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

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I'm sorry but have you even looked at that list? To date there isn't a single mega with a mediocre ability(excluding ubers). Now take a look at Klinklang. Auspicious typing, good boosting, but is shit. So much so that he never sees use outside of his tier and rarely sees use inside of it. A mediocre ability won't cut it. Either find flavor from an existing good ability or make a new one. If you'd at least suggested a usefull ability from him instead of just complaining about people making new abilities you would have been perfectly fine, but instead you decided to release wasted words from your computer.
Again with the melodrama. Look at that sentence, remember that we're talking about Pokémon, and try to feel important.

In any case, I was unaware that Lightning Rod on a Grass/Dragon mon wasn't mediocre. Thanks for helping me see the light, champ in the making.
 
Alright guys here are the results

Jellicent: nightsitter
Mega Jellicent
Type: Water/Ghost -> Water/Ghost
Ability: WaterAbsorb/CursedBody/Damp -> Cursed Body
New Moves: None

HP: 100 -> 100
Atk: 60 -> 70 (+10)
Def: 70 -> 90 (+20)
SpA: 85 -> 110 (+25)
SpD: 105 -> 130 (+25)
Spe: 60 -> 80 (+20)

Flavor Concept: “The fate of the ships and crew that wander into Jellicent’s habitat: all sunken, all lost, all vanished.” “It’s said there’s a castle of ships Jellicent have sunk on the seafloor.” “Their favorite food is life energy.” All of these statements come from Jellicent’s various Pokedex entries. It just seemed like Cursed Body fit a little bit better than Water Absorb.

Competitive Concept: The Utilitymon and Keldeo counter of last gen. Now with greatly improved stats, Jellicent can cripple stall with Taunt, physical attackers with Will-o-Wisp, and special attackers with sheer bulk. Mega Jellicent is difficult to face for any playstyle, so all teams will need adequate preparation.

Amoongus: Tie between Mega Mantine and AM145
Amoonguss (Amoongussite)
Type: Grass/Poison -> Grass/Poison
Abilities: Effect Spore (Regenerator) -> Regenerator
New Moves: Dark Pulse

HP: 114 -> 114
Atk: 85 -> 95 (+10)
Def: 70 -> 100 (+30)
SpA: 85 -> 105 (+20)
SpD: 80 -> 120 (+40)
Spe: 30 -> 30
BST: 464 -> 564

Keeping things simple, Amoonguss becomes even bulkier. Dark Pulse is a common move, lots of Poison types like Weezing and Seviper learn it and it fits Amoonguss.
Mega Amoongus
Type: Grass/Poison -> Grass/Poison
Abilities: EffectSpore/Regenerator -> Regenerator
New Moves: N/A

HP: 114 -> 114
Atk: 85 -> 95 (+10)
Def: 70 -> 100 (+30)
SpA: 85 -> 105 (+20)
SpD: 80 -> 110 (+30)
Spe: 30 -> 40 (+10)
BST: 464 -> 564

Flavor Concept: As Amoonguss is designed around being a Pokeball, Mega Amoonguss would be designed around a Master Ball. The mushroom heads are also larger in size as well.

Competitive Concept: Bulkier version of Amoonguss with no access to Black Sludge for recovery basically. M-Amoongus can now function as both a physical or special wall now, with a solid base stat in both attack to function as a tank as well

Emolga: JayHankEdLyon
Mega Emolga
Type: Electric/Flying -> Dark/Dark (jk still Electric/Flying)
Ability: Static/Motor Drive -> Prankster
New Moves: Parting Shot

HP: 55 -> 55
Atk: 75 -> 85 (+10)
Def: 60 -> 90 (+30)
SpA: 75 -> 85 (+10)
SpD: 60 -> 80 (+20)
Spe: 105 -> 145 (+30)

Flavor Concept: Emolga’s black “hood” covers more of its body to make it an adorable flying stage ninja.

Competitive Concept: Is there any animal more inherently mischievous than a squirrel? With fantastic defensive Electric/Flying typing, Emolga can make for a wonderful Prankster. With bolstered defenses, Emolga can use priority Roost to stay alive and use its surprisingly large supportive movepool to its fullest. Thunder Wave and Toxic are nice enough, but how about Encore and Taunt to ruin people’s day?

But the kicker, of course, is Parting Shot. Emolga is part of the very small club that learns both U-Turn and Volt Switch, and its squirrely demeanor fits the flavor for Parting Shot perfectly to round out the skittish fleeing move trio. Together with Prankster and blazing speed, Emolga now acts as a terrific pivot, spreading status, forcing switches with Encore, and lowering the attack stats of whatever switches in as it flees.

Finally, this sucker gets Tailwind, which may not last long, but enhances Emolga’s new role as a brilliant support mon.

Escavailer: Tie between JayHankEdLyon and Genuis
Mega Escavalier
Type: Bug/Steel -> Bug/Dark
Ability: Shell Armor/Swarm/Overcoat -> Precision (moves with BP of 40 and lower have their BP doubled; basically a more precise Technician)
New Moves: Pin Missile (seriously how does this guy not have Pin Missile?)

HP: 70 -> 70
Atk: 135 -> 165 (+30)
Def: 105 -> 85 (-20)
SpA: 60 -> 60 (+0)
SpD: 105 -> 85 (-20)
Spe: 20 -> 130 (+110)

Flavor Concept: Escavalier abandons its armor, looks like a blend between Escavalier and Karrablast.

Competitive Concept: Whoa nelly, look at that turnaround! I like Megas that take mons in a new direction, so I decided to work with the ongoing theme of Karrablast’s armored journey and have the knight go rogue. Losing the armor increases speed drastically while lowering defenses, but not as badly as poor Accelgor.

The new dark-type wasn’t just slapped on, but has two purposes: one, flavor-wise, as a rogue knight, Escavalier’s shed his steel for a more offensive, say, “evil” typing. Second, look at his new ability. I hate new abilities for the most part, but this one allows me to keep Escavalier’s tiny movepool (only adding Pin Missile because again, come on) and maximize its advantages.

Any move 40 BP and lower has its power doubled. Now, what relevant moves does Escavalier have that are under 40 BP?

Twineedle: suddenly this move becomes Bugmerang, a dual-hitting 50 BP move, but with perfect accuracy and a chance to poison.

Pin Missile: 80 BP minimum, 200 BP maximum? Before STAB? Yes please.

Rock Smash: now an 80 BP Fighting attack with that sexy 50% defense drop chance. And the grand winner,

Pursuit: which is now 80 BP whether or not the foe switches, before STAB. Perfect for our evil, avenging knight.

(Also, Peck is now 70 BP, which isn't the best in the world, but still beats Aerial Ace if you want Flying coverage.)

Precision also allows for a few gimmicky moves, like Fell Stinger and Fury Cutter (and lol False Swipe), to be just a little less gimmicky. Just a little. Also, still has access to moves like Drill Run, Iron Head, and Poison Jab for more coverage (Iron Head/Poison Jab especially helps against the fairies that resist both STABs). Knock Off doesn't take advantage of Precision, but is still a powerful STAB with a great effect. And of course, there's Swords Dance.

The way I see it, Scizor already has the powerful Bug/Steel niche down pat, and Forretress is a better defensive mon than Mega Escavalier could hope to be unless we radically change its movepool. This way, Mega Escavalier gets to be its own mon.
Escavalier (Escavalite)
Type: Bug/Steel -> Bug/Steel
Abilities: Swarm, Shell Armor (Overcoat) -> Defiant
New Moves: Sucker Punch, U-Turn
HP: 70 -> 70
Atk: 135 -> 170 (+35)
Def: 105 -> 125 (+25)
SpA: 60 -> 60
SpD: 105 -> 125 (+25)
Spe: 20 -> 35 (+15)
BST: 495 -> 595

With Defiant, Escavalier is now a great and extremely bulky way to stop defog, and more importantly in my opinion, intimidate. Sucker punch gives it some much needed priority, and U-turn is nice for pivoting out. It's still very susceptible to burn and general fire-type moves though.

This post starts the submission period for Alomomola, Klinklang, Ferrothorn, and Eelektross
 
Yaaayyy more Megas to combine (Amoonguss). On a more serious note, here are my next submissions:
Type: Water -> Water/Fairy
Ability: Healer/Hydration/Regenerator -> Regenerator
New Moves: Dazzling Gleam, Draining Kiss, Play Rough

HP: 165 -> 165
Atk: 75 -> 95 (+20)
Def: 80 -> 110 (+30)
SpA: 40 -> 40
SpD: 45 -> 85 (+40)
Spe: 65 -> 75 (+10)

Flavor Concept: Alomomola gains the Fairy type upon Mega Evolution because of its love-like qualities and goddammit do I really need to explain? All the new fairy moves are just for flavor; I don’t think any one of them will be used too much outside of maybe PR.

Competitive Concept: Wish passer with excellent capacity to stomach Knock Offs and other physical attacks throughout the match. Now with improved bulk and defensive typing, Wish+Regenerator is a fantastic combination that can spread recovery throughout your entire team. Wish/Protect/Knock Off/Something is probably the best set.
Type: Grass/Steel -> Grass/Steel
Ability: Iron Barbs/Anticipation -> Iron Barbs
New Moves: None

HP: 74 -> 74
Atk: 94 -> 134 (+40)
Def: 131 -> 151 (+20)
SpA: 54 -> 69 (+15)
SpD: 116 -> 141 (+25)
Spe: 20 -> 20

Flavor Concept: Not much to explain. Ferrothorn’s vines gain incredible muscle and become capable of dealing heavy physical damage.

Competitive Concept: Improved user of Gyro Ball, still with the capability of annoying opponents with Leech Seed, TWave, and Knock Off. Just like Scizor to Mega Scizor is offense to defense, Ferro to Mega Ferro is defense to offense. Of course, they’re both bulky attackers either way.
Type: Steel -> Steel
Ability: Plus/Minus/Clear Body -> Technician
New Moves: None

HP: 60 -> 60
Atk: 100 -> 125 (+25)
Def: 110 -> 150 (+40)
SpA: 70 -> 90 (+20)
SpD: 85 -> 100 (+15)
Spe: 90 -> 90

Flavor Concept: Klinklang is a set of cogs that works in a very specific, concise manner. Its careful nature justifies its ability to power up weaker moves, Technician.

Competitive Concept: Vastly improved Shift Gear sweeper, now with a more powerful Gear Grind and Hidden Power. Poor coverage will always hold it back, but Gear Grind/Wild Charge/HP Fire is significantly better than the same with Return in place of HP.
Type: Electric -> Electric/Poison
Ability: Levitate -> Levitate
New Moves: Gunk Shot

HP: 85 -> 81
Atk: 115 -> 145 (+30)
Def: 80 -> 105 (+25)
SpA: 105 -> 135 (+30)
SpD: 80 -> 105 (+25)
Spe: 50 -> 40 (-10)

Flavor Concept: It’s an eel, and eels are known to sometimes be poisonous (that’s a complete guess). Gunk Shot is added because it can hurl gunk out of its rather large mouth.

Competitive Concept: Wallbreaker with a cool setup move in Coil and powerful attacks. Gunk Shot is primary STAB and achieves perfect accuracy after a Coil boost. Willd Charge can be used in addition to whatever other coverage moves you want to use. Levitate is a very convenient ability in that it removes a common 4x weakness (except against the annoying Excadrill and M-Gyarados.)
 
Yesss I love my Esca so. And Emolga too! Shucks, thanks y'all!

This is written from my phone so sorry for no fancy hiding code yet.

Mega Alomomola

Type: Water -> Water

Ability: Healer/Hydration/Regenerator -> Regenerator
New Moves: None


HP: 165 -> 165
Atk: 75 -> 85 (+10)
Def: 80 -> 120 (+40)
SpA: 40 -> 50 (+10)
SpD: 45 -> 95 (+50)
Spe: 65 -> 55 (-10)


Flavor Concept: Alomomola transforms into a fish that looks like a more realistic, pulsing heart, traumatizing younger players. Or maybe it gets a nurse's cap or something instead.


Competitive Concept: Alomomola is a medic through and through, and by god, it's gonna get buffed up. Its tremendous HP stat is now matched by great Defense and above-average Special Defense.


Complex? Hardly. But all Alomomola really needed was a boost in bulk like this to be more viable, as it's already pretty damn great in the right hands; if you haven't seen them yet, check out these awesome replays from Branflakes325.


http://www.smogon.com/forums/threads/creative-and-innovative-sets-no-shitty-gimmicks.3503558/.


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Mega Ferrothorn

Type: Grass/Steel-> Grass/Steel
Ability: Iron Barbs/Anticipation -> Bulletproof
New Moves: None (do not give this monster Rapid Spin or Spiky Shield, folks; remember, regular Ferro would get them too!)


HP: 74 -> 85
Atk: 94 -> 124 (+30)
Def: 131 -> 171 (+40)
SpA: 54 -> 64 (+10)
SpD: 116 -> 146 (+30)
Spe: 20 -> 10 (-10)

Flavor Concept: Ferrothorn gains a few smaller vines to act as usable arms.


Competitive Concept: While I don't wish to change Ferrothorn's role as a bulky nightmare, I also want to make sure it plays a different role than its normal counterpart. Thus, I've made Ferro into an even greater wall, but stripped it of Iron Barbs, leaving regular Ferro its niche (particularly as Megathorn can't hold Rocky Helmet). Bulletproof is a decent ability, granting immunity from Aura Sphere and Focus Blast, but again, its stats are so good I wanted to make sure it still has kryptonite (hence a lack of Heatproof). I even considered Dry Skin to compound Ferro's Fire weakness, but Bulletproof fits flavor-wise better and Ferro's still a Mega, dammit, I don't want to overcorrect its power.


Beyond its now-titanic defenses, Ferrothorn's gained a nifty attack boost and an even lower speed, optimizing Gyro Ball's power. Otherwise, I'd imagine its role is largely the same, just with more overt defense and offense befitting a tank rather than using passive damage to punish physical attackers.

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Mega Klinklang
Type: Steel-> Steel/Electric
Ability: Plus/Minus/Clear Body -> Technician
New Moves: Flame Wheel, Rapid Spin (come on, it's a rapidly spinning series of gears), Spark


HP: 60 -> 60
Atk: 100 ->140 (+40)
Def: 115 -> 125 (+10)
SpA: 70 -> 80 (+10)
SpD: 85 -> 105 (+20)
Spe: 90 -> 110 (+20)

Flavor Concept: Sparks fly all around Klinklang's gears


Competitive Concept: Yeah, the most obvious way to go, but for good reason. The question is, what makes Klinklang different from Magnezone?


The answer? Shift Gear and Gear Grind. Klinklang veers physical, and its mega stats should reflect this with a healthy boost to Attack and a fun new speed tier.


Flame Wheel, Spark, and Rapid Spin were added for flavor and, in the case of Flame Wheel, some nifty coverage after Technician (Spark acting as a recoilless Wild Charge with a para chance isn't shabby either). After one Shift Gear, 252 Atk 252 Spd Adamant Mega Klinklang hits 598 speed, which is only beaten by the likes of Max Speed Choice Scarf Electrode; meanwhile, its attack rises to a terrifying 624. Moreover, Electric/Steel has the most resists/immunities of any existing type combo (11 resistances ). Whaddabeast.


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Mega Eelektross
Type: Electric -> Electric/Poison
Ability: Levitate -> Levitate
New Moves: Gunk Shot, Sludge Wave


HP: 85 -> 85
Atk: 115 ->135 (+20)
Def: 80 -> 100 (+20)
SpA: 105 -> 115 (+10)
SpD: 80 -> 110 (+30)
Spe: 50 -> 70 (+20)

Flavor Concept: Eelektross grows, gains some spines, drools acid.


Competitive Concept: Eelektross’s tremendous movepool and decent bulk, compounded by a lack of weaknesses (barring Mold Breaker and such), benefits greatly from its new typing. Its ground immunity is sustained, and it now adds Fairy, Fighting, Poison, Grass, and Bug to its existing resistances to Electric, Steel, and Flying, all in exchange for a single weakness to Psychic.


Its additional bulk is tailored for Coil, which not only raises its lower defense and attack, but gives its newfound Gunk Shot usable accuracy (and also helps other physical coverage moves such as Aqua Tail and Rock Slide). Moreover, Eelektross can go mixed thanks to its decent 115 special attack, running Coil along with Thunder or even Zap Cannon to supplement physical attacks. Full special sets aren't too shabby either, especially with its now-STAB Acid Spray (which I honestly think is much better than Sludge Wave despite the new move's availability.


Sadly our eel still lacks decent recovery outside of Drain Punch, but it certainly appreciates immunity to Toxic and Paralysis.
 
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I'm just going to leave this here and l might deal with others later...


Mega Klinklang
Steel -> Steel/Electric
Plus/Minus/Clear Body -> Oiled Gears (Reskin of Parental Bond)
60/100/115/70/85/90 -> 60/120/135/90/105/110

You might think "Holy Shit, not another Parental Bond Clone!", but then you realize that just like me around girls, Klinklang has no moves. Its most powerful physical moves are Gear Grind, Return, and Wild Charge. The most dangerous part of this new change is Discharge, which, thanks to the Parental Bond Clone, has a 51% shot of paralyzation. Then again, that's not as bad as Serene Grace Body Slam. While Mega Klinklang now gets STAB from it, it's still coming off a mediocre unboostable 90 base special attack. It also still gets Thunder Wave so why gamble the paralyzation shot for a bit of damage when you can just get the 100% accurate Thunder Waves. Also, a base speed of 110 isn't going to outspeed many more Megas in this metagame. Finally it has now a quad weakness to ground while only gaining more resistance to flying and electric.

Now, you might ask, what's the flavor of this ability? So, consider this. Klink had two gears with faces, but the rest of the evolution line only has one face... My theory is that the one face evolved into the big gear and lies dormant. Now with Mega Klinklang, the big gear awakes and it's pisssssssssed. It's grinding so hard that it becomes enveloped in static electricity. So it wants to get in on the action. Now it takes over the attacks and the smaller gear with a face gets in for a secondary attack, but since the second gear is smaller, it does less damage.
 
I feel the air around here has been getting to rigid. I'm afraid to be creative right about now as to get in trouble even if I don't conform to not give everything the best of the best. It makes me uncomfortable and feel like my style is even LESS appreciated.

Mega Eelektross
Type: Electric -> Electric/Poison
Ability: Levitate -> Dirt Chew (Ground type water absorb. While it can prevent things like Sand Attack and Spikes, it won't prevent spikes already setup, and cannot ignore Arena trap. It can ignore Gravity.)
New Moves: Gunk Shot, Scald

HP: 85 -> 85
Atk: 115 ->135 (+20)
Def: 80 -> 90 (+10)
SpA: 105 -> 125 (+20)
SpD: 80 -> 115 (+35)
Spe: 50 -> 65 (+15)

Concept: It's not a full upgrade over Levitate since things like Dugtrio will ruin your life... not even Scald will save you with your slow speed. In any case, Mega Etross only has a psychic weakness as you know, but has hidden durability with his ground absorb ability as it becomes a land eel and bores through the earth to find hot water to shoot at its enemies.


Mega Klinklang
Type: Steel-> Steel/Electric
Ability: Plus/Minus/Clear Body -> Levitate
New Moves: Earthquake, Play Rough, Stealth Rocks

HP: 60 -> 60
Atk: 100 ->135 (+35)
Def: 115 -> 140 (+25)
SpA: 70 -> 70
SpD: 85 -> 120 (+35)
Spe: 90 -> 95 (+5)

A defensive, levitating Steel/Electric type with now excellent coverage. It gets play rough because if you're playing with industrial gears, you're probably Playing Rough... I feel dirty for even putting that reference in your heads. Might be before your time. As is, it gives Magnezone a lot of competition, I'm sure. 60/140/120 defenses aren't terrible when you consider the fact that it only has 2 weaknesses, 2 immunities and like 11 resists if I counted right. Stealth Rocks are mineral refuse and without it, it might not have too much impact on the meta... that'd be bad, right?


Mega Alomomola

Type: Water -> Water/Fairy

Ability: Healer/Hydration/Regenerator -> Curatives (Restores 1/3 of its total health to the Pokemon it switches in in place of.)
New Moves: Play Rough, Earthquake, Recover


HP: 165 -> 165
Atk: 75 -> 90 (+15)
Def: 80 -> 120 (+40)
SpA: 40 -> 45 (+5)
SpD: 45 -> 95 (+50)
Spe: 65 -> 55 (-10)


Concept: Other than filling out its physical movepool a bit, its ability is more useful than its old one. It's pretty much Regenerator but it heals an ally instead, great for sweepers you want to come in often, but be aware it hurts Alom's survival just a bit. That's what recover is for. Use it well and your 165/120/95 tank should serve you quite well, no?


Mega Ferrothorn

Type: Grass/Steel-> Grass/Steel
Ability: Iron Barbs/Anticipation -> Volt Absorb
New Moves: Earthquake


HP: 74 -> 85
Atk: 94 -> 130 (+36)
Def: 131 -> 150 (+19)
SpA: 54 -> 75 (+21)
SpD: 116 -> 155 (+39)
Spe: 20 -> 5 (-15)

Concept: Volt Absorb is because of the antennae it grows. Earthquake is a coverage move it might not even have room for, but it's a crime to not give things new moves, I feel or how else will it be extra fun? Ferro will be too busy using 5 Speed Gyro Ball to care about Quaking, I'm sure. To keep it balanced, it wastes 21 points on a SpAtk stat it'll never use.
 
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My proposal for the Amoonguss problem: Keep AM145's stat spread and Mega Mantine's new moves. The stat spreads are already so similar that it really makes little difference, but I'd prefer to keep it slightly less bulky.
god dang it guys, do we really have to make alomoonguss even more annoying to deal with? ;-;
That's why we're keeping the one-mega-per-team rule

EDIT: But it would be really cool if two new Metas spawned from this thread: One with normal OU rules and one with a free-for-all of Megas.
 
Mega Alomomola
Typing: Water ----> Water/Fairy
Abilities: Healer/Hydration/Regenerator ----> Soothing Pulse (Uses Aromatherapy on switch-in and Mega-evolving.)
BST: 165/75/80/40/45/65 ----> 165/100/135/40/65/65
New Moves: Work Up, Brick Break, Play Rough

Right, let's just say this thing has ridiculous physical bulk. It utterly walls Mega Charizard X, Bisharp, Garchomp, Mega Garchomp as well, Mega Gyarados, I think you have a general idea of what kind of things it walls. Water/Fairy is a great type for a physical wall in OU, with only Scolipede, Breloom and Ferrothorn with physical STABs SE on Mega Alomomola. Soothing Pulse is basically Natural Cure, but buffed up even more; it cures the entire team, which basically means Mega Alomomola cannot be put down by status. Its Atk also got buffed up to 100, which when combined with Work Up can do some good damage. Unfortunately, Mega Alomomola lacks recovery aside from Pain Split and Aqua Ring, and its special bulk is subpar even with the monstrous HP, which means it isn't impossible to take down.

Mega Ferrothorn
Typing: Grass/Steel ----> Grass/Steel
Abilities: Iron Barbs/Anticipation ----> Tough Claws
BST: 74/94/131/54/116/20 ----> 74/139/156/54/136/30
New Moves: Drill Run, Stone Edge

Considering the defensive prowess of regular Ferrothorn, of course Mega Ferrothorn is going to be a physical one. Tough Claws boosts up most of Mega Ferrothorn's physical moves sans Stone Edge, and base 139 Atk is nothing to scoff at. Hone Claws as its only boosting move, the 30 speed which is incredibly slow, and the 4x Fire weakness does hold it back, however.

Mega Klinklang
Typing: Steel ----> Steel
Abilities: Plus/Minus/Clear Body ----> Simple
BST: 60/100/115/70/85/90 ----> 60/135/150/70/95/110
New Moves: Stone Edge

With a Simple Shift Gear, Mega Klingklang can pretty much outspeed the whole OU tier. It's essentially Swords Dance + two Agility in one move. 150 Def gives Mega Klinklang quite a lot of physical bulk, and Stone Edge gives a bit more coverage... Still gets absolutely walled by Steel and Water/Ground types, though. Especially Quagsire.

Mega Eelektross
Typing: Electric ----> Electric
Abilities: Levitate ----> Levitate
BST: 85/115/80/105/80/50 ----> 85/125/90/135/90/90
New Moves: Nasty Plot, Surf, Dragon Pulse

Eelektross is a pretty good mixed attacker, and the only thing that holds it back is its medicore speed. Now with the Mega's 90 speed, plus its decent 85/90/90 bulk, it can easily set up Coil or Nasty Plot for either physical or special sets. Dragon Pulse is there purely because most of Eelektross' special movepool are resisted by Dragon type, and Surf because, well, Eelektross is partly based after eels, and eels live in water so... And yes, it makes sense for Eelektross to be Electric/Water, but hey, no weakness is cooler.
 
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Again with the melodrama. Look at that sentence, remember that we're talking about Pokémon, and try to feel important.

In any case, I was unaware that Lightning Rod on a Grass/Dragon mon wasn't mediocre. Thanks for helping me see the light, champ in the making.
Lightningrod essentially makes a pokemon immune to paralysis, which is very valuable on a fast pokemon such as sceptile. Mega klinklang submissions are pretty much all already immune to paralysis due to electric typing which makes the electric immunity almost useless(and don't say to just not make it electric because that would be working against making it viable). Add to that VGC is a doubles metagame and it gives you great synergy with flying and water type pokemon.
 
Lightningrod essentially makes a pokemon immune to paralysis, which is very valuable on a fast pokemon such as sceptile. Mega klinklang submissions are pretty much all already immune to paralysis due to electric typing which makes the electric immunity almost useless(and don't say to just not make it electric because that would be working against making it viable). Add to that VGC is a doubles metagame and it gives you great synergy with flying and water type pokemon.
I forgot about Lightningrod redirects it.

And by the way, even Mold Breaker can't REALLY help you if you aren't using Thunder Wave. Lightning Rod redirection occurs before Mold Breaker takes into effect. So like Mega Ampharos's Thunderbolt will get redirected to Mega Sceptile, but it'll still hurt it. However, it's a 4x resist so...yeah...
 
Mega Alomomola
Typing: Water ----> Water/Fairy
Abilities: Healer/Hydration/Regenerator ----> Prankster
BST: 165/75/80/40/45/65 ----> 165/95/135/40/65/70
New Moves: Topsy-Turvy, Encore, Play Rough

I totally designed this mega just to screw over BD Azumarill (And numerous other set-up sweepers as well). Its ridiculous bulk means that with full investment in HP and Def it can live a 252+ Atk BD Azu's Play Rough, unresisted.

+6 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Alomomola: 415-490 (77.7 - 91.7%) -- guaranteed 2HKO

Anything else that can do that without the help of abilities are ruined by either Waterfall or Superpower, both of which Mega Alomomola resists, by the way. After switching in, Mega Alomomola can use Topsy-Turvy to turn the +6 Atk boost into -6, essentially ruining Azu for the rest of the match. It can also tank many, many physical hits. Thankfully its Sp. Def is rather low even with the gigantic HP stat, so special attackers will have an easier time taking it down; not to mention it can only deal damage via Toxic or its few physical moves - basically, STABs and Return - which means just about any pokemons that resist its STABs and are immune to poison can defeat it, including Tentacruel, Mega Venusaur, Amoonguss and Ferrothorn.

Mega Ferrothorn
Typing: Grass/Steel ----> Grass/Steel
Abilities: Iron Barbs/Anticipation ----> Tough Claws
BST: 74/94/131/54/116/20 ----> 74/139/156/54/136/30
New Moves: Drill Run, Stone Edge

Considering the defensive prowess of regular Ferrothorn, of course Mega Ferrothorn is going to be a physical one. Tough Claws boosts up most of Mega Ferrothorn's physical moves sans Stone Edge, and base 139 Atk is nothing to scoff at. Hone Claws as its only boosting move, the 30 speed which is incredibly slow, and the 4x Fire weakness does hold it back, however.

Mega Klinklang
Typing: Steel ----> Steel
Abilities: Plus/Minus/Clear Body ----> Simple
BST: 60/100/115/70/85/90 ----> 60/135/150/70/95/110
New Moves: Stone Edge

With a Simple Shift Gear, Mega Klingklang can pretty much outspeed the whole OU tier. It's essentially Swords Dance + two Agility in one move. 150 Def gives Mega Klinklang quite a lot of physical bulk, and Stone Edge gives a bit more coverage... Still gets absolutely walled by Steel and Water/Ground types, though. Especially Quagsire.

Mega Eelektross
Typing: Electric ----> Electric
Abilities: Levitate ----> Levitate
BST: 85/115/80/105/80/50 ----> 85/125/90/135/90/90
New Moves: Nasty Plot, Surf, Dragon Pulse

Eelektross is a pretty good mixed attacker, and the only thing that holds it back is its medicore speed. Now with the Mega's 90 speed, plus its decent 85/90/90 bulk, it can easily set up Coil or Nasty Plot for either physical or special sets. Dragon Pulse is there purely because most of Eelektross' special movepool are resisted by Dragon type, and Surf because, well, Eelektross is partly based after eels, and eels live in water so... And yes, it makes sense for Eelektross to be Electric/Water, but hey, no weakness is cooler.
Prankster Topsy-Turvy and 165/135 physical bulk on a Water/Fairy? No thanks. I was personally hoping we would maintain the move's exclusiveness and eventually give Mega Malamar access to Prankster.
 
Wow, first batch of megas and one of mine won, thanks so much! Here's 3 more, I can't come up with anything decent for Alomomola that wouldn't look suspiciously like other peoples' submissions.
Mega Ferrothorn
Typing: Grass/Steel ----> Grass/Steel
Abilities: Iron Barbs/Anticipation ----> Razor Vine (Contact moves cause 1/8 damage to the opponent, i.e offensive iron barbs)
HP: 74 -> 74 (+0)
Atk: 94 -> 140 (+46)
Def: 131 -> 155 (+24)
SpA: 54 -> 64 (+10)
SpD: 116 -> 136 (+20)
Spe: 20 -> 20 (+0)
New Moves: Stone Edge, Earthquake
Everyone knows regular Ferrothorn is a defensive titan, but I feel like making its mega a more offensive variant, which is completely shown in its ability, meaning contact moves caused by Ferro instead of against it will be causing the damage. Stats aren't ground-breaking, just a more significant buff to its attack, and as far as new moves go, stone edge is for flying's, and it getting bulldoze and not earthquake is stupid.

Mega Klinklang
Typing: Steel ----> Steel
Abilities: Plus/Minus/Clear Body ----> Motor Drive
HP: 60 -> 60 (+0)
Atk: 100 -> 135 (+35)
Def: 115 -> 140 (+25)
SpA: 70 -> 80 (+10)
SpD: 85 -> 105 (+20)
Spe: 90 -> 100 (+10)
New Moves: Superpower, Rapid spin
Mega Klinklang remains largely the same, except now with motor drive it can do some sweeping without needing to set up a shift gear. I only increased its speed modestly so that it gives more incentive to set up/ get the motor drive boost before trying to sweep. I gave it superpower so that it now has extra coverage not named return, and since superpower's flavour text simply says 'the user attacks with great power', I didn't think giving a rotating set of gears a fighting move was too much of a stretch in terms of flavour since it already gets rock smash, especially since rock smash is described as giving a punch. Also, rapid spin is cool and handy to have.

Mega Eelektross
Typing: Electric ----> Electric
Abilities: Levitate ----> Tough Claws
HP: 85 -> 85 (+0)
Atk: 115 -> 145 (+30)
Def: 80 -> 95 (+15)
SpA: 105 -> 120 (+15)
SpD: 80 -> 90 (+10)
Spe: 50 -> 80 (+30)

New Moves: Flame Charge
So, I decided to capitalise on the fact that Eelektross is somewhat rare in that it's a physically attack electric-type. I'm pretty sure all of its relevant attacking moves make contact, so tough claws seemed to fit nicely, and to compensate for giving it a weakness, a method of boosting its speed seemed appropriate, and since agility seemed a bit too extreme flame charge worked well, especially that it's boosted by tough claws as well, so it could be a way of getting rid of the plethora of stuff x4 weak to fire.
At +1 speed, Mega Eelektross outspeeds everything up to max speed timid accelgor, which outspeeds by one point, meaning mega ninjask and mega aerodactyl will check this thing rather nicely.
 
Mega Alomomola
Typing: Water ----> Water/Fairy
Abilities: Healer/Hydration/Regenerator ----> Prankster
BST: 165/75/80/40/45/65 ----> 165/95/135/40/65/70
New Moves: Topsy-Turvy, Encore, Play Rough

I totally designed this mega just to screw over BD Azumarill (And numerous other set-up sweepers as well). Its ridiculous bulk means that with full investment in HP and Def it can live a 252+ Atk BD Azu's Play Rough, unresisted.

+6 252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Alomomola: 415-490 (77.7 - 91.7%) -- guaranteed 2HKO

Anything else that can do that without the help of abilities are ruined by either Waterfall or Superpower, both of which Mega Alomomola resists, by the way. After switching in, Mega Alomomola can use Topsy-Turvy to turn the +6 Atk boost into -6, essentially ruining Azu for the rest of the match. It can also tank many, many physical hits. Thankfully its Sp. Def is rather low even with the gigantic HP stat, so special attackers will have an easier time taking it down; not to mention it can only deal damage via Toxic or its few physical moves - basically, STABs and Return - which means just about any pokemons that resist its STABs and are immune to poison can defeat it, including Tentacruel, Mega Venusaur, Amoonguss and Ferrothorn.

Mega Ferrothorn
Typing: Grass/Steel ----> Grass/Steel
Abilities: Iron Barbs/Anticipation ----> Tough Claws
BST: 74/94/131/54/116/20 ----> 74/139/156/54/136/30
New Moves: Drill Run, Stone Edge

Considering the defensive prowess of regular Ferrothorn, of course Mega Ferrothorn is going to be a physical one. Tough Claws boosts up most of Mega Ferrothorn's physical moves sans Stone Edge, and base 139 Atk is nothing to scoff at. Hone Claws as its only boosting move, the 30 speed which is incredibly slow, and the 4x Fire weakness does hold it back, however.

Mega Klinklang
Typing: Steel ----> Steel
Abilities: Plus/Minus/Clear Body ----> Simple
BST: 60/100/115/70/85/90 ----> 60/135/150/70/95/110
New Moves: Stone Edge

With a Simple Shift Gear, Mega Klingklang can pretty much outspeed the whole OU tier. It's essentially Swords Dance + two Agility in one move. 150 Def gives Mega Klinklang quite a lot of physical bulk, and Stone Edge gives a bit more coverage... Still gets absolutely walled by Steel and Water/Ground types, though. Especially Quagsire.

Mega Eelektross
Typing: Electric ----> Electric
Abilities: Levitate ----> Levitate
BST: 85/115/80/105/80/50 ----> 85/125/90/135/90/90
New Moves: Nasty Plot, Surf, Dragon Pulse

Eelektross is a pretty good mixed attacker, and the only thing that holds it back is its medicore speed. Now with the Mega's 90 speed, plus its decent 85/90/90 bulk, it can easily set up Coil or Nasty Plot for either physical or special sets. Dragon Pulse is there purely because most of Eelektross' special movepool are resisted by Dragon type, and Surf because, well, Eelektross is partly based after eels, and eels live in water so... And yes, it makes sense for Eelektross to be Electric/Water, but hey, no weakness is cooler.
I was already wary of Topsy-Turvy because there's no real flavor, but with Prankster on top of that? You can't design something purely to counter something else, that's just an excuse to not need to really justify these changes.
 
klinklang.gif
Klinklang-Mega
Type: Steel>>>Steel/Electric
Ability: Plus/Minus/Clear Body>>>Clockwork(This Pokemon's attacks always do the maximum amount of damage possible[ex. +1 252+ Atk Mega-Klinklang Gear Grind (2 hits) vs. 252 HP / 252+ Def Hippowdon: 186-218 (44.2 - 51.9%) -- approx. 6.6% chance to 2HKO would always 2HKO)
Stats: 60/100/115/70/85/90>>>60/140/155/70/105/90
Movepool: +Bulldoze
I'm sure it isn't a surprise to anyone that it became part electric type.
Clocks used to be made of gears. Like clockwork means that something always happens the same.
Bulldozers are machines.
 
you mean a dead OM for that? B/c that was the first mention of TechniciMons in months

Yep, that was the joke: giving everything the same ability gets boring pretty quickly. But I see at least now we got a winning submission with an even stronger version of Technician after all the whining about new abilities; those creative juices are really flowing!

I feel the air around here has been getting to rigid. I'm afraid to be creative right about now as to get in trouble even if I don't conform to not give everything the best of the best. It makes me uncomfortable and feel like my style is even LESS appreciated.

Yeah, I feel that way too and I've probably had just as many - if not more - winning submissions than anyone else since I started getting involved in this thread. The other hilariously dumb thing about browbeating everyone with a creative idea is that you get things like Mega Cincinno, where all the nearly-identical Normal Skill Link submissions with the same general stat spread end up splitting votes among one another, allowing for the Normal/Fighting 160 Attack/140 Speed or whatever (with Arm Thrust) one to come out of left field and win with probably 2-3 votes total. If anything, you should be encouraging people to be as creative as possible if you honestly believe you have a good submission to decrease the risk of someone doing the same thing as you and grabbing a share of the votes.

But dat Mega Emolga tho! We'll finally see what happens when you let a frailer version of Thundurus that can't damage anything loose in OU. Even if you can't switch it into anything, it will revolutionize the metagame - why let a fast, frail Pokemon serve as a revenge killer when you can abuse Prankster Parting Shot to let a 2nd Pokemon on your team take entry hazard damage and a -1 attack before it can do anything?

ps - don't jump the gun too much for a No Guard abuser with Eelektross when when Heatmor is just begging for a 100% accurate STAB Inferno with the ability ... wait for it ...
...
HEAT SEEK!! ZOMG we get to give one of the created abilities to another Pokemon!! All order will be restored in the world! Also Mega Hypno is another interesting No Guard abuser from before with Hypnosis, Dynamic Punch, and a decent Attack boost.
 
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But dat Mega Emolga tho! We'll finally see what happens when you let a frailer version of Thundurus that can't damage anything loose in OU. Even if you can't switch it into anything, it will revolutionize the metagame - why let a fast, frail Pokemon serve as a revenge killer when you can abuse Prankster Parting Shot to let a 2nd Pokemon on your team take entry hazard damage and a -1 attack before it can do anything?

I feel like Emolga has always been doomed to lie in the shadows of Thundurus and Zapdos, I don't see how anyone could make a better version that makes sense flavour-wise
 
Allow me to clarify my point: Of course you should be creative here.

I have no problem with megas like Ground/Fire Sandslash or Bug/Dark Escavalier with all-new abilities. In fact, those have been some of my favorite winners in this entire project. What I don't like is when 75% of a person's submissions all get new, exclusive, and unnecessary abilities. I've personally created and won with my fair share of Megas with new abilities. For example, check out Lickilicky, Gliscor (not sure if X or Y, but it's the one with Grounded), and Maractus. However, I've also won with significantly more Megas with standard abilities like Technician, Sheer Force, Strong Jaw, and Cursed Body, just to name a few. It's important to maintain a balance and only make new abilities when you feel it's a particularly special case, but I am in no way against creativity in this project. Sometimes, you just gotta do what's expected.

Apologize to anyone whom I've offended with my accusations, and I hope this discussion has taught something to all of us.

Side note: Try to check other submissions in the current slate before submitting your own. We've had a lot of problems recently with extremely similar submissions, most notably in the current tie between Mega Mantine and AM145 for Mega Amoonguss (both of which came after my very similar submission, I must add).
 
alomomola.gif

Mega Alomomola
Type: Water -> Water/Fairy
Ability: Healer/Hydration/Regenerator -> Regenerator
Stats: 165/95 (+20) /110 (+30) /50 (+10) /75 (+30) /85 (+20)
New Moves: Healing Wish

Regenerator because it's one of the few abilities that a) doesn't suck and b) one is actually allowed to suggest. And the good old heart fish already gets that ability, so what a deal! Healing Wish because it uses Wish and likes to heal things. The stats make it a nice bulky fish that plays good defense. And Fairy type for being a nice happy healer.

eelektross.gif

Mega Eelektross
Type: Electric -> Electric/Poison
Ability: Levitate -> Levitate
Stats: 85/145 (+30) /100/ (+20) / 125 (+20) /100 (+20) /60 (+10)
New Moves: Gunk Shot, Poison Jab, Sludge Wave

Here we have a big ugly poisonous electric eel. The flavor is good because it learns poisonous moves like Acid Spray, and eels can be poisonous or electric IRL. You might look at the type and see that it's 4x weak to Ground, but the Levitate ability (that stays with its flavor of being a thing that levitates in the air) has it saying "You will never get this!" to Earthquake users (but one day, Mold Breaker Pokemon escapes from its cage and he get Eelektross). Can be really good at Coil, but Ground types resisting both STABs will make the 4th move in such sets a pivotal choice.

klinklang.gif

Mega Klinklang
Type: Steel -> Steel
Ability: Plus/Minus/Clear Body -> Gear Precision (Moves 60 BP and under have their power doubled)
Stats: 60/150 (+50) /135/ (+20) /60 (-10) /110 (+20) / 110 (+20)
New Moves: Bulldoze, Recover, Flame Wheel

So I was in a deep meditation about Pokemon and the state of things in general, and it occurred to me - some attacks in Pokemon aren't used as often because they have a lower base power than other moves, but some of these less-powerful moves have useful effects that could potentially make them better than the more powerful moves if the less-powerful moves got more power, you know?

Just as soon as I finished up with that revelation, another one hit me - the Pokemon Klinklang looks like a gear, which is a round metal thing used in jobs. This will be important later on.

Enter Mega Klinklang. It was a perfect candidate for the newly-introduced ability Precision, not only because it is a gear and gears are used to do precise things like make the hands on a watch turn around on time, but because it learns moves that have under 60 base power! One of those moves is Gear Grind. I'm just getting my head wrapped around the whole multiplication thing, but it can do a lot of physical attack damage with the new ability and the type of the move (Steel) matching Mega Klinklang's type (also Steel, remember the gear flavor thing from before). I gave Mega Klinklang more Attack because doing a lot of damage is cool as heck.

By this point, I thought the flavor was good, but it could be a little better. For something as precise as Klinklang the gear, there needed to be more precise moves for it, and the moves also had to fit the flavor of Gear. Well, the first new one was easy, because there are gears in a bulldozer, and it has 60 Base Power for Precision to make it cool and unique. Then there was Recover, because when Klinklang runs out of Hit Points (HP) it faints and can't battle any more. That's not good, and the only move I saw for it that recovered HP was Rest, and having to fall asleep for two turns isn't good for the team. Luckily Recover fits with the theme of Klinklang being a gear because gears are used to fix things. For the third and final move, I just had to go with Flame Wheel. If you can't guess why, well I don't know what rock you've been sleeping under but I'll tell you anyway: Klinklang is big and spins around and round like a wheel. Gears also get hot and hot = flames.

There you have it, simple as that.
 
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GG Unit, fyi Precision only doubles moves of 40 BP and below; the idea is an extreme Technician that adds a bigger boost for even lousier BP moves. Still, childish snark noted.

As for the general self-pity fest that's emerged, submissions aren't losing because they're too creative, they're losing because true creativity is cleverly working through limitations.
 
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