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

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Alomomola (Alomomolite)
Type: Water -> Water/Fairy
Abilities: Healer, Hydration (Regenerator) -> Regenerator
New Moves: Moonblast, Draining Kiss, Lovely Kiss

HP: 165 -> 165
Atk: 75 -> 85 (+10)
Def: 80 -> 110 (+30)
SpA: 40 -> 90 (+40)
SpD: 45 -> 65 (+20)
Spe: 65 -> 65
BST: 470 -> 570

Alomomola is one of the most fitting Fairy-types out there, but for whatever reason it didn't become Fairy with the transition to Gen 6. Mega Alomomola fixes that, granting it useful secondary STAB, Moonblast being a powerful move with decent coverage and Draining Kiss healing it greatly. It can make good use of Calm Mind with its high Defense, Scald, and decent Special Attack.


Ferrothorn (Ferrothornite)
Type: Grass/Steel -> Grass/Steel
Abilities: Iron Barbs (Anticipation) -> Analytic
New Moves: Sucker Punch

HP: 74 -> 74
Atk: 94 -> 129 (+35)
Def: 131 -> 156 (+25)
SpA: 54 -> 64 (+10)
SpD: 116 -> 146 (+30)
Spe: 20 -> 20
BST: 489 -> 589

Mega Ferrothorn is a slow, sneaky attacker that waits for its chance to strike. It can take foes by surprise with Sucker Punch.


Klinklang (Klinklangite)
Type: Steel -> Steel/Electric
Abilities: Plus, Minus (Clear Body) -> Technician
New Moves: Flame Charge, Bulldoze

HP: 60 -> 60
Atk: 100 -> 130 (+30)
Def: 115 -> 145 (+30)
SpA: 70 -> 80 (+10)
SpD: 85 -> 105 (+20)
Spe: 90 -> 100 (+10)
BST: 520 -> 620

Mega Klinklang is powerful and has great coverage along with one of the best boosting moves in the game.


Eelektross (Eelektrossite)
Type: Electric -> Electric
Abilities: Levitate -> Strong Jaw
New Moves: Thunder Fang, Fire Fang, Ice Fang

HP: 85 -> 85
Atk: 115 -> 145 (+30)
Def: 80 -> 110 (+30)
SpA: 105 -> 125 (+20)
SpD: 80 -> 110 (+30)
Spe: 50 -> 40 (-10)
BST: 515 -> 615
 
Yay, my first submission since Johto!
alomomola.gif

Type: Water --> Water/Fairy
Ability: Healer / Hydration / Regenerator (HA) --> Regenerator
Stats: 165/75/120 (+40)/90 (+50)/55 (+10)/65 (BST: 570)
New Moves: Moonblast

Flavor: Alomomola is a healer fish designed to be friendly. The Fairy type fits perfectly.

Competitive: Physical attackers, say hello to your worst nightmare. Mega Alomomola is basically a physical Blissey. Moonblast is there for STAB and that juicy 30% SpAtk drop chance.
eelektross.gif

Type: Electric --> Electric/Poison
Ability: Levitate --> Levitate
Stats: 85/125 (+10)/100 (+20)/155 (+50)/100 (+20)/50 (BST: 615)
New Moves: Venoshock, Surf

Flavor: It becomes a poisonous eel, simple as that.

Competitive: Meet one of the only good abusers of Acid Spray. Mega Eelektross gets a powerful (not really) STAB Acid Spray to whittle away at foes' Special Defense and force switches. If the target doesn't switch, it should prepare to be battered with STAB Thunderbolts. Surf is added because it's an eel, and eels live in the water, and Eelektross gets no special Water-type moves. Venoshock is added for STAB, but Sludge Bomb is NOT added to encourage use of Acid Spray.
 
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Competitive: Physical attackers, say hello to your worst nightmare. Mega Alomomola is basically a physical Blissey. Moonblast is there for STAB and that juicy 30% SpAtk drop chance, while Healing Wish... why didn't it get it in the first place?
Alomomola gets Healing Wish by leveling up to lvl 57.

Also, Now that I think about it, yeah Prankster Topsy-Turvy is ridiculous, sorry :P Gonna fix it..
 
I've wanted to post here for a while now, I guess, just never found the time.

Type: Electric --> Electric / Fairy
Ability: Levitate --> Parasitic (Hp draining moves have x 1.5 BAP)
Stats: 85/115/80/105/80/50 --> 85 / 125 [+10] / 100 [+20] / 165 [+60] / 100 [+20]/40 [-10]
New Moves: Parabolic Charge, Draining Kiss

Flavor:

Eelektross is based on a lamprey, a parasitic eel that leeches blood off its host. This mega focuses on this vampiric behavior, but rather then emphasizing the evil and darkness elements of the vampire, it plays off of its fabled charisma and mischief, hence the added fairy typing.

Competitive Reasoning:

Mega Eelektross now makes a fantastic pivot/tank, with good bulk at 85/100/100, and a typing that grants it lots of useful switch in opportunities, including resists to common types such as fighting, bug, electric, and dragon type attacks, and can be somewhat tailored to fit a team's specific needs or to deal with threats. The ability, while new, gives Eelektross a unique niche as a hard to ko attacker, who can fit into a myriad of different teams, such as semi-stall, bulky offense, Volt-Turn, or balenced. Added moves mesh with the ability, although might be a bit much, I'm not entirely sure at this early stage.

Any comments or criticisms would be appreciated.
 
I've wanted to post here for a while now, I guess, just never found the time.

Type: Electric --> Electric / Fairy
Ability: Levitate --> Parasitic (Hp draining moves have x 1.5 BAP)
Stats: 85/115/80/105/80/50 --> 85 / 125 [+10] / 100 [+20] / 165 [+60] / 100 [+20]/40 [-10]
New Moves: Parabolic Charge, Draining Kiss

Flavor:

Eelektross is based on a lamprey, a parasitic eel that leeches blood off its host. This mega focuses on this vampiric behavior, but rather then emphasizing the evil and darkness elements of the vampire, it plays off of its fabled charisma and mischief, hence the added fairy typing.

Competitive Reasoning:

Mega Eelektross now makes a fantastic pivot/tank, with good bulk at 85/100/100, and a typing that grants it lots of useful switch in opportunities, including resists to common types such as fighting, bug, electric, and dragon type attacks, and can be somewhat tailored to fit a team's specific needs or to deal with threats. The ability, while new, gives Eelektross a unique niche as a hard to ko attacker, who can fit into a myriad of different teams, such as semi-stall, bulky offense, Volt-Turn, or balenced. Added moves mesh with the ability, although might be a bit much, I'm not entirely sure at this early stage.

Any comments or criticisms would be appreciated.
Not sure how Fairy fits in terms of flavor (vampires are decidedly less capricious and more demonic), but focusing on Eelektross's ability to suck really hard is pretty clever. I'm shocked nobody's thought to give the electric lamprey Parabolic Charge yet.
 
Not sure how Fairy fits in terms of flavor (vampires are decidedly less capricious and more demonic), but focusing on Eelektross's ability to suck really hard is pretty clever. I'm shocked nobody's thought to give the electric lamprey Parabolic Charge yet.
I never said fairy was he predominant flavor characteristic, but it definitely has precedence.

inb4 that's what she said
Quit ruining my concept with your bad jokes.
 
Mega Alomomola
Typing: Same
Ability: Healer/Hydration/Regenerator --> Regenerator
Stats: 165/75/80/40/45/65 --> 165/105/90/60/75/75

Mega Almomomla is pretty much an improved version of its base form. It gets a nice attack stat that lets it be able to deal damage to certain pokes without having to rely on toxic. Its got a pretty nice amount of bulk on both sides and its scalds are stronger, they are still kinda weak but hey, they are at usable levels.

Mega Ferrothorn
Typing: Same
Ability: Iron Barbs/Anticipation --> Analytic
Stats: 74/94/131/54/116/20 --> 74/135/140/74/128/40

Mega Ferrothorn is now a pretty powerful physical attacker. With Analytic and a attack stat of 135, its going to be quite powerful. Its not as defensive as its base form, despite what its defensive increases say. Ferrothorn is still rather slow, but this is a blessing, not a curse. If Aegislash was still around in OU (It was banned a couple hours ago) then it wouldn't really like Mega Ferrothorn, with Shadow Claw doing a really nice amount of damage to it ontop, thats how powerful it could be. Its immunity to toxic is also pretty nice

Mega Eelektross
Typing: Electric --> Electric/Water
Ability: Levitate --> Levitate
Stats: 85/115/80/105/80/50 --> 85/145/90/135/90/70
New Moves: Waterfall, Surf

Mega Eelektross has now taken a page out of Rotom-W's book and is now a Electric/Water type. While it is no longer a pokemon without a weakness but it does have quite a nice typing now with more resistances. It now has quite the attacking power on both sides. For the physical side, It can use a nice coil set up set that can do a nice amount of damage with STAB in Wild Charge and Waterfall and some nice coverage in Crunch and Rock Slide. On the special side, it can use a Acid Spray set with STAB on Thunderbolt and Surf and access to Flamethrower to hit those steel types immune to Acid Spray.
 
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.

Wait, we can't have multiples? I just thought levitate was boring. Maybe if we could one-up... wait, I got it! Bigtime changes.
 
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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!

Not quite, but you're getting close. :P Guess I better start submitting again to keep up my lead.
 
Lol I just realized I was the tie in the Amoonguss submission and my alerts never updated so I couldn't respond sooner. I'm perfectly fine with whatever you guys want to do about that in the future. Anyways I'll try to check the current slate better next time to help avoid those issues. I'll probably participate in the next one as their are already plenty of submissions to go with this current slate.
 
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!



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.

The sarcasm is real, really unnecessary though. If your not interested in containing your all powerful creativity, just remember that the more custom abilities we have, the longer it'll take till this metagame is playable - use them sparingly, less is more.
 
I'm a bit late but isn't JayHankEdLyon's illegal as it takes points out of SpD and adds well over 60 points to speed?
The 60 rule's been eliminated apparently, no longer on the OP (moreover, as I've stated earlier, I feel that my adjustment doesn't betray the spirit of the rule, which was to keep bonkers stats out of megas; 130 is quick, but merely average as far as megas go). Defense (lowercase in OP, as in both defenses) can only be taken out sparingly; this, for instance, is a very specific case, and the adjustment was intentionally made to make this mon continue its evolutionary story of radical change.

I'm honestly thrilled Escavalier was a tie, as it means you can take it on two very different paths: the noble knight, using Defiant to show it can't be Intimidated, or the rogue knight, shedding its armor to go on the offensive.
 
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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!
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.
I believe you are referring to MY entry with my favorite normal type pokemon. But yeah you're right. I still find it hard to believe that I won against all of you with Cinccino despite my late submission. I mean. what surprises me is how just about all of the voters feared my winning entry. 160 Speed with 140 Attack + Extremespeed + Arm Thrust + Fighting type scared them all (notably nightsitter) to make the next Mega Lucario. But this is why I enjoy this up-building mega. Yet in the end, I made another post for the nerfing of my winning entry if it ever gets out of control during testing in the future.

Yet of course, nightsiiter's only concern is the ability function duplication which is understandable. With the Castrophone being similar to Amplifier's function under a different name, I get that is concern is logically justified.

Anyways, here's my entry for this Slate:

Mega Ferrothorn
Type:
Grass/Steel -> Grass/Steel
Abilities: Iron Barbs (Anticipation) -> Quill Spray (similar to Iron Barbs. But it hurts attackers that attack it with NON-CONTACT moves)
New Moves: (unless I want him broken, no thanks. No new moves for him since he has all that he needs)
HP: 74 ---> 74
Atk: 94 (+6) = 100
Def: 131 (+19) = 150
SpA: 54 (+21) = 75
SpD: 116 (+54) = 170
Spe: 20
BST: 489 -> 589
Grabbing ideas from Bristleback from DOTA 2, I figure that I could make an interesting gameplay for Ferrothorn by letting the player make a decision to either stay in its normal form and punish physical attackers, or mega evolve to counter special attackers (kinda like Gyarados) using their non contact attacks like Shadow Ball and Earthquake. Overtime as evolution aids ferrothorn, its mega evolution learns to use its defensive spike armor to be sprayed back against special attackers. In ferrothorn's case, if it's about to take a Fire Blast or Focus Blast, it can do chip damage to its attacker whether it lives or dies.
 
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Like Porcupines, they can shoot their quills to their enemies if they are in danger.
Actually that's not true.

http://www.snopes.com/critters/wild/porcupine.asp

Of course, considering Ferrothorn is a durian and not a porcupine it has no bearing on this ability, except perhaps its name. Just keeping the facts straight.

And speaking of facts:

Unfortunately, Mega Alomomola lacks recovery aside from Pain Split and Aqua Ring
A huge reason Alomomomomaomomomomla is so useful is that it gets Wish to go with that tremendous HP.
 
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Actually that's not true.

http://www.snopes.com/critters/wild/porcupine.asp

Of course, considering Ferrothorn is a durian and not a porcupine it has no bearing on this ability, except perhaps its name. Just keeping the facts straight.
Well, point taken. Now I cannot eat that smelly fruit for weeks despite its ok taste since I have some at home now.

Mega Alomomola
Type:
Water -> Water/Fairy
Abilities: Healer, Hydration (Regenerator) -> Repel (automatically returns the users's status [Poison, Burn, Paralysis, Sleep and Frozen] to the enemy) [automatic Psycho Shift]
New Moves: Dazzing Gleam
HP: 165 -> 165
Atk: 75 -> 75
Def: 80 -> 120 (+40)
SpA: 40 -> 75 (+35)
SpD: 45 -> 70 (+25)
Spe: 65 -> 65
BST: 470 -> 570
 
I don't know if anyone's done it yet but auto-Wish for Alomomola would be pretty useful; I tried it with Togekiss, but lowered the percentage to 25% of the user's HP since it was automatic and all. It's a unique niche that Alomomola could fill very well, and the ability (kind of) has precedence in that it is both an ability that acts as an automatic move (ie: Magic Bounce for Magic Coat, Sturdy for Endure, our own Propagate for Leech Seed), and it is essentially Regenerator with a 1-turn delay. 25% healing sounds like a big deal, but remember that using Alomomola will take up your only Mega slot, and in this metagame there are going to be over 300 Pokemon competing for that slot, so whatever Alomomola does to make itself stand out better be worth that slot to at least some builds of teams in order to justify its use.
 
I don't know if anyone's done it yet but auto-Wish for Alomomola would be pretty useful.

I've tried Auto wish mons before and they haven't won, so it leaves me very wary. I mean Curatives which is Regenerator to the mon it replaces seems like an okay sub (as it helps pursuit not be a 'trap') but I wonder how it'll catch.
 
I don't know if anyone's done it yet but auto-Wish for Alomomola would be pretty useful; I tried it with Togekiss, but lowered the percentage to 25% of the user's HP since it was automatic and all. It's a unique niche that Alomomola could fill very well, and the ability (kind of) has precedence in that it is both an ability that acts as an automatic move (ie: Magic Bounce for Magic Coat, Sturdy for Endure, our own Propagate for Leech Seed), and it is essentially Regenerator with a 1-turn delay. 25% healing sounds like a big deal, but remember that using Alomomola will take up your only Mega slot, and in this metagame there are going to be over 300 Pokemon competing for that slot, so whatever Alomomola does to make itself stand out better be worth that slot to at least some builds of teams in order to justify its use.
My only concern with this is that it's a little too much. Yes there may be over 300 pokemon competing for the slot but you have to realize that Alom is a staple of stall teams primarily and not so much other archetypes. Also the fact that it can basically come in with its free Wish, and then switch into a mon without doing a thing would just make stall a bit overpowered. It would kind of just ruin balance and I can pretty much guarantee you that every stall team would use this. What keeps Wish in check is that it's a two turn process, first for selecting and then second to the recipient. Also you missed the part where 25% from Alom is still a lot considering it maxes out at 534 HP so that's at least 1/2 to 1/3 of recovery on most mons.
 
Alomomola's niche has always been regenerator + wish, allowing it to heal itself and a teammate at the same time - auto-wish kinda defeats that purpose. I'd like to see Alomomola keep regenerator, but if you really want a custom ability, try to make something that compounds on that.

EDIT: Actually wish divided into 2 turns sounds kinda cool (i.e. heal 25% of health on switch in, heal active Pokemon next turn by 25%. Complex as fuck though.)
 
Here's something for you. The current slate.



Current Slate
alomomola.gif

Mega Alomomola
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.
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/.
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 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 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.
Alomomola (Alomomolite)
Type: Water -> Water/Fairy
Abilities: Healer, Hydration (Regenerator) -> Regenerator
New Moves: Moonblast, Draining Kiss, Lovely Kiss

HP: 165 -> 165
Atk: 75 -> 85 (+10)
Def: 80 -> 110 (+30)
SpA: 40 -> 90 (+40)
SpD: 45 -> 65 (+20)
Spe: 65 -> 65
BST: 470 -> 570

Alomomola is one of the most fitting Fairy-types out there, but for whatever reason it didn't become Fairy with the transition to Gen 6. Mega Alomomola fixes that, granting it useful secondary STAB, Moonblast being a powerful move with decent coverage and Draining Kiss healing it greatly. It can make good use of Calm Mind with its high Defense, Scald, and decent Special Attack.
Mega Alomomola
Type: Water --> Water/Fairy
Ability: Healer / Hydration / Regenerator (HA) --> Regenerator
Stats: 165/75/120 (+40)/90 (+50)/55 (+10)/65 (BST: 570)
New Moves: Moonblast

Flavor: Alomomola is a healer fish designed to be friendly. The Fairy type fits perfectly.

Competitive: Physical attackers, say hello to your worst nightmare. Mega Alomomola is basically a physical Blissey. Moonblast is there for STAB and that juicy 30% SpAtk drop chance.
Mega Alomomola
Typing: Same
Ability: Healer/Hydration/Regenerator --> Regenerator
Stats: 165/75/80/40/45/65 --> 165/105/90/60/75/75

Mega Almomomla is pretty much an improved version of its base form. It gets a nice attack stat that lets it be able to deal damage to certain pokes without having to rely on toxic. Its got a pretty nice amount of bulk on both sides and its scalds are stronger, they are still kinda weak but hey, they are at usable levels.
Mega Alomomola
Type: Water -> Water/Fairy
Abilities: Healer, Hydration (Regenerator) -> Repel (automatically returns the users's status [Poison, Burn, Paralysis, Sleep and Frozen] to the enemy) [automatic Psycho Shift]
New Moves: Dazzing Gleam
HP: 165 -> 165
Atk: 75 -> 75
Def: 80 -> 120 (+40)
SpA: 40 -> 75 (+35)
SpD: 45 -> 70 (+25)
Spe: 65 -> 65
BST: 470 -> 570



klinklang.gif

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.
Mega Klinklang
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.
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.
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 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 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.
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.
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.
Klinklang (Klinklangite)
Type: Steel -> Steel/Electric
Abilities: Plus, Minus (Clear Body) -> Technician
New Moves: Flame Charge, Bulldoze

HP: 60 -> 60
Atk: 100 -> 130 (+30)
Def: 115 -> 145 (+30)
SpA: 70 -> 80 (+10)
SpD: 85 -> 105 (+20)
Spe: 90 -> 100 (+10)
BST: 520 -> 620

Mega Klinklang is powerful and has great coverage along with one of the best boosting moves in the game.



ferrothorn.gif

Mega Ferrothorn
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.
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.
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.
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 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.
Ferrothorn (Ferrothornite)
Type: Grass/Steel -> Grass/Steel
Abilities: Iron Barbs (Anticipation) -> Analytic
New Moves: Sucker Punch

HP: 74 -> 74
Atk: 94 -> 129 (+35)
Def: 131 -> 156 (+25)
SpA: 54 -> 64 (+10)
SpD: 116 -> 146 (+30)
Spe: 20 -> 20
BST: 489 -> 589

Mega Ferrothorn is a slow, sneaky attacker that waits for its chance to strike. It can take foes by surprise with Sucker Punch.
Mega Ferrothorn
Typing: Same
Ability: Iron Barbs/Anticipation --> Analytic
Stats: 74/94/131/54/116/20 --> 74/135/140/74/128/40

Mega Ferrothorn is now a pretty powerful physical attacker. With Analytic and a attack stat of 135, its going to be quite powerful. Its not as defensive as its base form, despite what its defensive increases say. Ferrothorn is still rather slow, but this is a blessing, not a curse. If Aegislash was still around in OU (It was banned a couple hours ago) then it wouldn't really like Mega Ferrothorn, with Shadow Claw doing a really nice amount of damage to it ontop, thats how powerful it could be. Its immunity to toxic is also pretty nice
Mega Ferrothorn
Type: Grass/Steel -> Grass/Steel
Abilities: Iron Barbs (Anticipation) -> Quill Spray (similar to Iron Barbs. But it hurts attackers that attack it with NON-CONTACT moves)
New Moves: (unless I want him broken, no thanks. No new moves for him since he has all that he needs)
HP: 74 ---> 74
Atk: 94 (+6) = 100
Def: 131 (+19) = 150
SpA: 54 (+21) = 75
SpD: 116 (+54) = 170
Spe: 20
BST: 489 -> 589
Grabbing ideas from Bristleback from DOTA 2, I figure that I could make an interesting gameplay for Ferrothorn by letting the player make a decision to either stay in its normal form and punish physical attackers, or mega evolve to counter special attackers (kinda like Gyarados) using their non contact attacks like Shadow Ball and Earthquake. Overtime as evolution aids ferrothorn, its mega evolution learns to use its defensive spike armor to be sprayed back against special attackers. In ferrothorn's case, if it's about to take a Fire Blast or Focus Blast, it can do chip damage to its attacker whether it lives or dies.



eelektross.gif

Mega Eelektross
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.)
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.
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 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.
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 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.
Eelektross (Eelektrossite)
Type: Electric -> Electric
Abilities: Levitate -> Strong Jaw
New Moves: Thunder Fang, Fire Fang, Ice Fang

HP: 85 -> 85
Atk: 115 -> 145 (+30)
Def: 80 -> 110 (+30)
SpA: 105 -> 125 (+20)
SpD: 80 -> 110 (+30)
Spe: 50 -> 40 (-10)
BST: 515 -> 615
Mega Eelectross
Type: Electric --> Electric/Poison
Ability: Levitate --> Levitate
Stats: 85/125 (+10)/100 (+20)/155 (+50)/100 (+20)/50 (BST: 615)
New Moves: Venoshock, Surf

Flavor: It becomes a poisonous eel, simple as that.

Competitive: Meet one of the only good abusers of Acid Spray. Mega Eelektross gets a powerful (not really) STAB Acid Spray to whittle away at foes' Special Defense and force switches. If the target doesn't switch, it should prepare to be battered with STAB Thunderbolts. Surf is added because it's an eel, and eels live in the water, and Eelektross gets no special Water-type moves. Venoshock is added for STAB, but Sludge Bomb is NOT added to encourage use of Acid Spray.
Type: Electric --> Electric / Fairy
Ability: Levitate --> Parasitic (Hp draining moves have x 1.5 BAP)
Stats: 85/115/80/105/80/50 --> 85 / 125 [+10] / 100 [+20] / 165 [+60] / 100 [+20]/40 [-10]
New Moves: Parabolic Charge, Draining Kiss

Flavor:

Eelektross is based on a lamprey, a parasitic eel that leeches blood off its host. This mega focuses on this vampiric behavior, but rather then emphasizing the evil and darkness elements of the vampire, it plays off of its fabled charisma and mischief, hence the added fairy typing.

Competitive Reasoning:

Mega Eelektross now makes a fantastic pivot/tank, with good bulk at 85/100/100, and a typing that grants it lots of useful switch in opportunities, including resists to common types such as fighting, bug, electric, and dragon type attacks, and can be somewhat tailored to fit a team's specific needs or to deal with threats. The ability, while new, gives Eelektross a unique niche as a hard to ko attacker, who can fit into a myriad of different teams, such as semi-stall, bulky offense, Volt-Turn, or balenced. Added moves mesh with the ability, although might be a bit much, I'm not entirely sure at this early stage.
Mega Eelektross
Typing: Electric --> Electric/Water
Ability: Levitate --> Levitate
Stats: 85/115/80/105/80/50 --> 85/145/90/135/90/70
New Moves: Waterfall, Surf

Mega Eelektross has now taken a page out of Rotom-W's book and is now a Electric/Water type. While it is no longer a pokemon without a weakness but it does have quite a nice typing now with more resistances. It now has quite the attacking power on both sides. For the physical side, It can use a nice coil set up set that can do a nice amount of damage with STAB in Wild Charge and Waterfall and some nice coverage in Crunch and Rock Slide. On the special side, it can use a Acid Spray set with STAB on Thunderbolt and Surf and access to Flamethrower to hit those steel types immune to Acid Spray.


As usual PM The Pizza Man your votes
 
The sarcasm is real, really unnecessary though. If your not interested in containing your all powerful creativity, just remember that the more custom abilities we have, the longer it'll take till this metagame is playable - use them sparingly, less is more.

It's a marathon regardless with however many hundreds of Pokemon to get through. I'm guessing this started before any tiering happened in X/Y based on the order in which things have been given Megas, otherwise it probably would have made sense to really follow the "less is more" idea and upgrade UU/RU mons, which tend to not need custom abilities to be good, first.

Might as well take longer with the worst Pokemon since they either need a custom ability to be decent or will be less than viable with a regular ability. Among the Pokemon with <420 BST, three (Wobb, Dugtrio, and lol Furret) have trapping abilities, five (Mawile, Ledian, Medicham, Azumarril, and Farfetch'd) have Pure/Huge Power - and just beyond the 420 BST threshold Marowak and Diggersby also get it -, two (Smeargle and Ditto) obviously can't be duplicated.

There's only one Pokemon from the under 420 stat group with a custom ability Mega, and that's Sudowoodo with Petrified. It's a big rock tree thing and it can spam a rock-type Wood Hammer with no recoil. It's not really revolutionary or anything, but it at least makes Sudowoodo unique and something you could see coming in on Talonflame a couple times per match and dealing out a big hit to the switch-in - not sure what else one could expect from freaking Sudowoodo.

Lastly, there are nine Pokemon from that group that got extant abilities - Watchog, Raticate, Chatot, Vivillon, Parasect, Beedrill, Butterfree, and Spinda. I'll let you judge them for yourself, but it's safe to say that if you compare them to something like Mega Houndoom, which is in UU, some of them will come up quite short when it comes to being usable in OU. Special shout out to Beedrill there for the most YOLO stat distribution: +50 Attack, -20 Special Defense, and +70 Speed. Might as well have really gone for it and taken the Special Defense points out of Special Attack instead haha.

tl;dr if the bad thing about custom abilities is that they take longer to implement, why not just roll out the ones with normal abilities first? If something needs a good custom ability to be viable, waiting is preferable to rushing out something that will never be used.
 
8/2 - 8/4
Beheeyem
Chandelure
Haxorus
Beartic

Remember guys,
I don't want to see Huge Power Haxorus with 157 speed and 197 attack
: P

I really want to give Chandy something similar to Shadow Tag, but less powerful. I suppose Fire Spin on switch-in/mega-evolve is acceptable? It might miss, after all.
Probably going to give Beheeyem Dimensional Wrap. Now how to differentiate it from Mega Reuniclus...
 
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