I pretty much share the same sentiment as inkbug. Quit the menial back and forths, use the Discord, and stop muddying the thread with stupid, meaningless conflict. This is supposed to be a fun creative project, not a high school locker room.
Though, that being said, I would like to make my grand return with some Mega concepts!
/
Ability: Art of War (If the opponent gains a stat boost against it, or if the user switches in on a boosted opponent, the user is given a volatile status that guarantees its next offensive attack to be a critical hit. Upon Mega Evolution, if the opponent has a stat boost, the ability will activate as if Mega Bisharp has just switched in.
HP: 60
Atk: 170 (+45)
Def: 115 (+15)
SpA: 60
SpD: 95 (+25)
Spe: 85 (+15)
New Moves: Bullet Punch, Close Combat
Reasoning:
Ladies and gentlemen, I bring you: the Mega of choice on Hyper Offense. I wanted to highlight Bisharp's ability to be a wincon on hyper offense as opposed to simply dumping boosts on it and calling it a day, and on top of that I wanted to give it a way to prevent easy set up on hazard stacking. I not only gave it Bullet Punch to give it a more reliable priority STAB, but I also elected to give it CC so it has a more reliable way of punching through Steel-types. That, and why doesn't it have it already? Its pre-mega form still has access to Defiant, letting it gain a +2 boost on a Defog all the same, while also being a strong anti-set up deterrent and punisher. I wanted to design Mega Bisharp to be a punisher, and that's exactly what this can do.
Flavor: This design greatly resembles a battle scarred, black knight, with a long, torn cape, and more reinforced armor to give a sort of jaded, experienced, vengeance-driven kind of vibe. I want Mega Bisharp to exude menace.
/
Ability: Piercing Drill (Pokemon that resist an incoming move lose a stage of defense and upon taking damage from Mega Conkeldurr's resisted attack.)
HP: 105
Atk: 150 (+10)
Def: 145 (+50)
SpA: 55
SpD: 95 (+30)
Spe: 55 (+10)
New Moves: Body Press, Iron Head, Iron Defense
Reasoning:
So, obviously, looking at Conk, it's so easy to slap more attack and speed on it and call it a day, but I'm not about that life. Instead, I looked at a rather overlooked aspect of base Conk: its bulk. With the idea I had in mind for its design too, I thought it'd be immensely fun to put emphasis on its tanky aspects and turn it up to 11, giving it a better defensive typing and a niche as a Mega. I opted for STAB Body Press as part of this niche, but I feel that there is a possible ability to run other kinds of tank-esque sets, which is something I loved about this idea. It has unique application with these changes by putting an emphasis on its bulk, but doesn't necessarily trump outright in the offense department.
Flavor: In its design, I put an emphasis on its as a construction worker, giving it a giant metal drill instead of its cinder blocks, and having some steel reinforcements on its body to make it more rugged and armed for the job its base form is based upon.
/
Ability: Refraction (User's STAB moves, Status or Offensive, will always hit their target, and have 1.2x power if the move hits super effectively.
HP: 60
Atk: 55
Def: 115 (+25)
SpA: 170 (+25)
SpD: 125 (+35)
Spe: 95 (+15)
New Moves: Aura Sphere
Reasoning:
I'm gonna be real, Chandy is a really hard Pokemon to really give anything unique for, as it would much rather just run a Choice item and call it a day, and you keep your Mega slot on top of that. Though, I wanted to try and give its wallbreaking some kind of a niche in its Mega form, and I thought giving it an ability that can make Inferno and Fire Blast inconsequential, and indiscriminately devastating regardless of if you can wall it or not, while not making it so its breaking isn't outright broken. It's gonna be busted to make it even more of a powerhouse in any way, so why not make it at least interesting?
The guaranteed burns off of Inferno are immense for it, giving it either set-up opportunities or the ability to efficiently spread status, making it and Hex a deadly combo. Aura Sphere is another thing I wanted to give it in regards to flavor, since it has crystals that refract and focus its spirit energy, plus it never misses; Aura Sphere is a move it really likes to have too, since it's hard walled by things like Tyranitar in its base form and is wholly outclassed by Blacephalon.
Flavor:
Mega Chandelure is a much fancier Chandalier, fit with hot crystals all over its body that further augment its spirit flames, while serving to enhance its chandalier-like appearance. These crystals allow for it to focus its energy, and make it so its spiritual power never misses its targets.
/
Ability: Astral Chain (If the target is hit with a Ghost-type move, they will be trapped until Gothitelle takes damage. Until that point, however, the opponent is plagued with a Curse effect.)
HP: 70
Atk: 65 (+20)
Def: 95
SpA: 110 (+15)
SpD: 110
Spe: 130 (+65)
New Moves: Hex, Will-O-Wisp, Parting Shot
Reasoning:
I was thinking a lot about the somewhat dark, spiritual connections Gothitelle had, and I decided to try and explore the idea of astral projection with Mega Gothitelle, giving it the ability to mess more directly with spirits, similar to its origin. I feel like this would create for a really fun kind of trapper that would be very good at punishing defensive switch-ins, spreading status, yet also being a useful offensive component at the same time with a palatable speed tier. I gave Hex and Will-O-Wisp for the exact reason of spreading status and being a genuine offensive component, and Parting Shot for when you scare out the defensive guys after landing a Toxic and getting Curse chip on them. I feel this has a lot of room to be a really interesting stallbreaker that can also keep the offensive tides running.
I balanced this hugely with an abysmal defensive typing and a slightly awkward stat spread, making it so it doesn't have too much staying power, isn't hard to revenge kill, isn't impossible to switch into, and can't just sit there wearing down your team without punishment. Also when you consider it only has Rest for longevity on top of this, being reckless with Mega Gothitelle can lead to devastation.
Flavor:
Mega Gothitelle, simply put, embodies itself in a spiritual form, becoming like an astral spirit. I will explore the design more directly later--
I'll add more later ;v;
Though, that being said, I would like to make my grand return with some Mega concepts!



Ability: Art of War (If the opponent gains a stat boost against it, or if the user switches in on a boosted opponent, the user is given a volatile status that guarantees its next offensive attack to be a critical hit. Upon Mega Evolution, if the opponent has a stat boost, the ability will activate as if Mega Bisharp has just switched in.
HP: 60
Atk: 170 (+45)
Def: 115 (+15)
SpA: 60
SpD: 95 (+25)
Spe: 85 (+15)
New Moves: Bullet Punch, Close Combat
Reasoning:
Ladies and gentlemen, I bring you: the Mega of choice on Hyper Offense. I wanted to highlight Bisharp's ability to be a wincon on hyper offense as opposed to simply dumping boosts on it and calling it a day, and on top of that I wanted to give it a way to prevent easy set up on hazard stacking. I not only gave it Bullet Punch to give it a more reliable priority STAB, but I also elected to give it CC so it has a more reliable way of punching through Steel-types. That, and why doesn't it have it already? Its pre-mega form still has access to Defiant, letting it gain a +2 boost on a Defog all the same, while also being a strong anti-set up deterrent and punisher. I wanted to design Mega Bisharp to be a punisher, and that's exactly what this can do.
Flavor: This design greatly resembles a battle scarred, black knight, with a long, torn cape, and more reinforced armor to give a sort of jaded, experienced, vengeance-driven kind of vibe. I want Mega Bisharp to exude menace.
AoA Revenge Killer
Bisharp-Mega @ Bisharpite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Sucker Punch
- Bullet Punch
- Knock Off
Swords Dance
Bisharp-Mega @ Bisharpite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Bullet Punch / Iron Head
Bisharp-Mega @ Bisharpite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Sucker Punch
- Bullet Punch
- Knock Off
Swords Dance
Bisharp-Mega @ Bisharpite
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Bullet Punch / Iron Head



Ability: Piercing Drill (Pokemon that resist an incoming move lose a stage of defense and upon taking damage from Mega Conkeldurr's resisted attack.)
HP: 105
Atk: 150 (+10)
Def: 145 (+50)
SpA: 55
SpD: 95 (+30)
Spe: 55 (+10)
New Moves: Body Press, Iron Head, Iron Defense
Reasoning:
So, obviously, looking at Conk, it's so easy to slap more attack and speed on it and call it a day, but I'm not about that life. Instead, I looked at a rather overlooked aspect of base Conk: its bulk. With the idea I had in mind for its design too, I thought it'd be immensely fun to put emphasis on its tanky aspects and turn it up to 11, giving it a better defensive typing and a niche as a Mega. I opted for STAB Body Press as part of this niche, but I feel that there is a possible ability to run other kinds of tank-esque sets, which is something I loved about this idea. It has unique application with these changes by putting an emphasis on its bulk, but doesn't necessarily trump outright in the offense department.
Flavor: In its design, I put an emphasis on its as a construction worker, giving it a giant metal drill instead of its cinder blocks, and having some steel reinforcements on its body to make it more rugged and armed for the job its base form is based upon.
Special Tank
Conkeldurr-Mega @ Conkeldite
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Drain Punch
- Iron Head
- Mach Punch
- Knock Off
Body Press
Conkeldurr-Mega @ Conkeldite
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Iron Defense
- Body Press
- Sleep Talk
- Rest
Wallbreaker
Conkeldurr-Mega @ Conkeldite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Iron Head
- Knock Off
Conkeldurr-Mega @ Conkeldite
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Drain Punch
- Iron Head
- Mach Punch
- Knock Off
Body Press
Conkeldurr-Mega @ Conkeldite
Ability: Guts
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Iron Defense
- Body Press
- Sleep Talk
- Rest
Wallbreaker
Conkeldurr-Mega @ Conkeldite
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Iron Head
- Knock Off



Ability: Refraction (User's STAB moves, Status or Offensive, will always hit their target, and have 1.2x power if the move hits super effectively.
HP: 60
Atk: 55
Def: 115 (+25)
SpA: 170 (+25)
SpD: 125 (+35)
Spe: 95 (+15)
New Moves: Aura Sphere
Reasoning:
I'm gonna be real, Chandy is a really hard Pokemon to really give anything unique for, as it would much rather just run a Choice item and call it a day, and you keep your Mega slot on top of that. Though, I wanted to try and give its wallbreaking some kind of a niche in its Mega form, and I thought giving it an ability that can make Inferno and Fire Blast inconsequential, and indiscriminately devastating regardless of if you can wall it or not, while not making it so its breaking isn't outright broken. It's gonna be busted to make it even more of a powerhouse in any way, so why not make it at least interesting?
The guaranteed burns off of Inferno are immense for it, giving it either set-up opportunities or the ability to efficiently spread status, making it and Hex a deadly combo. Aura Sphere is another thing I wanted to give it in regards to flavor, since it has crystals that refract and focus its spirit energy, plus it never misses; Aura Sphere is a move it really likes to have too, since it's hard walled by things like Tyranitar in its base form and is wholly outclassed by Blacephalon.
Flavor:
Mega Chandelure is a much fancier Chandalier, fit with hot crystals all over its body that further augment its spirit flames, while serving to enhance its chandalier-like appearance. These crystals allow for it to focus its energy, and make it so its spiritual power never misses its targets.
Inferno Wallbreaker
Chandelure-Mega @ Chandelite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Inferno
- Hex / Fire Blast
- Shadow Ball
- Aura Sphere
Substitute
Chandelure-Mega @ Chandelite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Inferno
- Hex
- Aura Sphere / Fire Blast / Shadow Ball / Pain Split
Chandelure-Mega @ Chandelite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Inferno
- Hex / Fire Blast
- Shadow Ball
- Aura Sphere
Substitute
Chandelure-Mega @ Chandelite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Inferno
- Hex
- Aura Sphere / Fire Blast / Shadow Ball / Pain Split



Ability: Astral Chain (If the target is hit with a Ghost-type move, they will be trapped until Gothitelle takes damage. Until that point, however, the opponent is plagued with a Curse effect.)
HP: 70
Atk: 65 (+20)
Def: 95
SpA: 110 (+15)
SpD: 110
Spe: 130 (+65)
New Moves: Hex, Will-O-Wisp, Parting Shot
Reasoning:
I was thinking a lot about the somewhat dark, spiritual connections Gothitelle had, and I decided to try and explore the idea of astral projection with Mega Gothitelle, giving it the ability to mess more directly with spirits, similar to its origin. I feel like this would create for a really fun kind of trapper that would be very good at punishing defensive switch-ins, spreading status, yet also being a useful offensive component at the same time with a palatable speed tier. I gave Hex and Will-O-Wisp for the exact reason of spreading status and being a genuine offensive component, and Parting Shot for when you scare out the defensive guys after landing a Toxic and getting Curse chip on them. I feel this has a lot of room to be a really interesting stallbreaker that can also keep the offensive tides running.
I balanced this hugely with an abysmal defensive typing and a slightly awkward stat spread, making it so it doesn't have too much staying power, isn't hard to revenge kill, isn't impossible to switch into, and can't just sit there wearing down your team without punishment. Also when you consider it only has Rest for longevity on top of this, being reckless with Mega Gothitelle can lead to devastation.
Flavor:
Mega Gothitelle, simply put, embodies itself in a spiritual form, becoming like an astral spirit. I will explore the design more directly later--
I'll add more later ;v;
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