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

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Mega Altaria and Salamence just got revealed, so we have two more off the to-do list. Also, Mega Lopunny was revealed, so I believe the Mega Lopunny we made here has to get removed now, correct?
 
Mega Altaria and Salamence just got revealed, so we have two more off the to-do list. Also, Mega Lopunny was revealed, so I believe the Mega Lopunny we made here has to get removed now, correct?
I don't know what we plan to do with that. We still have our old Mega Sceptile on the list, but I personally would prefer removing all the duplicates.
 
As for Lopunny's revelation, we have yet to decide if we should remove the old one. I mean, ain't she looking so sexy? The thing I expect to come for Mega Lopunny is rising to probably UU/OU. And the other, well ... expect lots of 18+ rated pics for her mega. Well, there goes my mega Chun Li Idea for Mienshao. Lopunny is the new Chun Li of pokemon megas
 
Heatmor could use Heat Seek--the current holder, Heatran, doesn't learn Inferno, but Heatmor can. With some Defense and Special Attack, it could take advantage of Inferno's guaranteed burn and 100-BP to become a rather unique physical tank-special attacker sort of thing. A different typing might help it stand out a bit more, too (just not Fire/Steel if we indeed go the Heat Seek route, as we don't need an inferior Heatran. Fire/Water or something alone those lines, perhaps.)

EDIT: Mega Lopunny confirms that yeah, we really aren't safe from making Megas even with Pokemon from non-Hoenn regions.
Or that we might as well just make all of them since is is an unofficial project anyway.

Also, Mega Salamence makes me sad. just why
 
Alright the votes are in

Cryogonal: Throbulator36
Mega Cryoganol
Type: Ice
Ability: Clear Ice(decreases the damage of non SE moves by 25%)
Stats: 70/50/30/95/135/105>>>70/50/80/125/155/105
Movepool: same
Basically I made it what it was and made it as good as possible at defensive ice

Accelgor: GG Unit
Mega Accelgor
Typing: Bug ->Bug
Ability: Sticky Hold/Unburden (best abilities for a Mega ever)/Hydration -> Competitive
New Moves: Toxic Spikes
HP: 80
Attack: 70 -> 70
Defense: 40 -> 70 (+30)
Special Attack: 100 -> 135 (+35)
Special Defense: 60 -> 85 (+25)
Speed: 145 -> 155 (+10)

Accelgor is a Pokemon that likes to go fast and doesn't take well to losing any races, ergo Competitive. This allows it to fill a niche on hazard-stacking teams as a Pokemon that can set up Spikes and dissuade the opponent from using Defog by threatening big damage if Competitive is activated (sorry, felt like adding Sticky Web didn't fit that well and would've been too greedy). Usually this requires switching Bisharp or Thundurus with Defiant in on Defog users; Pokemon with Competitive, such as Milotic, currently do not live up to their ability's name in the OU metagame. A nice little coincidence about Mega Accelgor's 135 base Special Attack is that with max investment, even 248 HP Talonflame is guaranteed to be OHKOed if you predict a switch-in and use Hidden Power Rock.

A good chunk of the points then go into its defenses to make setting up Spikes easier, and while the 10 points in Speed look like they were dumped in at the end, 155 base Speed allows it to either go Modest and outspeed positive-natured 130s or stay Timid and outspeed neutral-natured +1 base 100s.

EDIT: After seeing that Mega Froslass also has Competitive, I decided Accelgor needed another hazard to not be outclassed (it barely hits harder and has much worse offensive STAB, it can't Rapid Spin block, and the most relevant Pokemon between 111 and 155 base Speed is mowing Accelgor down with Brave Bird no matter what). I went with Toxic Spikes over Sticky Web because 1) Greninja gets TSpikes, and judging by the Protean submissions I'm not the only one seeing ninja similarities and 2) Sticky Web on base form Accelgor would make it too reliable a setter with Focus Sash and there are sure to be tons of crazy wallbreaking Megas that will be nearly impossible to stop if getting Sticky Web up is super easy.

Stunfisk: JayHankEdLyon
Mega Stunfisk
Type: Ground/Electric-> Ground/Electric
Ability: Static/Limber/Sand Veil -> Storm Drain
New Moves: Recover

HP: 109 -> 109
Atk: 66 -> 76 (+10)
Def: 84 -> 114 (+30)
SpA: 81 -> 111 (+30)
SpD: 99 -> 129 (+30)
Spe: 32 -> 32 (+0)

Flavor Concept: Stunfisk inflates! Now it's derpy and tubby all at once!

Competitive Concept: Dopefish really likes its new 109/114/129 bulk, but the kicker is its odd typing: Stunfisk is immune to Electric and has a very handy resistance to the omnipresent Flying. Resisting Poison and Steel, and hitting them back hard with Ground STAB if they're grounded or Electric STAB if they're Skarmory or Crobat, makes it a wonderful ally to Fairies everywhere. And, as a bonus, a Rock resist is always helpful on the switch.

I was really considering Arena Trap for added utility, but Storm Drain's transformation of a Water weakness into a strength, in a way that makes perfect sense with flavor, was too much to pass up. The special attack boost from Water moves also imrpoves its great utility STAB Discharge to spread Paralysis and Scald to spread Burn, as well as more powerful choices like STAB Thunderbolt, STAB Earth Power, Surf, and Sludge Bomb/Wave. Stealth Rock, Thunder Wave, Toxic, and the new addition Recover add to Stunfisks's usefulness, and generally make it into an excellent addition to any team that hates fairies and BirdSpam.

Meinshao: zerobreaker000
Mega Mienshao
Typing: Fighting ----> Fighting/Flying
Abilities: Inner Focus/Regenerator/Reckless ----> Cloud Step (Immune to and boost Speed by 1 stage when hit by Flying-type moves.)
BST: 65/125/60/95/60/105 ----> 65/145/70/115/85/130
New Moves: Power Whip, Air Slash

Basing this on the Qinggong technique in Chinese martial arts, Mega Mienshao is now part Flying-type, and its ability gives it an edge against all the Flying-types in the OU metagame. Talonflame and Mega Pinsir can no longer just go and smack it with a priority Brave Bird or Aerilate Quick Attack, while they are wrecked by Stone Edge in return. 130 Speed is already quite good in OU, but the +1 in Speed would let it outspeed even more opponents. Unfortunately, it doesn't really have any STAB Flying moves other than Air Slash and Bounce(lol), but it gained Power Whip as well for extra coverage. At least it has more Flying STAB than Gyarados. Still, while there is a boost in its defenses, Mega Mienshao is still frail by OU standard, and it now has a weakness to Ice Shard, another priority move, as well.

This post starts the submission period for Druddigon, Golurk, Bisharp, and Bouffalant
 
Ugh. Super sad my Accelgor can't match Escavalier (now it especially is off-kilter as one bugbro gets two mega evos and the other only gets one; I'd have been thrilled to tie with GG for two traditional megas and two based on their weird evolutionary journey flavor). Still, congrats to the winners.
Mega Druddigon
Type: Dragon-> Dragon
Ability: Rough Skin/Sheer Force/Mold Breaker-> Hazardous Hide (improved Rough Skin that gives 1/3 recoil on physical hits instead of 1/8; that is, the amount of recoil taken in moves like Double Edge. I suggest we replace Umbreon's ability with this as well, as otherwise Rocky Helmet on the normal version causes far more passive damage)

New Moves: Spiky Shield, Slack Off

HP: 77 -> 77
Atk: 120 -> 150 (+30)
Def: 90 -> 130 (+40)
SpA: 60 -> 60 (+0)
SpD: 90 -> 115 (+25)
Spe: 48 -> 53 (+5)

Flavor Concept: Druddigon's wrists/claws and the tip of its tail get the same rough red casing as its head.

Competitive Concept: Judge Drudd can go in a ton of directions. It already has three great abilities, and its physicality makes it perfect for the likes of Tough Claws, Intimidate, Moxie, and new ability Brute Force. I think it's hard to go wrong with this mega and I'm excited to see what direction we take it.

I've decided to focus on Druddigon's gargoyle-like nature as a defensive mon. Its new ability doubles Rough Skin's passive damage bonus (plain old Rough Skin is generally inferior to a standard mon with Rough Skin and Rocky Helmet), and this combines with its newfound Spiky Shield to totally punish contact moves. Moreover, Slack Off has been added to keep the passive pain coming, and its buffed defense makes Drudd a hard mon to kill.

I really wanted to give Drudd secondary Rock typing for flavor but...I mean it's just awful defensively. And we already have two Dragon/Ground mons, one of which can run Rough Skin and Rocky Helmet, so that option's out. So instead, our craggy friend maintains its still-wonderful pure Dragon typing. Dragon Tail, Roar, and Glare continues to give Drudd awesome utility, and its wide offensive movepool is supplemented by Sucker Punch to overcome its piddling speed.
Mega Golurk
Type: Ground/Ghost -> Ground/Ghost
Ability: Iron Fist/Klutz/No Guard-> Gravity Pull (Gravity is in effect while the user is on the field, grounding foes and decreasing evasion of all mons by 2 stages; Fly, Sky Drop, Bounce, Jump Kick, Hi Jump Kick, Splash, Telekinesis, and Magnet Rise cannot be used)
New Moves: Bulk Up, Shadow Sneak, Mach Punch

HP: 89 -> 89
Atk: 124 -> 169 (+45)
Def: 80 -> 105 (+25)
SpA: 55 -> 55 (+0)
SpD: 80 -> 110 (+30)
Spe: 55 -> 55 (+0)

Flavor Concept: Golurk's bandage comes loose, unleashing a spectral aura around its armor.

Competitive Concept: Oh, if only Golurk was Ghost/Ground instead of Ground/Ghost, we could make it Ghost/Steel, or Ghost/Fighting. But no dual-type Pokemon has ever changed its primary type through evolution, barring birds to maintain Flying a a secondary type, so as I already said, our Ground/Ghost golem stays.

But that's hardly a bad thing. Using its phantasmal powers and its affinity to the earth, gravity increases when Mega Golurk comes to play. Not only does its Ground STAB now hit all foes regardless of Flying type or Levitate, but the evasion drop acts as a pseudo-No Guard, allowing our golem to keep swinging with Dynamic Punch and Stone Edge. Its STAB Ghost/Ground coverage under Gravity is nigh-unstoppable, resisted only by Normal/Grass, Grass/Dark and the nonexistent Normal/Bug and Bug/Dark (barring new Megas of ours).

Improved bulk and an immunity to Normal, Fighting, and Electric help make Golurk a pretty great tank. Further assisting is the newly-added Bulk Up (unfortunately Curse doesn't work the way it does on non-Ghosts); while an all-out attacker set could do fine, Golurk can also invest entirely in its HP and superior Special Defense for a Bulk Up set, with new priority tools Shadow Sneak or Mach Punch for speed, Drain Punch for recovery, and powerful Earthquake STAB. Or, Golurk can maintain its niche as a spinblocking Rapid Spin blocker, using STAB Shadow Sneak off its incredible base attack to keep the Lati defoggers at bay.

But all is not well for our valiant automaton. Gravity hits both ways, and Golurk's weakness to the likes of Hydro Pump and Will o Wisp is compounded by their now-perfect accuracy against it. Scald is also still a hassle, and Golurk remains weak to Pursuit and Knock Off (even if it doesn't knock off its stone) as well as the common Ghost type coverage it so benefits from offensively. Still, though, with constant Gravity at its back and a newly-optimized movepool, Golurk has a new lease on the afterlife.
Mega Bisharp
Type: Dark/Steel-> Dark/Steel
Ability: Defiant/Inner Focus/Pressure -> Swordsmaster (Moves with high critical hit ratios always achieve a critical hit; can we please make the ability do this, folks? If not, still, going with Swordsmaster).
New Moves:

HP: 65 -> 65
Atk: 125 -> 155 (+30)
Def: 100 -> 125 (+25)
SpA: 60 -> 70 (+10)
SpD: 70 -> 90 (+20)
Spe: 70 -> 85 (+15)

Flavor Concept: Bisharp's helmet blades multiply into a crown, and its hand blades grow jagged.

Competitive Concept: Defiant Bisharp is amazing in this meta, so as per the OP, I'm giving its mega a different niche. Its power, bulk, and speed are all enhanced, but its ability takes the most advantage of moves not commonly found in Defog-blocking Bisharp's bag of tricks; Swordsmaster Night Slash, Psycho Cut, and X Scissor hit far harder than their non-bladed counterparts.

This doesn't mean Bisharp can't abuse Defiant before mega evolving, but with only four moves to choose from, it has to decide whether to optimally kill Defoggers and cause mischief with its specialized moveset, or hit hard as hell through Swordsmaster at the cost of maybe not having that crucial priority, or item removal, or Pursuit trapping to do its standard form's job.
Mega Bouffalant
Type: Normal-> Normal/Ground
Ability: Reckless/Sap Sipper/Soundproof -> Speed Boost
New Moves: Bulk Up

HP: 95 -> 95
Atk: 110 -> 150 (+40)
Def: 95 -> 120 (+25)
SpA: 40 -> 40 (+0)
SpD: 95 -> 120 (+25)
Spe: 55 -> 65 (+10)

Flavor Concept: Bouffalant's amazing afro is shaved down to a mohawk.

Competitive Concept: Bulky but slow, with no resistances, Bouffalant is a mediocre force. But this thing's a buffalo, dammit, and what do buffalo do? They charge! While they're slow to start, once you get a buffalo going, you'll be hard-pressed to stop its rampage.

As it runs and runs, and as aided by its new, sleeker hairdo, Bouffalant gains Speed Boost to slowly buff its low starting speed. Meanwhile, its attack and defenses have been buffed, and a new secondary Ground type (indicative of its rumbling through the plains) not only gives nice STAB on Earthquake, but some handy resists to play with.

Sap Sipper is a great primary ability here, as Bouffalant can switch in on a Grass move for a free Attack boost before Mevolving. On top of Earthquake and its signature Head Charge, Bouffalant has coverage in Wild Charge, Megahorn, and Superpower, as well as moves that aid specific team weaknesses like Iron Head for fairies or Zen Headbutt for...whatever you'd need that for. Moreover, the buffalo gets Swords Dance to launch its Attack to incredible heights, but I also gave it Bulk Up for a slower but bulkier boost befitting its flavor as a gradual threat.

Ground typing wasn't given solely for resists and STABs, though; a Speed Booster with 95/110/110 defenses, 150 attack, and Swords Dance/Bulk Up to boot, needs something that can take it down lest it get too OP. Ground adds Ice Shard and Aqua Jet to Mach Punch for three big priority weaknesses. And, as mentioned, its starting speed is slow enough that it takes a few rounds to really get going. But once this Mega Bouffalant revs up, it'll be a hell of a thing to stop.
 
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Druddigon (Druddigonite)
Type: Dragon -> Dragon/Rock
Abilities: Rough Skin, Sheer Force (Mold Breaker) -> Solid Rock
New Moves: Swords Dance, Defog, Roost

HP: 77 -> 77
Atk: 120 -> 140 (+20)
Def: 90 -> 130 (+40)
SpA: 60 -> 70 (+10)
SpD: 90 -> 130 (+40)
Spe: 48 -> 38 (-10)
BST: 485 -> 585

Honestly, Druddigon should've been like this in the first place. It's a real threat under Trick Room and a valuable supporter with access to Stealth Rock, Defog, and Glare. A unique typing does leave it with unfortunate weaknesses, however these are mitigated by Solid Rock and its bulk.
Golurk (Golurkite)
Type: Ground/Ghost -> Ground/Steel
Abilities: Iron Fist, Klutz (No Guard) -> Iron Fist
New Moves: Volt Switch, Meteor Mash, Bullet Punch

HP: 89 -> 89
Atk: 124 -> 164 (+40)
Def: 80 -> 120 (+30)
SpA: 55 -> 55
SpD: 80 -> 120 (+30)
Spe: 55 -> 55
BST: 483 -> 583

Golurk is a great bulky attacker. While it can no longer spinblock, it functions as a pivot that can switch in to many different types of attacks and deal some heavy damage. Bullet Punch makes for some nice STAB priority and a greatly boosted attack makes up for a lack of boosting moves.
Bisharp (Bisharpite)
Type: Dark/Steel -> Dark/Steel
Abilities: Defiant, Inner Focus (Pressure) -> Vampiric Blade
New Moves: none

HP: 65 -> 65
Atk: 125 -> 135 (+10)
Def: 100 -> 120 (+20)
SpA: 60 -> 60
SpD: 70 -> 100 (+30)
Spe: 70 -> 110 (+40)
BST: 490 -> 590
Bisharp is already very viable. Upon Mega Evolution, Bisharp becomes far more agile. It has more of an outright sweeping role without relying on Sucker Punch and although it's weaker than LO Bisharp, it is more durable and can restore health thanks to its new ability.
Bouffalant (Bouffalite)
Type: Normal -> Normal
Abilities: Reckless, Sap Sipper (Soundproof) -> Rock Head
New Moves: Head Smash, Submission, Curse

HP: 95 -> 95
Atk: 110 -> 160 (+50)
Def: 95 -> 115 (+20)
SpA: 40 -> 40
SpD: 95 -> 115 (+20)
Spe: 55 -> 65 (+10)
BST: 490 -> 590
Bouffalant receives some more recoil moves - at least the ones that make sense for it. With Rock Head, it can hit opponents hard without sacrificing its great bulk.
 
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Bouffalant (Bouffalite)
Type: Normal -> Normal/Rock
Abilities: Reckless, Sap Sipper (Soundproof) -> Sap Sipper
New Moves: Head Smash, Stealth Rock, Milk Drink

HP: 95 -> 95
Atk: 110 -> 140 (+30)
Def: 95 -> 145 (+50)
SpA: 40 -> 40
SpD: 95 -> 145 (+50)
Spe: 55 -> 25 (-30)

Concept: Mega Bouf takes an entirely different route from and becomes a bulky Rock Setter. Its afro accidentally got a perm with cement, which is enough to be a mega evolution. Now it's a rock type with grass immunity. 95/145/145 is an excellent defensive spread and it has a speed stat it won't use anyway. It also gets Milk Drink: you can drink Buffalo Milk and eat Buffalo cheese. It's quite tasty. If goats can get it, then an animal that is in the bovinae family can get it as well. Just don't ask questions and accept your healing move!


Mega Druddigon
Type: Dragon -> Dragon/Rock
Abilities: Rough Skin, Sheer Force (Mold Breaker) -> Levitate
New Moves: Defog, Roost, Coil

HP: 77 -> 77
Atk: 120 -> 145 (+25)
Def: 90 -> 135 (+45)
SpA: 60 -> 65 (+5)
SpD: 90 -> 135 (+45)
Spe: 48 -> 28 (-20)

It becomes a gargoyle statue, complete with hovering flight. It gains coil because it gets Snake Glare and has basalisk style features and coil REALLY needs more users, especially those with STAB Stone Edge. It's better than giving DD because it's slow as hell.

Levitate is highly useful as well.


Bisharp (Bisharpite)
Type: Dark/Steel -> Dark/Steel
Abilities: Defiant, Inner Focus (Pressure) -> White Flag (Waves a White Flag that prevents the use of all fighting moves while in play, even from itself.)
New Moves: Screech

HP: 65 -> 65
Atk: 125 -> 145 (+20)
Def: 100 -> 130 (+30)
SpA: 60 -> 60
SpD: 70 -> 95 (+25)
Spe: 70 -> 95 (+25)

Concept: Still a shonen hero or whatever, Bisharp becomes more peace oriented. His new ability is an outright Imprison on all fight moves... but this effects him as well. In a sense, Bisharp loses huge coverage by locking out Fight moves, and Screech doesn't help much in good ways. In a sense, this means Mega Bisharp has a double edge sword as it cannot easily get through other Bisharp. It becomes defensive with a splayed helmet that looks like a castle head... but it's still a sentai whatevermacalit. Regular Bisharp has a coverage enabled niche and can get around more things.

Fire/Dark, Water/Dark, Steel/Fight, Elec/Dark, Elec/Fight, Fire/Fight, Water/Fight and Steel/Dark types resist the STAB combo effectively, most would've been handled decently by Brick Break.




Golurk
Type: Ground/Ghost -> Ground/Ghost
Abilities: Iron Fist, Klutz (No Guard) -> Grounded
New Moves: Mach Punch, Bulk Up, Shadow Sneak

HP: 89 -> 89
Atk: 124 -> 149 (+25)
Def: 80 -> 100 (+20)
SpA: 55 -> 55
SpD: 80 -> 115 (+35)
Spe: 55 -> 75 (+20)

Concept: Mega Golurk goes from having good neutral STAB coverage to absolutely AMAZING! Only Sawsbuck resists the combo. If Levitators are included however, then Hydreigon also resists; there are no Bug/Normals or Bug/Dark save for possibly a few megas.

Instead of coverage, it gains some priority and stat boosting capabilities instead. To have neutral coverage, all it needs with its STAB is Ice Punch. The question is, what moveset? Do you ignore boosting in favor of a second priority or even consider Phantom Force (you probably shouldn't.)

What of Stealth Rocks and Drain Punch? There are hard, HARD choices to make here, but I guarantee if you choose this Golurk, you'll have something powerful on your hands.
 
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Heatmor could use Heat Seek--the current holder, Heatran, doesn't learn Inferno, but Heatmor can. With some Defense and Special Attack, it could take advantage of Inferno's guaranteed burn and 100-BP to become a rather unique physical tank-special attacker sort of thing. A different typing might help it stand out a bit more, too (just not Fire/Steel if we indeed go the Heat Seek route, as we don't need an inferior Heatran. Fire/Water or something alone those lines, perhaps.)

Yeah that's going to be the easiest way to make Heatmor not suck against all the other Pokemon. If someone's that fixated on hitting Mega Durant super effectively, have no fear, Heatmor learns Gastro Acid! Also in a metagame with hundreds of possible Mega Evolution, what are the actual chances of a Mega Heatmor going up against a Mega Durant in the first place? I wish it could do something that made Stockpile/Spit Up/Swallow not suck since it's an anteater with Gluttony, but those moves are so bad it would take a ridiculously complex ability/mechanic change.

Mega Druddigon
Type: Dragon -> Dragon
Abilities: Rough Skin/Sheer Force/Mold Breaker -> Tough Claws
New Moves: Bulk Up, Drain Punch, Poison Jab

HP: 77 -> 77
Atk: 120 -> 140 (+20)
Def: 90 -> 125 (+35)
SpA: 60 -> 60
SpD: 90 -> 125 (+35)
Spe: 48 -> 58 (+10)
BST: 485 -> 585

Tough Claws is a pretty generic ability, but it allows Mega Druddigon to be able to hit hard and also get better defenses to take advantage of its support movepool. Druddigon learns Fighting-type moves like Superpower and Revenge by leveling up, so Bulk Up and Drain Punch allow it to further distinguish its movepool from that of the typical Dragon.

Mega Golurk
Type: Ground/Ghost -> Ground/Ghost
Abilities: Iron Fist/Klutz/No Guard -> No Guard
New Moves: Zap Cannon
HP: 89 -> 89
Atk: 124 -> 154 (+30)
Def: 80 -> 105 (+25)
SpA: 55 -> 55
SpD: 80 -> 105 (+25)
Spe: 55 -> 75 (+20)
BST: 483 -> 583

Just uses its decent defenses and unique typing and immunities to set up Stealth Rock, use Earthquake, and abuse No Guard. Zap Cannon to make up for there not being any good physical Ghost moves. With regards to flavor, Golurk can do a lot of weird stuff already plus it learns Thunderbolt and Charge Beam, so why not Zap Cannon?

The stat boosts are generally proportionate to its existing distribution, with +20 Speed to place it in a speed tier where it can surprise some things with full investment or naturally outspeed more walls.
 
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Type: Dragon -> Dragon/Steel
Ability: Rough Skin/Sheer Force/Mold Breaker -> Flash Fire
New Moves: Roost, Sacred Fire

HP: 77 -> 77
Atk: 120 -> 160 (+40)
Def: 90 -> 115 (+25)
SpA: 60 -> 75 (+15)
SpD: 90 -> 100 (+10)
Spe: 48 -> 58 (+10)

Flavor Concept: Some of its Dex entries state that “the skin on its face is harder than a rock,” and what’s harder than rock? Steel. Other Dex entries read “it warms its body by absorbing sunlight with its wings.” Absorbing sunlight yields Flash Fire; wings yield Roost. Sacred Fire is added because Dragons are almost inherently sacred and fire-related, and it goddamn needs a good Fire-type physical attack.

Competitive Concept: Physical tank capable of absorbing all kinds of status with its fortunate type/ability combination. With insured longevity in the form of Roost, Druddigon can spread status and deal heavy damage with Sacred Fire, while also attacking with the likes of Earthquake and Iron Head. Other viable moves include Sucker Punch for priority, Dragon Claw for STAB, and SR for hazard setting; Roost+3 attacks is probably its best set.

252+ Atk Mega Druddigon Dragon Claw vs. 4 HP / 0 Def Mega Charizard X: 306-362 (102.6 - 121.4%) -- guaranteed OHKO
252+ Atk Mega Druddigon Sacred Fire vs. 252 HP / 232+ Def Skarmory: 162-192 (48.5 - 57.4%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Mega Druddigon Iron Head vs. 252 HP / 0 Def Azumarill: 202-238 (50 - 58.9%) -- guaranteed 2HKO
Type: Ground/Ghost -> Ground/Fighting
Ability: Iron Fist/Klutz/No Guard -> No Guard
New Moves: None

HP: 89 -> 89
Atk: 124 -> 169 (+45)
Def: 80 -> 90 (+10)
SpA: 55 -> 70 (+15)
SpD: 80 -> 90 (+10)
Spe: 55 -> 75 (+20)

Flavor Concept: The seal on Golurk’s chest is removed, which “makes its internal energy go out of control.” It then stops at nothing to fight and protect its people, so I added the Fighting type.

Competitive Concept: This thing gets insane coverage and high base power STAB backed by a crazy base 169 attack. I’d personally run a set of DynamicPunch/Earthquake/Ice Punch/Fire Punch, but Rock Polish, Zen Headbutt, and ThunderPunch all deserve honorable mentions for hitting specific targets.

-1 252+ Atk Golurk Ice Punch vs. 4 HP / 0 Def Landorus-T: 320-380 (100 - 118.7%) -- guaranteed OHKO
252+ Atk Golurk Fire Punch vs. 252 HP / 0 Def Mega Scizor: 328-388 (95.3 - 112.7%) -- 75% chance to OHKO
252+ Atk Golurk Dynamic Punch vs. 4 HP / 0 Def Mega Charizard X: 201-237 (67.4 - 79.5%) -- 37.5% chance to OHKO after Stealth Rock
Type: Dark/Steel -> Dark/Steel
Ability: Defiant/Inner Focus/Pressure -> Filter
New Moves: None

HP: 65 -> 65
Atk: 125 -> 145 (+20)
Def: 100 -> 145 (+45)
SpA: 60 -> 95 (+35)
SpD: 70 -> 95 (+25)
Spe: 70 -> 45 (-25)

Flavor Concept: Pawniard, Bisharp, Mega Bisharp. Pawn, Bishop, King. The King Bisharp uses its protection forces to take only 75% damage from supereffective strikes.

Competitive Concept: Mega Bisharp undertakes a more defensive role than its normal counterpart. Filter won’t save it from much, but there’s a few specific cases in which it works. Bisharp can also put off Mega Evolving if it wishes to acquire a Defiant boost first.

252+ Atk Technician Breloom Mach Punch vs. 252 HP / 0 Def Filter Mega Bisharp: 234-279 (70 - 83.5%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothitelle Hidden Power Fighting vs. 252 HP / 4 SpD Filter Mega Bisharp: 270-321 (80.8 - 96.1%) -- guaranteed 2HKO

+1 252+ Atk Mega Bisharp Knock Off (97.5 BP) vs. 4 HP / 0 Def Landorus-T: 309-364 (96.5 - 113.7%) -- 75% chance to OHKO
+1 252+ Atk Mega Bisharp Sucker Punch vs. 0 HP / 0 Def Mega Manectric: 280-331 (99.6 - 117.7%) -- 93.8% chance to OHKO
Type: Reckless/Sap Sipper/Soundproof -> Momentum Absorb (This Pokemon is immune to Volt Switch, U-Turn, and Parting Shot)
Ability: Normal -> Normal
New Moves: Slack Off

HP: 95 -> 95
Atk: 110 -> 150 (+40)
Def: 95 -> 150 (+55)
SpA: 40 -> 55 (+15)
SpD: 95 -> 115 (+20)
Spe: 55 -> 45 (-10)

Flavor Concept: Bouffalant grows a very thick coat with which it can absorb great amounts of damage and completely stop any attempts by the opponent to switch out with moves. Additionally, the fur frequently renders it tired, hence Slack Off.

Competitive Concept: The number one momentum killer in the whole competitive realm of Pokemon. Mega Bouffalant enjoys stopping Pokemon like Talonflame and Megatric right in their tracks before retaliating with powerful STAB Return or the annoying switch-boosted Pursuit. Options beyond the three listed moves include Revenge, EQ, Toxic, Poison Jab, and even Wild Charge to fux with Skarm. SD can also be used if you feel the need to set up.

252+ Atk Technician Mega Scizor Bullet Punch vs. 248 HP / 0 Def Mega Bouffalant: 84-100 (21.3 - 25.4%) -- 0.3% chance to 4HKO
252+ Atk Life Orb Bisharp Knock Off vs. 248 HP / 0 Def Mega Bouffalant: 105-125 (26.7 - 31.8%) -- guaranteed 4HKO

252+ Atk Mega Bouffalant Revenge (60 BP) vs. 4 HP / 0 Def Bisharp: 320-380 (117.6 - 139.7%) -- guaranteed OHKO
252+ Atk Bouffalant Pursuit (80 BP) vs. 0 HP / 0 Def Gothitelle: 224-264 (79.7 - 93.9%) -- 43.8% chance to OHKO after Stealth Rock
 
druddigon.gif
Mega Druddigon
Type: Dragon>>>Dragon/Rock
Ability: Sheer Force
Stats: 77/120/90/60/90/48>>>77/160/110/60/110/68
Movepool: +Dragon Rush +Rock Polish
 
If someone's that fixated on hitting Mega Durant super effectively, have no fear, Heatmor learns Gastro Acid!

You keep mentioning the use of a poison move against this steel type. Does it actually ignore immunity?

By limiting it to a single focus, one weakens its chances of ever being S Rank.

In related news, someone needs to remind me how Seviper's abilities directly counterplay Zangoose.
 
You keep mentioning the use of a poison move against this steel type. Does it actually ignore immunity?

By limiting it to a single focus, one weakens its chances of ever being S Rank.

In related news, someone needs to remind me how Seviper's abilities directly counterplay Zangoose.
gastro acid does in fact hit steel types
 
At the moment it seems that Cloud Step > Scarecrow is just about every way, since Cloud Step is an immunity + a speed boost while Scarecrow is just the former. I think we should alter Scarecrow a bit, because in my opinion GF doesn't really create many abilities that directly outclass another ability (the only exception that comes to mind is Heatproof --> Thick Fat). Maybe make Scarecrow raise Sp. Attack 1 stage? That way Cloud Step is a Motor Drive clone and Scarecrow is a Lightning Rod clone.
 
At the moment it seems that Cloud Step > Scarecrow is just about every way, since Cloud Step is an immunity + a speed boost while Scarecrow is just the former. I think we should alter Scarecrow a bit, because in my opinion GF doesn't really create many abilities that directly outclass another ability (the only exception that comes to mind is Heatproof --> Thick Fat). Maybe make Scarecrow raise Sp. Attack 1 stage? That way Cloud Step is a Motor Drive clone and Scarecrow is a Lightning Rod clone.
tough claws>iron fist
 
At the moment it seems that Cloud Step > Scarecrow is just about every way, since Cloud Step is an immunity + a speed boost while Scarecrow is just the former. I think we should alter Scarecrow a bit, because in my opinion GF doesn't really create many abilities that directly outclass another ability (the only exception that comes to mind is Heatproof --> Thick Fat). Maybe make Scarecrow raise Sp. Attack 1 stage? That way Cloud Step is a Motor Drive clone and Scarecrow is a Lightning Rod clone.

Or maybe have Scarecrow also deliver recoil damage to contact Flying-type attacks? That would make sense in that something using Brave Bird wouldn't actually be missing, but rather hitting the scarecrow instead. Guts is better than Toxic Boost too.
 
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At the moment it seems that Cloud Step > Scarecrow is just about every way, since Cloud Step is an immunity + a speed boost while Scarecrow is just the former. I think we should alter Scarecrow a bit, because in my opinion GF doesn't really create many abilities that directly outclass another ability (the only exception that comes to mind is Heatproof --> Thick Fat). Maybe make Scarecrow raise Sp. Attack 1 stage? That way Cloud Step is a Motor Drive clone and Scarecrow is a Lightning Rod clone.
Or just make them both Scarecrow. Mega Mienshao would still be hella good
 
Flavor Concept: Pawniard, Bisharp, Mega Bisharp. Pawn, Bishop, King. The King Bisharp uses its protection forces to take only 75% damage from supereffective strikes.
As stated before, this chess motif is only found in the translation of Bisharp's name, and the original version is just based off a feudal-era road bandit, so we can hardly chess progression as flavor justification. This doesn't suddenly mean that Filter can't be used, but still, we should bear in mind the intentions instead of the interpretations (this is also why I'm against religiously following English dex translations for flavor, by the way).
 
What if Scarecrow was an outright LOCK on all flying moves. This would include self inflicted moves like Roost, Mirror Move and Tail Wind. Because it's an imprison, I'm not sure if Mold Breakers could bypass. To 'balance' the outright block on bird powers, maybe have it effect the user's flying moves if they're dumb enough to use any... and maybe include Whirlwind for even more niche?

Okay, so it's a flying type clone of the ability I'm using on Mega Bisharp, but still!
 
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What if Scarecrow was an outright LOCK on all flying moves. This would include self inflicted moves like Roost, Mirror Move and Tail Wind. Because it's an imprison, I'm not sure if Mold Breakers could bypass. To 'balance' the outright block on bird powers, maybe have it effect the user's flying moves if they're dumb enough to use any... and maybe include Whirlwind for even more niche?

Or we could turn it into a phazing ability, where if our Mienshao switches in on a Flying-type, or if a Flying-type move is used on her, said Flying-type or Flying-type move user is forced out. This lets Mienshao or Maractus come in on Talonflame and phaze it out, possibly giving it opportunity to set up SD or something, and forces Talonflame to take extra rounds of Stealth Rock damage if it wants to switch in again while Mienshao or Maractus is alive. This one makes it feel more like a "Scarecrow", with the bird flying away whenever the Scarecrow is in sight. And it's not a complete Flying-type counter, because they can still switch in and use self-inflicted status moves like Tailwind and Roost. The only problem is, do we want to change an already existing ability (is there precedent for this?), and does it really make sense for Mienshao to have?
 
Or we could just do what was suggested earlier, make Scarecrow boost Special Attack and Cloud Step boost Speed, and stop trying to one-up each other with completely ridiculous complications.
 
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