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If you could make your own mega evolution...


Lord Chespin

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That Mega Azumarill looks broken and a bit... boring. It's just vanilla Azumarill with Mega Mawile's stats and none of its flaws. Also, isn't lowering Masquerain's Attack stat by 50 points a bit too much? Especially since it gets both Intimidate and Quiver Dance to help with its bulk. I like the Mega Feraligatr, though!

Mega Florges

HP: 78

Attack: 65 -> 75 (+10)

Defense: 68 -> 102 (+34)

Sp. Attack: 112 -> 142 (+30)

Sp. Defense: 154 -> 180 (+26)

Speed: 75

BST: 552 -> 652

Ability: Aroma Veil

Type: Fairy/Ground

New Moves: Earth Power, Trick Room

Honestly, Fairy/Ground Mega Granbull wasn't a good idea. Now Florges, a Pokémon with a symbiotic relationship with plants even though it's not a plant itself? A much better match, in my opinion. Aroma Veil fixes two of its main problems: Being completely stopped by Taunt and having no usable ability in Singles. The stats prioritize bulk, to compensate for the worse defensive typing.

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Mega Delibird:

Ice-Bug

Santa's Gift (Defeatist+Truant+Slow Start+blocks any move not called Present. Present now is guaranteed to heal the opponent

All stats increased by 20. I don't care about them because it is just to make Delibird the worst pokemon ever, as Game Freak seems to have something against that guy for some reason.

Requeriment: nothing, it mega-evolves automatically on entering the battle with any move not called Present

Mega Mimagius

Ghost-Psychic

Incorporeal (blocks all contact moves entirely. Affected by Mold Breaker)

60 HP

60 attack

70 (+10) defense

135 (+30) special attack

135 (+30) special defense

135 (+30) speed

Mega Beautifly

bug-fairy

Beautiful Trap (If Beautifly has either full HP or less than half, all attacking moves directed to it have 60% chance to miss regardless of accuracy, excluding unavoidable moves. Particularly terryfing in a set with Quiver Dance, Substitute and Morning Sun)

60 HP

70 attack

70 (+20) defense

135 (+35) special attack

70 (+20) special defense

90 (+25) speed

New Move: Morning Wind (hitts both targets in doubles, applies bug or fairy type damage depending on which one is more effective against every targetted opponent separately, heals 50% damage inflicted, 70 base power 100% accuracy 15 PP)

Requeriment: Beautiflite.

Mega Marowak

Ground-Rock

Sharp Mind (Analytic clone, both abilites are upgraded with added benefit of 10%+accuracy when the power boost requeriments on XY and ORAS are met)

60 HP

90 (+10) attack

130 (+20) defense

70 (+30) special attack (physical attack of 80 base multiplied x2.5 is already enough)

90 (+10) special defense

65 speed (+20)

Requeriment: Bone Club/ Marowakite.

Mega Luvdisc

Serene Grace (60% burn chance, who's laughing now?)

43 HP

84 (+54) attack (otherwise it would maybe even be broken lol)

75 (+20) defense

55 (+10) special attack

75 (+10) special defense

103 (+6) speed (take that garchomp)

Required item: Luvdisquite OP

Mega Dragonite:

same typing

Dragon Spirit (when Dragonite attacks with a non-status move, the attack ignores the opponent's typing if Dragonite's five partners have fainted. It is useless on anything other than 6 vs 6 battles. If one partner is revived, the effect dissapears.).

94 HP

168 (+34) attack

105 (+10) defense

130 (+30) special attack

105 (+5) special defense

101 (+21) speed

That way we prevent the annoying "any remotely usefull offensive ability given to that damn beast will push it to ubers for sure, as he can abuse Multiscale to boost then replace it to attack" issue. He rises as the last trump card of the match, ready to turn the tables on times of true desesperation

Requeriment: Dragonitite (can't really understand why nobody tought of calling the stone that way to prevent repetitions) or Dragonites (custom item, see below)

Primal Dialga

same typing

Temporal Paradox (creates 5-turn effect Temporal Paradox, makes all charge and recharge moves skip the charge-recharge turn and makes them flinch 100% of the time)

100 HP

150 (+30) attack

160 (+40) defense

200 (+50) special attack

100 special defense

70 (-20) speed

Requeriment: Adamant Orb. Same rules as any primal form.

Primal Palkia

Space Warp (activates Trick Room on switch-in)

90 HP

170 (+50) attack

130 (+30) defense

200 (+50) special attack

130 (+10 special defense

60 (-40) speed

Requeriment: Lustrous Orb (gasp, what a surprise)

Primal Giratina (now origin forme giratina's sprite becomes primal giratina's sprite)

Reverse Zone (another 5 turn effect field, all special attacks now run on physical attack and viceversa, meaning only defensive pokemon, mixed attackers and foul play users can confront that monster)

150 HP

140 (+20) attack

130 (+10) defense

140 (+20) special attack

130 (+10) special defense

90 speed

Requeriment: guess what

Extra: now all special items work as megastones for the respective pokemon, meaning soul dew mega latios is possible, and the three orbs keep the original effect while providing primal reversion, as well as Thick Club mega marowak.

Effect of "Dragonites": increases 20% speed, attack and special attack of all dragons, and acts as a mega-stone for all the ones capable of mega-evolving except the lati twins, rayquaza and the sinnoh legendaries. Banned in battle tower and wifi matches a-la-Soul Dew.

Edited by SJMistery
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SJMistery those are some OP Megas. Primal Dialga is basically: Pass +2 Speed to Dialga -> Spam Roar of Time / Hyper Beam (Hyper Beam for fairies) -> Win
Mega Luvdisc still sucks, though. You're better off having an actual Will-O-Wisp user (that 55 SpA...).

Mega Rampardos

HP: 97

Attack: 165 -> 200 (+35) (Even higher than Deoxys-Attack!)

Defense: 60 -> 80 (+20)

Sp. Attack: 65 -> 49 (-16)

Sp. Defense: 50 -> 70 (+20)

Speed: 58 -> 99 (+41) (Speed creeps Hydreigon~)

BST: 495 -> 595

Ability: Rock Head

Type: Rock/Steel

Imagine Tyrantum, but bigger, faster, and stronger too!

Rock Polish Sweeper

Rampardos @ Rampardosite

Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Fire Punch
- Head Smash

- Iron Head

After one Rock Polish, it outspeeds the entire unboosted metagame. After that, it's all set for sweeping.

Swords Dance set:

Rampardos @ Rampardosite

Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- Head Smash

- Swords Dance

Edited by IntSys
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Time for the Unova starters to shine!

Mega Serperior

Grass/Dragon

Ability: Contrary

HP 75

Attack 75 -> 95

Defence 95 -> 110

Sp. Attack 75 -> 100

Sp. Defence 95 -> 110

Speed 113 -> 138

This mega evolution works pretty much like the base form with a few perks! Gaining the secondary Dragon type is a double edge sword, since it gains 1 more STAB and a few more resistances but it also gains a x4 weakness to Ice and a weakness to Fairies that are almost dominating this meta. The speed boost it gained now makes it faster than Mega Lop and Mega Mane, meaning that you now need strong or SE priority if you need to revenge kill this thing. Thankfully it dies from any Ice Shard and Mega Pinsir and Talon keeps it on check!

Mega Emboar (are you really surprised)

Fire/Fighting

Ability: Reckless

HP 110

Attack 123 -> 150

Defence 65 -> 80

Sp. Attack 100 -> 110

Sp. Defence 65 -> 80

Speed 65 -> 88

Who said that every mega needs a new typing or a new OP ability? Some pokemon just need some stat boosts to shine! Mega Bacon God works exactly as the normal one, but now is bulkier and as fast as Excadril, cause gambling about speed tie can make a game very interesting! It may be my favorite pokemon, but making it OP as hell feels bad somehow...

Mega Samurott

Water/Fighting

Ability: No Guard

HP 95

Attack 100 -> 130

Defence 85 -> 95

Sp. Attack 108 -> 130

Sp. Defence 70 -> 80

Speed 70 -> 98

New moves: Focus Blast, Sacred Sword, Secret Sword

Ok, now we can talk about broken mons! Samurott is left behind the other 2 starters cause gamefreak doesn't know how to handle an awesome design! Samurott now becomes a true samurai, gaining the fighting type that should have from the start. But what kind of samurai would it be without some cool new sword moves? Mega Samurott now tries to become a Sword of Justice and somehow rival Keldeo! It's ability now lets it spam stupidly strong moves like Hydro Pump, Blizzard, Focus Blast and Megahorn with no drawbacks. But ofc it's not everything so good. Mega Samurott is hindered by its base 98 speed that lets it speed tie with Hydreigon (cause as I said, praying at RNG can make a match from boring to awesome!). Fortunately Samurott has Aqua Jet for priority, but that still doesn't help it against Bird Spam...

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Mega Ledian

Bug/Fairy

Ability: Huge Power

HP ---------- 55

Attack ------ 75 | (+40)

Defense ---- 80 | (+30)

Sp Atk ------ 35 | (-20)

Sp Def ----- 120 | (+10)

Speed ----- 125 | (+40)

I'm running off the assumption that if Gamefreak did this, they'd add some of the incoming new Fairy-Type moves to Ledian's move pool (such as a Fairy-Type punch). It also works with Ledian's starlight theme which runs consistently through it's Dex entries. Visually, Ledian wouldn't change much; however, its spots would change to glowing stars, and stardust would rain from its fluttering wings.

Mega Furret

Normal

Ability: Crafty *NEW* - Pokemon with Crafty get STAB on all moves regardless of typing.

HP ---------- 85

Attack ----- 106 | (+30)

Defense ---- 84 | (+20)

Sp Atk ------ 45 | (+0)

Sp Def ----- 75 | (+20)

Speed ----- 120 | (+30)

The concept of Crafty is to play off the "jack of all trades" concept that many Normal types have (lower stats, wide coverage). Able to play off its surroundings, Mega Furret can now find ways to get STAB on any of its coverage moves, such as Aqua Tail, Thunder Punch, Knock Off, or U-Turn. Basically Protean without changing Furret's type.

Mega Girafarig

Normal/Psychic

Ability: Duality *NEW* - Physical moves are boosted by 50% of Mega Girafarig's Special Attack, and Special moves are boosted by 50% of Mega Girafarig's Attack.


HP ---------- 70

Attack ----- 100 | (+20)

Defense ---- 85 | (+20)

Sp Atk ----- 100 | (+10)

Sp Def ----- 85 | (+20)

Speed ----- 115 | (+30)

This new ability is meant to showcase Girafarig's two heads without making something overly complicated. Basically, half of Girafarig's base Attack goes to Special moves on top of Special Attack, and the same is true for the opposite. This effectively means that Girafarig is working a 150 base on both offenses.

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Okay, I've actually got a non-TPP Mega this time. Say hello to...

Mega Seviper

Type: Poison/Dark

Ability: Speed Boost

HP: 73

Attack: 130 (+30)

Defense: 60

Special Attack: 130 (+30)

Special Defense: 60

Speed: 105 (+40)

Mega Seviper is designed to be a dangerous sweeper that can be used specially, physically, both, or even as offensive utility with moves like Glare, Haze or Taunt. The dark typing was added to give it STAB on sucker punch, dark pulse, and knock off. Thanks to Seviper's wide movepool, with moves such as Flamethrower, Earthquake, Giga Drain, and Aqua Tail, it's going to be hard to predict just what Mega Seviper is doing. Unfortunately, not everything's sunny-side up for Venam's favorite toxic snake; it has membrane-thin defenses, and a pretty meh defensive typing. It also falls prey to Mega Sharpedo syndrome, as it needs to protect itself the first turn it comes out to get Speed Boost.

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Mega Beheeyem

Type: Psychic/Electric

Ability: Levitate

HP: 75

Attack: 75

Defense: 75 -> 115 (+40)

Special Attack: 125 -> 165 (+40)

Special Defense: 95 -> 135 (+40)

Speed: 40 -> 20 (-20)

New Moves: Lock On, Zap Cannon for literally zero reason

I can see this being part electric, so STAB Psychic/Thunderbolt plus an immunity seems like fun. Because of Levitate you gain no weaknesses, only extra resistances.

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Mega Weezing

HP: 65

Attack: 90 -> 100 (+10)

Defense: 120 -> 140 (+20)

Sp. Attack: 85 -> 115 (+30)

Sp. Defense: 70 -> 110 (+40)

Speed: 60 -> 60

BST: 490 -> 590

Ability: Levitate

Type: Poison/Fire

New Moves: Overheat, Heat Wave, Hex

Weezing's moveset has always been quite colorful compared to most non-Nido Poison-types. Since it learns a lot of Fire-type moves and its gases are flammable, why not expand on that and give it the Fire-type? The new typing gives it a couple of undesirable weaknesses, but also gives it useful resistances, like a 4x one to Fairy. Its biggest weakness is covered by Levitate, which is not cheap since Weezing's stats are low by Mega standards. Overheat is for STAB, in case you really want the sheer power, and Heat Wave is for Doubles.

I removed the Speed nerf based on pyrromanis' critique and gave it Hex so it can poison its foes to deal double damage, along with Venoshock.

Edited by Amanojaku
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Mega Weezing

HP:0265

Attack: 90 -> 100 (+10)

Defense:02120 -> 140 (+20)

Sp. Attack:0285 -> 125 (+40)

Sp. Defense:0270 -> 120 (+50)

Speed:0260 -> 40 (-20)

BST:02490 -> 590

Ability:02Levitate

Type:02Poison/Fire

New Moves:02Overheat, Heat Wave

02

Weezing's moveset has always been quite colorful compared to most non-Nido Poison-types. Since it learns a lot of Fire-type moves and its gases are flammable, why not expand on that and give it the Fire-type? The new typing gives it a couple of undesirable weaknesses, but also gives it useful resistances, like a 4x one to Fairy. Its biggest weakness is covered by Levitate, which is not cheap since Weezing's stats are low by Mega standards. Overheat is for STAB, in case you really want the sheer power, and Heat Wave is for Doubles.

I really like the idea of this Mega Weezing! But I wouldn't say that its stats are low. 125 Sp. Attack is quite high for such a defensive pokemon! I'd say reduce it to 105 with no speed drop, or 115 Sp. Att and 110 Sp. Def. I'm relly not a fan of useless stat reduction just to make the pokemon more stronger...
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Mega Weezing

HP: 65

Attack: 90 -> 100 (+10)

Defense: 120 -> 140 (+20)

Sp. Attack: 85 -> 125 (+40)

Sp. Defense: 70 -> 120 (+50)

Speed: 60 -> 40 (-20)

BST: 490 -> 590

Ability: Levitate

Type: Poison/Fire

New Moves: Overheat, Heat Wave

Weezing's moveset has always been quite colorful compared to most non-Nido Poison-types. Since it learns a lot of Fire-type moves and its gases are flammable, why not expand on that and give it the Fire-type? The new typing gives it a couple of undesirable weaknesses, but also gives it useful resistances, like a 4x one to Fairy. Its biggest weakness is covered by Levitate, which is not cheap since Weezing's stats are low by Mega standards. Overheat is for STAB, in case you really want the sheer power, and Heat Wave is for Doubles.

Just so you know, the HP stat isn't changed when mega evolving.

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Time for a not so good mega...

Mega Bastiodon

Steel/Rock

Ability: Bulletproof/Iron Barbs

HP 60

Attack 52 -> 82

Defence 168 -> 180

Sp. Attack 47 -> 83

Sp. Defence 138 -> 160

Speed 30

Bastiodon is a pure defensive mon with high defences but poor HP and typing. Rock/Steel gives it two very common x4 weaknesses and another really common x2 weakness in the form of Water.

Its mega evolution is not going to help it a lot, but it's going to make it a bit better from what it is now! Stat wise, its already high defences become even better patching up its very low HP. Its offensive stats now are somewhat viable to use the plethora of coverage moves it posses to do damage, outside of Toxic and Metal Burst. Ability wise I wasn't very sure what to give it. From one hand Bulletproof makes a lot of sense for a living shield, helping it against Focus Blast/Aura Sphere users and shutting down Gengar completely. On the other hand I can imagine a more spiky look for its mega evolution, that will punish physical attackers and racking up even more indirect damage outside of Stealth Rocks and Toxic!

What do you think is the best ability fitting for it?

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SJMistery those are some OP Megas. Primal Dialga is basically: Pass +2 Speed to Dialga -> Spam Roar of Time / Hyper Beam (Hyper Beam for fairies) -> Win

Mega Luvdisc still sucks, though. You're better off having an actual Will-O-Wisp user (that 55 SpA...).

The primals are SUPPOSED to be OP. The base forms are broken already anyway, so why not step it up a little? Plus those megas are intended to be with a TOTALLY DESERVED nerf to Baton Pass making it no longer able to pass any +2 boost or above. Espeon's Stored OPower won't be broken anymore with only 6-7 boosts right?

The others are more balanced, Dragonite might be broken but the restriction of having all 5 partners fainted for the ability to activate should balance it. The Dragonites is also supposed to be OP, it's basically Soul Dew for all pseudo-legends.

I like Mega Bastiodon but the lack of Sturdy can hinder the use of his best move: Metal Burst

Edited by SJMistery
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The primals are SUPPOSED to be OP. The base forms are broken already anyway, so why not step it up a little? Plus those megas are intended to be with a TOTALLY DESERVED nerf to Baton Pass making it no longer able to pass any +2 boost or above. Espeon's Stored OPower won't be broken anymore with only 6-7 boosts right?

Should've mentioned the Baton Pass nerf you've always desired, then (It's a complex ban, too. What about those Speed Boost Scolipedes? They will easily exceed +2 speed). Base Dialga and Palkia aren't really OP, and are really outclassed by other Ubers. Primal Groudon/Kyogre may seem OP, but they actually counter each other by switching into each other.

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Ganolith, just so you know, the rule of thumb for any Mega Evolution is to only give 100 extra points in their stats. I count 110 in your Mega Typhlosion.

(Also...come on, Drought is already taken by Mega Charizard-Y. Surely there's another ability it can work with, right?)




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Mega Shiftry

HP: 90

Attack: 100 -> 150 (+50)

Defense: 60

Sp. Attack: 90 -> 105 (+15)

Sp. Defense: 60

Speed: 80 -> 115 (+35)

BST: 480 -> 580

Ability: Aerilate

Shiftry is based on the tengu, who have the ability to summon powerful winds with their fans, which is why it learns a bunch of wind moves. Since none of its types can be taken away without ruining flavor, it just gets Aerilate. Its stat changes are focused on offense, but it ends up suffering from M-Absol syndrome and dies very easily. Shiftry's moveset is very wide and it learns many interesting moves, such as Aerilate-boosted Fake Out for Mega-evolving safely and Swords Dance/Nasty Plot to set up, in case you can somehow survive a hit.

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Mega Throh

Type: Fighting

Ability: Analytic

HP: 120

Attack: 100 -> 154 (+54)

Defense: 85 -> 120 (+35)

Special Attack: 30 -> 31 (+1)

Special Defense: 85 -> 120 (35)

Speed: 45 -> 20 (-25)

Mega Sawk

Type: Fighting

Ability: Speed Boost

HP: 75

Attack: 125 -> 175 (+50)

Defense: 75 -> 85 (+10)

Special Attack: 30 -> 31 (+1)

Special Defense: 75 -> 85 (+10)

Speed: 85 -> 114 (+29)

The Special Attack boost is the most important part.

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Mega Durant - F (Female only)

Type: Bug/Steel

Ability: *New Ability* Anthill (+1 Defense every turn. Basically Speed Boost but with Defense instead of Speed)
HP: 58
Attack: 109 -> 135 (+26)

Defense: 112 -> 150 (+38)

Special Attack: 48 -> 40 (-8)

Special Defense: 48 -> 100 (+52)
Speed: 109 -> 101 (-8)

BST: 485 -> 585

The female Durant ascends to her throne, fortifying her anthill to protect her legion of Durants. With the ability Anthill, it's able to quickly shut down physical attackers while setting up. In Doubles, this is even more scary as it can use Entrainment to teach its allies Anthill, making your team a massive physical wall. That said, its glaring weakness to Fire-type coverage and the lack of recovery won't let it become a determined tank, and must be used as a setup sweeper.

Mega Durant - M (Male only)

Type: Bug/Steel
Ability: Levitate

HP: 58

Attack: 109 -> 180 (+71)

Defense: 112 -> 100 (-12)

Special Attack: 48 -> 50 (+2)

Special Defense: 48 -> 45 (-3)
Speed: 109 -> 151 (+42)

BST: 485 -> 585

The male Durant takes flight and becomes a flying wood-eating demon. 151 Base Speed allows it to overtake Mega Alakazam! A monstrous 180 Base Attack only compliments to this attribute. It lost some bulk in order to be able to take flight, which might just leave it vulnerable to scarfed Fire-type move users (Base Speed 90 and above), physical and special alike. On top of that, it's completely walled by dedicated Steel tanks such as Registeel, Mega Aggron and Mega Steelix. Not even Superpower can break through their tough defenses effectively.

Mega Heatmor

Type: Fire
Ability: *New Ability* Combustion (+1 Priority to all Fire-type move of the user.)

HP: 85

Attack: 97 -> 140 (+43)

Defense: 66 -> 72 (+6)

Special Attack: 105 -> 145 (+40)

Special Defense: 66 -> 76 (+10)
Speed: 65 -> 66 (+1)

BST: 485 -> 585

Heatmor's here, designed to be the bane of Pokemon weak to Fire! With its ability, it can roast the OU Steel-types and the Mega Durants mentioned above! But wait! This isn't just what it can do! With both of its offensive stats being fantastic, it can run a Mixed Set with Sucker Punch, allowing it to extend its prioritized reach! Unfortunately, it is countered by Heatran due to its inability to hit Heatran effectively outside of unorthodox options such as HP Ground and Dig.
Edited by IntSys
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Mega Arbok

ability: acidic: allows the user to hit all opponents wit poison type moves. additionally not very effective will be neutral damage upon hit. all poison moves have a 25% chance of poisoning, and 5% to badly poison.

hp: 60

attack:85 -> 125 (+40)

defense:69

special attack:65

special defense:79

speed:80 -> 140 (+60)

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I mentioned a Mega Girafarig before in a post, but I found some fan art of a design for it and I'm absolutely in love. For anyone that's interested, check out this spectacular piece of artwork and like the artist!

http://icaro382.deviantart.com/art/Mega-Girafarig-554844752

Retracting my former Mega Girafarig suggestion and changing it up based on the design:

Mega Girafarig

Normal/Psychic

Ability - Duality: Attacks from this Pokemon are followed with a second attack at 50% power from the opposite offensive stat. This second attack does not apply secondary effects.

HP | 70

- 70

Attack | 100

- 80 (+20)

Defense | 80

- 65 (+15)

Sp Atk | 100

- 90 (+10)

Sp Def | 80

- 65 (+15)

Speed | 125

- 85 (+40)

To give some examples of how this ability works:

If Mega Girafarig uses Psychic, a special attack, the additional attack will be a physical Psychic attack using 50% of Girafarig's Attack stat.

If Mega Girafarig uses Return, a physical attack, the additional attack will be a special Return attack using 50% of Girafarig's Special Attack stat.

Edited by ty_taurus
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Mega Druddigon


Type: Dragon / Steel

Ability: *New Ability* Neanderthal Fury (Hits through immunity caused by typing and deal Super-Effective damage to them. ie. Earthquake will hit Braviary, but not Rotom.)

HP: 77

Attack: 120 -> 185 (+65)

Defense: 90 -> 110 (+20)

Special Attack: 60 -> 55 (-5)

Special Defense: 90 -> 110 (+20)

Speed: 48 -> 48

BST: 485 -> 585


The mighty Druddigon returns with fury! It makes itself familiar with the Iron Age perks, putting the "Iron" on Bismarck's Blood & Iron speech. With a sky-high attack stat of 185 (the same as Mega Heracross!), it's able to break through the toughest of walls! With its new armor, it has also gained extra bulk, allowing it to survive hits more easily. Moreover, its speed remain unchanged, letting Trick Room remain a viable option.

Its ability allows it to use Outrage more freely, tearing down those Fairies. It also allows it to destroy Flying types without needing to run Stone Edge. Furthermore, running Thunder Punch allows it to break through the mighty Swampert and Quagsire with ease!

Unfortunately, its speed forces it to take a hit before it starts to wreak havoc. Trick Room is the ideal environment for it to utterly destroy the opponent's team.

Edited by IntSys
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  • Global Mods

Lord of the Storm; Mega Kingdra

Type: Water/Dragon

Ability: Drizzle

HP: 75

ATK: 95 ->85

DEF: 95 ->115

S.ATK: 95 ->140

S.DEF: 95 ->115

SPE: 85 ->110

New Moves: Hurricane, Thunder

Ideally, Kingdra's normal Hidden Ability would be drizzle, then It can retain Swift Swim in mega form, but not get the speed boost and have those points distributed to other stats. This would probably be a bit OP though. (not that it's stopping other people here, and he is still countered by any other pokemon who uses weather, and can't re-use drizzle once mega'd in that scenario.)

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I'm adding 200 instead of 100 to the stats because Smeargle's BST is utter crap 250 and even adding 200 the result is mediocre.

Mega Smeargle X

mega_smeargle_X.png

The idea of having all moves of the game fascinated me, and I found absurd to have access to all those powerful attacks (Steam Eruption, Blue Flare, Bolt Strike, V-Create, Dragon Ascent...) and not have the power to use them, so here we have the all out attacker Smeargle, with decent offensive power backed up by Protean to get STAB in all moves and a good speed tier. On the other hand, absolutely every priority in the game is likely to OHKO it, so this balanced things quite a lot.

Mega Smeargle Y

mega_smeargle_Y.png

And here we have the ultimate tank, with access to every utility move ever and Prankster because why not? This thing is actually bulkier than M-Sableye, although it lacks its immunities and resistances. It has access to Spore, Will-o-Wisp, Sticky Web, Recover, Rapid Spin, Heal Bell... Whatever you need in your team, this guy has it, backed up by the bulk to make good use of it. However, with a mediocre defensive typing and no offensive power at all, it's very likely to suffer from the 4 moveslot syndrome and be setup fodder for sweepers once a sleep bait has absorbed Spore and the sleep clause is active. It also suffers from Toxic, as it can't bouce it back as Sableye does.

Edited by Lugruf
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