main uses of Pixilate is for ExtremeSpeed, allowing Mega Togekiss to do revenge killing. The heavily buffed Atk can also find use with Brave Bird and Zen Headbutt, turning Mega Togekiss into a mixed set-up attacker with... uh, Work Up?Mega Togekiss
Type: Fairy/Flying -> Fairy/Flying
Ability: Hustle/Serene Grace/Super Luck -> Hustle
New Moves: Moonblast
HP: 85 -> 85
Atk: 50 -> 100 (+50)
Def: 95 -> 115 (+20)
SpA: 120 -> 140 (+20)
SpD: 115 -> 125 (+10)
Spe: 80 -> 80
Flavor Concept: Moonblast because it's a fucking fairy, okay?
Competitive Concept: Utilitymon with methods for revenge killing, hazard clearing, tanking, and mixed attacking. Defog, Roost, Thunder Wave, Extreme Speed, Nasty Plot, Moonblast, Air Slash, Shadow Ball, Aura Sphere and Flamethrower are all excellent tools depending on your team's needs.
Pro Tips: The whole point of using this mega is to have all the perks of regular Togekiss plus a potent ESpeed. If you don't run that move, then you might as well use your mega slot on something else.Togekiss (Togekissite)
Type: Fairy/Flying -> Fairy/Flying
Abilities: Hustle, Serene Grace (Super Luck) -> Aerialate
New Moves: Moonblast
HP: 85 -> 85
Atk: 50 -> 60 (+10)
Def: 95 -> 110 (+15)
SpA: 120 -> 160 (+40)
SpD: 115 -> 130 (+15)
Spe: 80 -> 100 (+20)
BST: 545 -> 645
Togekiss makes the most of its offensive movepool with a combination of great Special Attack and Nasty Plot, a solid 100 base Speed and the bulk to set up and/or take hits from faster opponents. Aerialate makes it a nice sort of parallel to Mega Gardevoir as they both get a boosted Hyper Voice.Mega Togekiss
Type: Fairy/Flying -> Fairy/Flying
Ability: Hustle/Serene Grace/Super Luck -> Specialize (Phys Attacks use SpAtk for calculations)
80/50/95/120/115/80 -> 80/50/120(+25)/160(+40)/120(+5)/110(+30)
New Moves: Brave Bird, Moonblast, Play Rough
Concept: Nasty Plot + Extreme Speed + Brave Bird + Roost = GG No re. You can easily run a breaker set of NP, BB, MB, ES, though you'll find that Steel types don't care. Run Fire Blast in places where you have no answer for Steels, and switch into all Garchomps that forget to run Stone or steel for you.
Seriously, this is going to be brutal! Maybe too good.
It's time for voting and then a discussion for the rest of the day (whatever the next slate is). PM me your votes. You know the drill
I think other people voted in that time. If you remember, he allowed for people to continue submitting votes for the four hours between the time he posted and midnightIf we're only making one and not an X and Y Mega (like every single other tie) then both people should agree on it.
Oh and my Lumineon has 10 extra points by mistake. It's Defense should be 10 points lower (110 instead of 120).