inkbug
Maybe the real mega pokemon were the friends we ma
okay!!!! might come back and tweak these later, especially if i get some feedback, but here goes !!!!!
Mega Flareon
New Ability: Flash Fire/Guts --> Soot Guard (Lowers damage taken from neutrally effective attacks by 25%. (almost-clone of Filter)) according to hematite you only need to change like one character in the code for Filter to make it have this effect so thats neat!
New Typing: Fire (unchanged)
New Stats: 65/130/80/115/150/85
HP: 65
ATK: 130 (--)
DEF: 60 --> 80 (+20)
SPA: 95 --> 115 (+20)
SPD: 110 --> 150 (+40)
SPE: 65 --> 85 (+20)
New Moves: Burn Up
TL;DR Desc: a physical attacker that's bulky as all get out, and also has the unique opportunity to defensively abuse the typelessness caused by Burn Up !
Mega Vaporeon
New Ability: Water Absorb/Hydration --> Perish Body
New Typing: Water (unchanged)
New Stats: 130/95/100/120/135/45
HP: 130
ATK: 65 -> 95 (+30)
DEF: 60 -> 100 (+40)
SPA: 110 --> 120 (+10)
SPD: 95 -> 135 (+40)
SPE: 65 -> 45 (-20)
New Moves: None for now
TL;DR Desc: Perish Body complements vaporeon's role as a wish passer, forcing switches to give it and its teammates more breathing room. however the ability also prevents it from acting as stall, keeping it in check somewhat. please read either of the hide boxes if you are concerned about the stats !! i've done my best to explain myself :'D
Mega Jolteon
New Ability: Volt Absorb/Quick Feet --> Shocking Momentum (When this Pokemon inflicts Paralysis, its Speed goes up by one stage.)
New Typing: Electric (unchanged)
New Stats: 65/80/70/150/110/150
HP: 65
ATK: 65 --> 80 (+15)
DEF: 60 --> 70 (+10)
SPA: 110 --> 150 (+40)
SPD: 95 --> 110 (+15)
SPE: 130 --> 150 (+20)
New Moves: Nuzzle
Desc: this set is meant to encourage the use of Electro Ball! not the most original idea, i know, but i think this is kind of a neat way to go about it? against most opponents, the paralysis alone is enough to nudge Electro Ball to outdamage Thunderbolt, but the additional +1 speed makes it even outdamage the neutral coverage moves it runs against Pokemon resistant to its Electric STAB. Maybe a little niche, probably requires too much setup to be much good, but I enjoy the idea!
Mega Flareon
New Ability: Flash Fire/Guts --> Soot Guard (Lowers damage taken from neutrally effective attacks by 25%. (almost-clone of Filter)) according to hematite you only need to change like one character in the code for Filter to make it have this effect so thats neat!
New Typing: Fire (unchanged)
New Stats: 65/130/80/115/150/85
HP: 65
ATK: 130 (--)
DEF: 60 --> 80 (+20)
SPA: 95 --> 115 (+20)
SPD: 110 --> 150 (+40)
SPE: 65 --> 85 (+20)
New Moves: Burn Up
TL;DR Desc: a physical attacker that's bulky as all get out, and also has the unique opportunity to defensively abuse the typelessness caused by Burn Up !
oh my god, this was the hardest sub of this set by far. i had an idea in mind for the gimmick i wanted it to use, but the ideas i had to take advantage of it kept getting outclassed by just... not using the gimmick :'D and that might still be the case with this, but at least now the gimmick feels like ! a potentially usable option !
so burn up is a weird move right? especially for pure fire-types, where they get the unique effect of becoming completely typeless! which takes away their STAB on fire moves, but also all of their weaknesses and resistances. which i think is really interesting, and i really wanted there to be a way to take advantage of that defensively! so i tried.
soot guard is named in a way that its still fire-related, while still making sense for a pokemon that just used Burn Up. making the ability be a straight-up resistance/50% reduction ended up being way too strong!!! so after some calcing i settled on these stats and a 25% reduction.
to me, the interesting thing about this... very silly combination of gimmicks is that you essentially can pick between keeping the 50% reduction for Fire's normal resistances while risking a super-effective hit, or switch it out for a global 25% damage reduction with the drawback of losing STAB, depending on the circumstance.
i dunno!!! probably not very good !!! but i think i did the best i could executing the concept :D
... not to mention the addition of Burn Up into its moveset adds some... how to put it... opportunities for base Flareon to potentially be able to cause some problems vis a vis guts/flame orb? im... literally the only person who wants that i think, but, hey, two birds one smack down am i right?
so burn up is a weird move right? especially for pure fire-types, where they get the unique effect of becoming completely typeless! which takes away their STAB on fire moves, but also all of their weaknesses and resistances. which i think is really interesting, and i really wanted there to be a way to take advantage of that defensively! so i tried.
soot guard is named in a way that its still fire-related, while still making sense for a pokemon that just used Burn Up. making the ability be a straight-up resistance/50% reduction ended up being way too strong!!! so after some calcing i settled on these stats and a 25% reduction.
to me, the interesting thing about this... very silly combination of gimmicks is that you essentially can pick between keeping the 50% reduction for Fire's normal resistances while risking a super-effective hit, or switch it out for a global 25% damage reduction with the drawback of losing STAB, depending on the circumstance.
i dunno!!! probably not very good !!! but i think i did the best i could executing the concept :D
... not to mention the addition of Burn Up into its moveset adds some... how to put it... opportunities for base Flareon to potentially be able to cause some problems vis a vis guts/flame orb? im... literally the only person who wants that i think, but, hey, two birds one smack down am i right?
Mega Vaporeon
New Ability: Water Absorb/Hydration --> Perish Body
New Typing: Water (unchanged)
New Stats: 130/95/100/120/135/45
HP: 130
ATK: 65 -> 95 (+30)
DEF: 60 -> 100 (+40)
SPA: 110 --> 120 (+10)
SPD: 95 -> 135 (+40)
SPE: 65 -> 45 (-20)
So this spread is actually a bit toned down from where I had it originally. I would personally prefer a set like the following:
New Stats: 130/95/110/110/145/35
HP: 130
ATK: 65 -> 95 (+30)
DEF: 60 -> 110 (+50)
SPA: 110 (--)
SPD: 95 -> 145 (+50)
SPE: 65 -> 35 (-30)
... but I understand if this looks a bit ridiculous, especially coming after Hematite's post up there. Just hear me out, ok? :'D
I talk about this for way too long in the long description, but basically, one consequence of having Perish Body is Vaporeon basically loses the ability to stall against many opponents. Additionally its ability to recover its own hp is drastically curtailed, since chances are, the Perish Count will force it out before its Wish lands.
Personally, I think the Ability choice and its lack of quick and reliable recovery is enough to keep these bonkers defenses from being an immovable wall. But uh, I completely understand if you disagree here and want me to keep the edited version. I consulted Hematite about this and he doesn't think it would be a problem either way, but neither of us are experts on building defensive stats, so... make of that what you will? :'D
New Stats: 130/95/110/110/145/35
HP: 130
ATK: 65 -> 95 (+30)
DEF: 60 -> 110 (+50)
SPA: 110 (--)
SPD: 95 -> 145 (+50)
SPE: 65 -> 35 (-30)
... but I understand if this looks a bit ridiculous, especially coming after Hematite's post up there. Just hear me out, ok? :'D
I talk about this for way too long in the long description, but basically, one consequence of having Perish Body is Vaporeon basically loses the ability to stall against many opponents. Additionally its ability to recover its own hp is drastically curtailed, since chances are, the Perish Count will force it out before its Wish lands.
Personally, I think the Ability choice and its lack of quick and reliable recovery is enough to keep these bonkers defenses from being an immovable wall. But uh, I completely understand if you disagree here and want me to keep the edited version. I consulted Hematite about this and he doesn't think it would be a problem either way, but neither of us are experts on building defensive stats, so... make of that what you will? :'D
TL;DR Desc: Perish Body complements vaporeon's role as a wish passer, forcing switches to give it and its teammates more breathing room. however the ability also prevents it from acting as stall, keeping it in check somewhat. please read either of the hide boxes if you are concerned about the stats !! i've done my best to explain myself :'D
yes i did see hematites post immediately above me about the potential of vaporeons defensive stats. yes we discussed this. yes i am terrified of this monster i have created. it will be my undoing.
so perish body is a weird ability, right? normally with perish type moves you're combining it with a trapping move, which vaporeon could hypothetically do, but i think it fits in more with its usual playstyle in kind of a fascinating way. with perish body, something that smacks vaporeon while its in the process of trying to pass a wish and do its normal cleric things will find itself forced out by the impending perish count, giving vaporeon's switch-in a bit more breathing room.
for example, let's say you switch vaporeon in to something using a contact move, which activates the Perish Count. the count drops to 2 at the end of that turn. vaporeon wishes, perish count drops to 1, the opponent is either forced to switch or take the KO while vaporeon flipturns into its teammate in waiting.
however, perish body also impedes its ability to act on its own. chances are if it's trying to Wish for itself, it might not want to stay in long enough to receive it -- and its also incredibly detrimental for vaporeon's ability to stall out as the last pokemon standing, as clerics often are.
with that in mind, i'm not... too worried about this thing's monstrous defenses? since it really, really does not want to be on the field for very long, and its main method of regaining hp requires staying on the field for a couple turns. basically this makes it WAY better at wish passing, but ... considerably worse at stalling, depending on the opponent! this is also the reason for the speed/attack exchange -- this "debuff" does nothing but help it in this respect by slowing its pivot to further ensure the safety of its switch in, while marginally boosting Flip Turn's damage.
so perish body is a weird ability, right? normally with perish type moves you're combining it with a trapping move, which vaporeon could hypothetically do, but i think it fits in more with its usual playstyle in kind of a fascinating way. with perish body, something that smacks vaporeon while its in the process of trying to pass a wish and do its normal cleric things will find itself forced out by the impending perish count, giving vaporeon's switch-in a bit more breathing room.
for example, let's say you switch vaporeon in to something using a contact move, which activates the Perish Count. the count drops to 2 at the end of that turn. vaporeon wishes, perish count drops to 1, the opponent is either forced to switch or take the KO while vaporeon flipturns into its teammate in waiting.
however, perish body also impedes its ability to act on its own. chances are if it's trying to Wish for itself, it might not want to stay in long enough to receive it -- and its also incredibly detrimental for vaporeon's ability to stall out as the last pokemon standing, as clerics often are.
with that in mind, i'm not... too worried about this thing's monstrous defenses? since it really, really does not want to be on the field for very long, and its main method of regaining hp requires staying on the field for a couple turns. basically this makes it WAY better at wish passing, but ... considerably worse at stalling, depending on the opponent! this is also the reason for the speed/attack exchange -- this "debuff" does nothing but help it in this respect by slowing its pivot to further ensure the safety of its switch in, while marginally boosting Flip Turn's damage.
Mega Jolteon
New Ability: Volt Absorb/Quick Feet --> Shocking Momentum (When this Pokemon inflicts Paralysis, its Speed goes up by one stage.)
New Typing: Electric (unchanged)
New Stats: 65/80/70/150/110/150
HP: 65
ATK: 65 --> 80 (+15)
DEF: 60 --> 70 (+10)
SPA: 110 --> 150 (+40)
SPD: 95 --> 110 (+15)
SPE: 130 --> 150 (+20)
New Moves: Nuzzle
Desc: this set is meant to encourage the use of Electro Ball! not the most original idea, i know, but i think this is kind of a neat way to go about it? against most opponents, the paralysis alone is enough to nudge Electro Ball to outdamage Thunderbolt, but the additional +1 speed makes it even outdamage the neutral coverage moves it runs against Pokemon resistant to its Electric STAB. Maybe a little niche, probably requires too much setup to be much good, but I enjoy the idea!
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