ChronoZero Posted January 22, 2017 Share Posted January 22, 2017 MEGA Bisharp type Steel/Dark Ability Tought Claws (Boost the pokemon contact move by 30%) HP:65 Atk:125 -> 170 (+45) Def:100 -> 110 (+10) Sp.atk:60 -> 30 (-30) Sp.def:70 -> 100 (+30) Speed:70 -> 105 (+35) BST= 495 -> 595(+100) Bisharp now can learn Meteor mash, Darkes lariat, Shift gear, bullet punch Bisharp was once a great pokemon to be used in the OU tier but when 7 gen comes out bisharp usefulness in the tier decreases because of Buzzswole and pheromosa so with this MEGA form bisharp can now be a pyshical sweeper and the new moves and ability gives it a lot of boost for its attack Shift Gear Spoiler Bisharp @ Bisharite Ability: Defiant EVs: 252 Atk / 4 SpD / 252 Spe Adamant Nature - Shift Gear - Meteor Mash - Darkest Lariat - Knock Off This set lets bisharp to sweep after a boost from shift gear, The main STAB move is Darkest lariat that gives MEGA bisharp a way to attack mons that is setting up defense,Meteor mash gives MEGA bisharp a chance to up its attack everytime it used it One shift gear and this OU pokemon can say good bye +1 252+ Atk Tough Claws Bisharp Knock Off (97.5 BP) vs. 0 HP / 4 Def Garchomp: 433-511 (121.2 - 143.1%) -- guaranteed OHKO +1 252+ Atk Tough Claws Bisharp Darkest Lariat vs. 0 HP / 252 Def Celesteela: 283-334 (84.4 - 99.7%) -- guaranteed 2HKO +1 252+ Atk Tough Claws Bisharp Knock Off vs. 0 HP / 4 Def Metagross-Mega: 392-464 (130.2 - 154.1%) -- guaranteed OHKO Quote Link to comment Share on other sites More sharing options...
IntSys Posted January 22, 2017 Share Posted January 22, 2017 (edited) @Swampellow I think your Mega Delcatty faces a lot of problems. While Fluffy + Calm Mind sounds great in theory, it can barely shine with 55 Special Attack barely doing anything even at +2. The defensive set, should you forgo toxic, also gets quickly dispatched by Toxic, which will guarantee Mega Delcatty to never gain enough traction to sweep. However, at least it is a decent bulky attacker, although lacking in power (You sure you don't want to take out Fire Fang for Double-Edge?). Anyways, here's Torkoal, or rather, TWO different Mega Torkoal! (New Move: Flare Blitz) Mega Torkoal X Type: Fire/Ground Ability: Superheated - Water moves evaporate when used on Mega Torkoal X. Makes Torkoal immune to Water-type damage, and grants Torkoal the ability to switch out without fail during the five turns after it is activated. HP: 70 Atk: 85 -> 125 (+40) Def: 140 -> 125 (-15) SpA: 85 -> 125 (+40) SpD: 70 Spe: 20 -> 50 (+35) BST: 470 -> 570 (+100) The sweeper of the duo, Mega Torkoal X can take full advantage of Shell Smash with a heavily improved speed and good offenses. With a surprisingly good offensive movepool, it can destroy teams! The ability Superheated essentially makes it a makeshift Primal Groudon, along with a niche that can prevent it from being trapped by the likes of Sash Dugtrio. Mega Torkoal Y Type: Fire Ability: Drought HP: 70 Atk: 85 Def: 140 -> 150 (+10) SpA: 85 -> 130 (+45) SpD: 70 - > 120 (+50) Spe: 20 -> 15 (-5) BST: 470 -> 570 (+100) "What?! We already have Mega Charizard Y!" Well, what sets Mega Torkoal Y apart from the Charizard is better bulk and support options. It can also play Mega Charizard Y's specially offensive role with its special movepool, which has just about everything it needs. The incredibly poor speed would mean that it will need a bit more investment in order to outspeed Ferrothorn, but it also lets it operate well in Trick Room. Durin's Bane (X - Shell Smash Sweeper) Spoiler Torkoal @ Torkoalite X Ability: Drought EVs: 252 Atk / 4 SpD / 252 Spe OR 252 SpA / 4 SpD / 252 Spe if running a special set. Jolly Nature - Shell Smash - Flare Blitz / Fire Blast - Earthquake / Earth Power - Rock Slide / Solar Beam / Sludge Bomb Should be pretty obvious, right? Not much explanation needed. Do note that Solar Beam only gets so many turns of no-charge, so if you find it unreliable, use Sludge Bomb instead. Hellfire (Y - Specially Offensive) Spoiler Torkoal @ Torkoalite Y Ability: Drought EVs: 208 HP / 252 SpA / 4 SpD / 44 Spe Modest Nature IVs: 0 Atk - Fire Blast - Earth Power - Solar Beam - Sludge Bomb 44 Speed EVs to outspeed base 20s. Run 248 HP / 252 SpA / 8 SpD with Quiet nature otherwise. Ifrit's Bodyguard (Y - Support Wall) Spoiler Torkoal @ Torkoalite Y Ability: Drought EVs: 248 HP / 216 SpD / 44 Spe Calm Nature IVs: 0 Atk - Rapid Spin - Stealth Rock - Lava Plume - Earth Power Rapid Spin and Stealth Rock are the bread and butter of the set, as it can maintain the presence of its rocks while countering opposing hazard setters. Lava Plume has a decent chance of inflicting burn, and Earth Power prevents it from getting walled by Flash Fire opponents. Edited January 22, 2017 by IntSys Quote Link to comment Share on other sites More sharing options...
Lord Chespin Posted January 23, 2017 Author Share Posted January 23, 2017 (edited) Hey, that's actually a really good idea for a Mega Torkoal! Would you mind terribly if I used it for a fan-game I was making? I'd give you credit, of course... Additionally, here's an idea I had for an offensive Sticky Web user: Mega Ariados Type: Bug/Dark Ability: Tough Claws HP: 70 Attack: 130 Defense: 120 Special Attack: 30 Special Defense: 120 Speed: 40 So, Ariados was a poor Pokemon who ended up being nothing more than an early-game Crutch Pokemon, and even failed at that due to its meh Attack, bad bulk, and even worse speed. The only time it was remotely threatening was during the final fight against Guzma, during which my team almost got swept by a +6 Attack one (and even then, that's more a testament to how tough the game is if you switch off the EXP Share and how powerful Fell Stinger is). Embarrassing personal anecdotes aside, this Mega finally lets Ariados see the light of the higher tiers due to much better bulk, a respectable (albeit not great) Attack stat, multiple priority options to bypass its bad speed, and (most important) access to Sticky Web, a coveted field hazard that seriously aids sweeping. It even gets Leech Life for recovery! Of course, its bulk and Attack are a little underwhelming for a mega, and its speed is still pitiful, but it's still a massive buff to such a previously-poor Pokemon. Sample Sets: Sticky Situation (Offensive Utility) Spoiler Ariados @ Ariadosite Ability: Insomnia Adamant Nature 168 HP / 252 Attack / 84 Speed - Sticky Web - Megahorn / Leech Life - Sucker Punch - Poison Jab The pre-Mega ability is kind of useless, since you'll want to Mega Evolve right away, but Insomnia at least gives you the chance to absorb sleep-inducing moves. The given EVs let you outspeed Chansey, allowing you to chip away at it faster than it can recover. Sticky Web is the main draw of this set, being able to slow down foes and make it easier for a teammate to sweep. Megahorn and Leech Life are your best Bug STABs; Megahorn does more raw damage, while Leech Life gives you recovery. Sucker Punch is your best Dark-type STAB, giving you priority as a way to break past your low speed. Poison Jab is your best coverage move, giving you good Neutral coverage when combined with Bug/Dark coverage. Does Whatever A Spider Can (Hone Claws Sweeper) Spoiler Ability: Insomnia Adamant Nature 168 HP / 252 Attack / 84 Speed - Hone Claws - Megahorn / Leech Life - Sucker Punch - Poison Jab / Sticky Web Hone Claws lets you boost your attack to massive levels, and has great synergy with Megahorn, since it boosts its shaky accuracy; however, if you want recovery, Leech Life can be run instead. Sucker Punch is non-negotiable, allowing you to circumvent your low speed. Poison Jab, as mentioned above, is your best coverage move, but Sticky Web can be run if you really want it. Also, just so we're clear: TOXIC THREAD IS GARBAGE AND SHOULDN'T BE USED, EVER. Good? Good. Edited January 23, 2017 by Lord Chespin Quote Link to comment Share on other sites More sharing options...
Lord Chespin Posted January 31, 2017 Author Share Posted January 31, 2017 Hey! It's been a little over a week since somebody last posted, so I thought I'd liven up the thread again. I feel that Double Posting is a necessary evil in this scenario. Mega Typhlosion Type: Fire Ability: Drought HP: 78 Attack: 84 Defense: 93 Special Attack: 159 Special Defense: 100 Speed: 120 Typhlosion, on paper, should be a great Pokemon. It has a fire immunity and access to the fastest Eruption in the game, theoretically allowing it to do massive damage. In practice, the poor thing gets worn down too fast from entry hazards to use full-power Eruptions and just isn't strong enough without Eruption, on top of a shallow movepool and lower-than average bulk. As a result, it's stuck in a competitive limbo, too strong for NU but far too outclassed for RU. That's what this mega seeks to change. While it may seem outclassed by Mega Charizard due to both being Fire-type Megas with an equal Special Attack and Drought, it has two edges over its competition: Eruption and better speed. This speed lets it get to 372 base speed with a Timid Nature and max EVs, allowing it to speed tie with Alakazam, Dugtrio, and Shields-Down Minior; this means it gets the jump on foes that Charizard couldn't dream of touching, like Terrakion, Choice Scarf Tyranitar, Mega Metagross, and Garchomp, to name a few. Of course, it lacks Charizard's vast coverage options, and still has two massive flaws in meh bulk and vulnerability to all hazards, so you might want to build a team to support it. Krakatoa (Standard) Spoiler Typhlosion @ Typhlosionite Ability: Flash Fire Timid Nature 252 SpA / 4 SpD / 252 Spe - Eruption - Flamethrower - Solar Beam - Focus Blast The EVs are simple, giving Typhlosion as much speed and power as possible. Eruption's the main selling point, doing stupid amounts of damage to anything that doesn't resist it when Typhlosion's at full health. Flamethrower's your best option when your health is below 73%, as it out-damages Eruption then. Solar Beam and Focus Blast are Typhlosion's best coverage moves, doing insane damage to most Fire-type switch-ins like Heatran. Quote Link to comment Share on other sites More sharing options...
IntSys Posted January 31, 2017 Share Posted January 31, 2017 (edited) Introducing... the rightful trapper. Mega Palossand Type: Ghost / Ground Ability: Arena Trap Pikachu: Not Included HP: 85 Atk: 75 -> 50 (-25) Def: 110 -> 130 (+20) SpA: 100 -> 150 (+50) SpD: 75 -> 120 (+45) Spe: 35 -> 45 (+10) BST: 480 -> 580 (+100) Finally, Palossand gets the ability that would've been a perfect fit to it. With improved bulk, special attack, and speed that allows it to tie with Mega Ampharos and Alolan Marowak, it can put down many slower threats with incredible ease. On top of that, Shore Up can mend damage received from tanking. This is truly one heck of a waterside phantom, perhaps Ubers-level, which is why the following sample sets will all be built around Ubers. Unfortunately, it still comes with problematic weaknesses. The nature of Arena Trap makes it unable to trap Ghost-types like Mega Gengar and Aegislash, and Flying-types like Rayquaza and Landorus-Incarnate, thus only allowing Palossand to force them away. On top of this, Water-types like Palkia and Kyogre can wash away Palossand, while Palossand can barely deal reasonable damage to them due to their high SpD. Other Pokemon like Mewtwo can rely on coverage to heavily dent Palossand, too. Notable Ubers checks: Kyurem-White, Kyogre (and Primal), Deoxys-Attack (Psycho Boost OHKOes), Arceus-Grass/Ice/Water, Giratina-Origin, Palkia, Shaymin-Sky, Darkrai. How the Palossand ruined Groudon (Ubers Standard Trapper) Spoiler Palossand @ Palossandite Ability: Water Compaction EVs: 252 HP / 252 Def / 4 SpA Bold Nature IVs: 0 Atk - Shore Up - Earth Power - Shadow Ball - Hidden Power Ice The standard set, capitalizes on its incredible potential of being a trapper. The given EV spread along with the nature allows it to check a variety of physical threats in full health, like Mega Lucario, Mega Kangaskhan, Rayquaza without Surf, various Arceus formes (including E-Killer), and most importantly, Primal Groudon. Its already potent base special attack can blow these threats out of the water, 2HKOing and 3HKOing them while they lack the ability to recover their HP. Shore Up is staple, granting it great longevity. Earth Power and Shadow Ball are mandatory STAB moves, with the former able to beat Primal Groudon, and the latter being able to beat Mega Gengar. Hidden Power Ice can beat Rayquaza and Landorus-Incarnate, but you should not try to take down Shaymin-Sky with it, as Shaymin-Sky can OHKO Palossand with Seed Flare. Other options? Palossand has four other coverage options, Psychic, Giga Drain, Energy Ball and Sludge Bomb. All of these aren't really worth using, except Giga Drain/Energy Ball which may just be slightly more useful in OU, specifically Quagsire and Swampert (Requires Energy Ball). But then again, this isn't saying much. You're better off using HP Ice. Destiny Bond could be an option, but Mega Gengar outclasses Palossand in that area. Toxic can be used to stall more effectively against opposing tanks, in which case Substitute should also be used. Edited January 31, 2017 by IntSys Quote Link to comment Share on other sites More sharing options...
Lord Chespin Posted February 5, 2017 Author Share Posted February 5, 2017 Well, I've got an odd Mega for an odd Pokemon. Say hello to... Mega Pyukumuku Type: Water Ability: Magic Bounce HP: 55 Attack: 10 Defense: 215 Special Attack: 10 Special Defense: 215 So, Pyukumuku is an anomaly in that it learns literally no offensive moves. To compensate, it has great bulk, but its passivity and taunt susceptibility weakens it amazingly. That's what this set seeks to fix: with sky-high bulk and new ability in Magic Bounce, you'll have to chip away at it the hard way as it wears you down with Toxic (even Poison- and Steel-types, thanks to Soak) and heals off the damage with recover! Unfortunately, it's still super-duper passive, and it struggles to take powerful super-effective hits (like Tapu Bulu's Wood Hammer). The Useless Thing that Never Dies (Stall) Spoiler Pyukumuku @ Pyukumukite Ability: Innards Out 252 HP / 252 Def / 4 SpD Relaxed Nature IVs: 0 Attack - Recover - Soak - Toxic - Tickle Max HP and Defense investment with a Defense-raising Nature is mandatory to take on the more powerful physical attackers, like Tapu Bulu. Recover, Soak, and Toxic are also mandatory, allowing you to stall out key foes. Tickle was chosen for the last slot to cripple switch-ins like Tapu Bulu and Physical Tapu Koko, which otherwise OHKO even this set. Quote Link to comment Share on other sites More sharing options...
IntSys Posted February 5, 2017 Share Posted February 5, 2017 Heh, that Pyukumuku could actually be a threat. Though, it's dead to Mold Breaker Taunt users. Mega Turtonator Type: Fire/Dragon Ability: Prism Shell - Halves Special damage taken and reflects it to the opponent. HP: 60 Atk: 78 Def: 135 -> 150 (+15) SpA: 91 -> 151 (+60) SpD: 85 -> 115 (+30) Spe: 36 -> 31 (-5) BST: 485 -> 585 (+100) The walking grenade from hell is back to reign supreme! With an immensely improved bulk and an extreme ability to wall and punish special attackers, Mega Turtonator is a force to be reckoned with. On top of that, its heavily improved Special Attack allows it to make the best use of its offensive movepool. Unfortunately, a lack of reliable recovery makes it unable to really dedicate to a full wall role. Unbeatable Artillery Battery (Offensive) Spoiler Turtonator @ Turtonatorite Ability: Shell Armor EVs: 248 HP / 252 SpA / 8 SpD Modest Nature IVs: 0 Atk - Fire Blast - Draco Meteor - Flash Cannon - Focus Blast Self-explanatory. Bowser's Grand Plan (Staller) Spoiler Turtonator @ Turtonatorite Ability: Shell Armor EVs: 248 HP / 252 Def / 8 SpA Bold Nature IVs: 0 Atk - Rest - Sleep Talk - Toxic - Flamethrower Maximized defense for things like Earthquake that Turtonator fears. Rest is the only form of recovery Turtonator has, but it gives it an edge in wall VS wall scenarios. Toxic wears down opposing walls, while Flamethrower hits those who are immune to Toxic... unless it's Heatran. Quote Link to comment Share on other sites More sharing options...
Cyrikyty Posted March 20, 2017 Share Posted March 20, 2017 Well, here I come: Mega Lilligant Type: Fairy / Grass Ability: Graceful Dancer (Doubles Statboosts from all Dance Moves) HP: 70 Attack: 75 (+15) Defense: 75 Special Attack: 170 (+60) Special Defense: 75 Speed: 115 (+25) BST: 480 (->580) Gains access to Revelation Dance, Dazzling Gleam and Play Rough This set mainly focuses on the superpowered Quiver Dances, and with the boost to special attack it will start tearing through everything. Revelation Dance would be Fairy-type on the Mega, as it's primary typing changed. It's main weak point will be the rather narrow move pool, steel or poison-types will wall it quite effectively, aswell as being quite vulnerable to bullet punch. Here are two sets I came up with: Special Sweeper Spoiler Lilligant @ Lilligantite Ability: Own Tempo (Graceful Dancer) EV's: 252 SpA, 252 Speed, 4 HP Modest Nature - Quiver Dance - Giga Drain - Revelation Dance - Hidden Power Ground / Sleep Powder Physical Sweeper Spoiler Lilligant @ Lilligantite Ability: Own Tempo (Graceful Dancer) EV's: 252 Attack, 252 Speed, 4 HP Adamant Nature - Swords Dance - Petal Blizzard - Play Rough - Sleep Powder Quote Link to comment Share on other sites More sharing options...
Animefan666 Posted March 21, 2017 Share Posted March 21, 2017 (edited) Mega Machamp Type: Fighting/Steel Ability: Iron Fist HP: 90 Atk: 180 (+50) Def: 155 (+75) Sp. Atk: 10 (-55) Sp. Def: 160 (+75) Spd: 10 (-45) BST: 505 (->605) Gains Access to: Hammer Arm, Ice Hammer, Meteor Mash, Shadow Punch, Mach Punch and Power-up Punch. This one's pretty simple and more my style. Nothin' but brute force. It sacrifices Speed and Sp. Atk for more power and defense while focusing on only the most destructive Punch moves (excluding Focus Punch) and Shadow Punch for coverage. Mach Punch and Power-Up Punch for a more defensive strategy. It's biggest weak point is that it's extremely vulnerable to Destiny Bond, Counter, Power Swap and Guard Swap. Brute Force Machamp @ Machampite Ability: No Guard (Iron Fist) EV's: 252 Atk, 252 Def, 4 Sp. Def Nature: Adamant - Work Up -Meteor Mash -Hammer Arm -Ice Hammer Me First Machamp @ Machampite Ability: Guts (Iron Fist) EV's: 252 Def. 252, Sp. Def, 4 HP Nature: Adamant -Power-Up Punch -Mach Punch -Bullet Punch -Shadow Punch Edited March 21, 2017 by Animefan666 Quote Link to comment Share on other sites More sharing options...
IntSys Posted March 22, 2017 Share Posted March 22, 2017 Hey now, the goal of creating a Mega Pokemon isn't to make it broken beyond belief. That Machamp is the definition of broken. Cutting 55 points from SpA is ridiculous, too. Mega Beedrill only had a 30 SpA loss, for reference. Anyways, to celebrate the thread's newfound activity... Mega Crabominable Type: Fighting / Ice Ability: Contrary HP: 97 Atk: 132 -> 162 (+30) Def: 77 -> 107 (+30) SpA: 62 -> 52 (-10) SpD: 67 -> 97 (+30) Spe: 43 -> 63 (+20) The Lanakila yeti is back and ready to take on the world! With Contrary allowing it to abuse Close Combat, Superpower AND Ice Hammer, you'll have a hard time taking out this monstrosity! An improved bulk and speed allows it to further capitalize on the boosts that it can get from Contrary. Wayward Hermit (All-Out Offensive) Spoiler Crabominable @ Crabominabite Ability: Hyper Cutter EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Rock Slide - Ice Hammer - Superpower / Close Combat - Earthquake Ice Hammer and Superpower allows Crabominable to raise its speed and power as you wish. Rock Slide and Earthquake are chosen as the coverage of choice over Crabhammer for the overall effectiveness. This set is particularly weak to Will-O-Wisp, though, so do be careful. If playing in Doubles, you may opt to use Anger Point as its pre-mega Ability, and use Close Combat over Superpower. With Frost Breath support from Alolan Ninetales or Froslass, you may make it a fearsome wallbreaker with merely one turn of setup. You can also use Protect over Earthquake if so. Unsurmontable Peak (Wall) Spoiler Crabominable @ Aggronite Ability: Hyper Cutter EVs: 252 HP / 252 Atk / 4 Def Adamant Nature - Ice Hammer - Close Combat - Substitute - Rest This set capitalizes on Close Combat's +1 Def and SpD. With Rest + Substitute + Close Combat, it has no worries of getting set up upon, as the sheer bulk it would possess after a few turns of setup will render it unbeatable. Of course, it gets ruined by Phazers and Unaware Pokemon. Quote Link to comment Share on other sites More sharing options...
Jace Stormkirk Posted March 22, 2017 Share Posted March 22, 2017 i saw that typhlosion has already been used...but i have a different idea for the mega. iwould like it to be fire/electric. it's ability becomes staticate(makes normal moves electric type. feel free to come up with a better name for ability) major bufs to speed and attack( because i like an op electric return) with minor buffs to sp. att and sp. def. and if they can manage it. they can make pokdex entries for megas just like in pokemon sun/moon! Quote Link to comment Share on other sites More sharing options...
Animefan666 Posted March 27, 2017 Share Posted March 27, 2017 1 hour ago, GS BALL said: Mega Raichu (how come the mascot itself doesn't get a Mega???) Pokemon Adventure Red has a Mega Pikachu and it's OP as hell Quote Link to comment Share on other sites More sharing options...
LeonVermillion Posted March 30, 2017 Share Posted March 30, 2017 Mega Vikavolt Ability: Levitate-->Adaptability HP: 77 Atk: 70 Def: 90 Sp.Atk: 145-->155 (10) Sp.Def: 75 Spe: 43-->133 (90) Since Vikavolt's pokedex says that it could fly at high speed, I'm putting most of that mega stat buff to his speed, and I'm giving it a bit boost on sp.atk. Ability? Adaptability because it's still not hitting hard enough which will make dat bug buzz and Thunderbolt gonna hurt like hell and with that gigantic speed buff, it can deliver it without any problem *note: wanted to give all the buff to it's speed tho but eh I change my mind and decide to give that enormous sp.atk some small buff Quote Link to comment Share on other sites More sharing options...
IntSys Posted April 1, 2017 Share Posted April 1, 2017 I wouldn't dump that much speed into Vikavolt. It has Agility, after all. +45 is enough. The rest can go into its other stats. Mega Noivern Type: Flying / Dragon Ability: Resonance (Sound moves become Dragon-type. Base Power becomes 1.2x. For every extra Pokemon targeted, damage increases by 0.2x, maxing out at 2x. HP: 85 Atk: 70 -> 80 (+10) Def: 80 -> 90 (+10) SpA: 97 -> 137 (+40) SpD: 80 -> 90 (+10) Spe: 123 -> 153 (+30) BST: 535 -> 635 (+100) Noivern gets an acoustic upgrade, piercing everyone's eardrums forcibly! With its new ability, it can be a devastating force in Doubles and Triples, deafening everyone without spread protection. The increased Special Attack and Speed especially helps with the task. While it is designed for Doubles and Triples, it is still very much a threat to be reckoned with. Unfortunately, Noivern faces several problems on its way to glory. While it shares the common problem among Special Attackers, being walled by Chansey and Blissey, it is also helpless against virtually every Fairy-type Pokemon out there, easily set up upon. I am the Night (Singles Offensive) Spoiler Noivern @ Noivernite Ability: Frisk EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Boomburst - Focus Blast - Flamethrower - U-Turn Frisk is the preferred pre-Mega ability due to the niche of revealing the opponent's item. Boomburst is the whole point of the set. It is capable of obliterating many fast offensive threats and 2HKOing bulkier threats. Focus Blast and Flamethrower are chosen as the coverage moves of choice as they're able to OHKO certain bulky threats such as Tyranitar and Mega Scizor. Lastly, U-Turn is for pivoting out of Fairy-types, Chansey and Blissey, which Noivern have trouble with, even with Air Slash. Terminus Wing (Doubles / Triples Offensive) Spoiler Noivern @ Noivernite Ability: Frisk EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Boomburst - Flamethrower / Hurricane - Protect - Focus Blast / U-Turn / Taunt Boomburst is especially more powerful in Doubles and Triples. With Wide Guard support, it is able to blow the entire enemy team away all on its own. Use Hurricane if you can provide Rain support to Noivern, and Flamethrower if otherwise. Protect is a generally useful move in Doubles and Triples, allowing you to waste an opponent's turn. Lastly, you can pick either Focus Blast to break Tyranitar, U-Turn to pivot should the need ever arises, or Taunt to stop Wide Guard users yourself. You're expected to be clicking Boomburst most of the time, so really, the three other moves are mostly trivial. Noivern appreciates Wide Guard support, redirection, and Fairy-killers such as Scizor and Metagross. Quote Link to comment Share on other sites More sharing options...
LeonVermillion Posted April 1, 2017 Share Posted April 1, 2017 (edited) Mega Vikavolt Ability: Levitate-->Adaptability HP: 77-->97 (20) Atk: 70 Def: 90 Sp.Atk: 145-->155 (10) Sp.Def: 75-->85 (10) Spe: 43-->103 (60) that's still quite slow tho, give it a 60 to speed so that it could outrun most base 100 speed mon, well guess I'll give some other stat some love. I wonder how many pokemon it can ko in one hit, since Adaptability Thunderbolt/Bug buzz going to hurt a lot coming from dat 155 sp.atk giving Noivern a +10 to atk stat is kind of a waste, I think it can go to sp.atk or HP Edited April 1, 2017 by LeonVermillion Quote Link to comment Share on other sites More sharing options...
IntSys Posted April 2, 2017 Share Posted April 2, 2017 You can't receive HP boosts from Mega-Evolving, just so you know. I put 10 points in Atk since it'll help with U-Turn's power, and that Noivern gets enough power and bulk with the current spread, no need to make it even more broken. Mega Meganium Type: Grass / Fairy Ability: Aroma Surge (On switch in, this Pokemon summons Safeguard. In addition, this Pokemon is immune to status effects. Rest will fail for it.) HP: 80 Atk: 82 -> 92 (+10) Def: 100 -> 130 (+30) SpA: 83 -> 108 (+25) SpD: 100 -> 130 (+30) Spe: 80 -> 85 (+5) BST: 525 -> 625 (+100) New Moves: Extrasensory (Egg Move), Dazzling Gleam (TM), Moonblast (Meganium @ Level 80), Wish (Chikorita @ Level 50) Meganium is finally back to get rid of its bad name! Compared to Mega Venusaur, it is more of an amazing cleric than a dedicated tank, but it can excel in that role too, just not as well as Mega Venusaur can. With Aroma Surge, it can grant its allies breathing room against the waves of Will-O-Wisps and Toxic that they'll face. It can also use Dragon Tail or Roar to phaze whatever may set up on it. On top of that, it can even pass Wishes, something that Mega Venusaur is unable to do. Unfortunately, Mega Meganium is not without flaws. It is incredibly vulnerable to Taunt, and is unable to dish out reasonable damage with its attacking moves, unlike Mega Venusaur. While it possesses impressive bulk, it is easily broken through with super-effective moves, especially Poison STABs. Blossoming Geranium (Cleric) Spoiler Meganium @ Meganiumite Ability: Leaf Guard EVs: 248 HP / 8 Atk / 252 SpD Careful Nature - Leech Seed - Wish - Protect - Dragon Tail Leaf Guard is preferred over Overgrow only because this particular set lacks a Grass STAB. Leech Seed is very helpful in whittling down bulkier mons for other Pokemon, while Wish + Protect combo allows Meganium to heal itself and pass the Wish to other Pokemon. Lastly, Dragon Tail is for Taunt users, which Meganium cannot deal with. The True Ultimate Weapon (Tank) Spoiler Meganium @ Meganiumite Ability: Leaf Guard EVs: 248 HP / 8 Atk / 252 SpD Careful Nature - Leech Seed - Wish - Toxic - Dragon Tail This set is rather similar to Mega Venusaur's set, but a much more dedicated staller with extra longevity thanks to Wish's greater PP compared to Synthesis'. Leech Seed and Toxic are Meganium's main methods to bring down the opposing attacker. Wish is Meganium's recovery of choice, preferred over Synthesis. Finally, Dragon Tail pushes Taunt users away. Rampart Sauropod (Work Up Stallbreaker) Spoiler Meganium @ Meganiumite Ability: Overgrow EVs: 248 HP / 152 Atk / 108 SpA Modest Nature - Work Up - Giga Drain - Earthquake - Moonblast This set capitalizes on Meganium's decent mixed offenses, allowing it to destroy many of its common switch-ins such as Alolan Marowak. It can also set up in the face of most tanks and destroy them. Work Up is the set-up move of choice, giving it good mixed power. Giga Drain provides Meganium extra stamina, while Moonblast is a STAB option that hits hard. Earthquake with 152- Atk is just enough to 2HKO Alolan Marowak. Alternatively, you may use Hidden Power Fire over Earthquake and invest fully in Special Attack to get a very good chance of OHKO Mega Scizor at +1, which would otherwise set up Swords Dance with ease. Quote Link to comment Share on other sites More sharing options...
Lord Chespin Posted April 12, 2017 Author Share Posted April 12, 2017 Wouldn't it make more sense to run a Quiet nature in the final example set? That way, you're not compromising its physical attack, and you're lowering its already meh speed. Regardless, here's a weird idea I had for a 'mon that desperately needs a buff: Mega Girafarig Type: Normal/Psychic Ability: Gemini Force (When this Pokemon attacks, the damage is calculated using both the normal stat and half of the off-stat, rounded down; for example, using psychic would calculate damage based on Girafarig's Special Attack and half of its Attack) HP: 70 Attack: 90 Defense: 90 Special Attack: 90 Special Defense: 90 Speed: 125 So, at first glance, Mega Girafarig seems kinda underwhelming; for an offensive mega, its offensive stats are pitifully low, and it could get knocked out by a stiff breeze. Fortunately, like the Dewpider line, it gets redeemed by an amazing ability: Gemini Force! With this ability (going off the set based below), Mega Girafarig has an effective unboosted Attack total of 419, and an effective unboosted Special Attack total of 370; to put that into perspective, that's a higher attack total than Pheromosa! That's not even getting into what happens when you boost its offensive stats with moves like Work Up or Nasty Plot! Unfortunately, it's still frail as paper, and while its speed is great, it still gets outsped by certain threats, like Mega Beedrill and Scolipede with a speed boost. Push Me, Pull You (Standard) Spoiler Girafarig @ Girafarigite Ability: Sap Sipper EVs: 252 Atk / 4 SpA / 252 Spe Naughty Nature - Double-Edge - Psychic - Dazzling Gleam / Earthquake - Work Up Probably not Mega Girafarig's best set, but it's the best I could think of. The given EVs and a Naughty Nature is used to maximize the power of Double-Edge (your strongest move), while also making Psychic hit hard as well. Double-Edge, as just mentioned, is your strongest move and the one you should be clicking most of the time, as it has crazy breaking power (albeit at the cost of your health). Psychic is a safer but weaker move to snipe targets weak to it, and it helps if you're too weak to use Double-Edge without KOing yourself. Dazzling Gleam hits Tyranitar and Mega Sableye (which otherwise wall this set) quite hard, although it can be replaced with Earthquake if Tyranitar's a bigger problem. Work Up should be used on predicted switches to further boost your breaking power; however, use it carefully, as Girafarif absolutely cannot take hits. Quote Link to comment Share on other sites More sharing options...
IntSys Posted April 13, 2017 Share Posted April 13, 2017 Hm, you got a point there. Compromising Mega Meganium's speed doesn't hurt much. Mega Slaking Type: Normal Ability: Getting Up (The Pokemon goes to sleep upon Mega Evolution or entering the field for two turns, overriding other status aliments. All of its stats rise by 1 stage upon waking up. Sleep counter resets if switched in again.) HP: 150 Atk: 160 -> 190 (+30) Def: 100 -> 120 (+20) SpA: 95 -> 105 (+10) SpD: 65 -> 85 (+20) Spe: 100 -> 120 (+20) BST: 670 -> 770 (+100) The greatest slacker of Hoenn finally decides to show the world what it is really made of! Its stats received a well-rounded boost, and it got a new ability that replaces its laziness with another bit of laziness, one that most people certainly share with the Kong! Getting Up is a boon and a harm at the same time, although more on the boon side. During sleep, it is immune to nasty status aliments like burn and paralysis, which helps it a lot against common status users. When it wakes up, it gets a powerful boost that further amplifies its already-amazing stats. However, during the sleep turns, it will have to rely on Sleep Talk to avoid being too passive. It is also vulnerable to Disable users like Mega Gengar, who will shut Sleep Talk down and chew off the slacker's dreams. On top of that, it is still very vulnerable against Fighting-types and Fighting-type coverage such as Focus Blast, so it will certainly appreciate a Ghost-type teammate like Giratina to get those out of the way. Meta of the Apes (Standard Ubers Offensive) Spoiler Slaking @ Slakingite Ability: Truant EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Frustration - Earthquake - Roar / Ice Punch - Sleep Talk This is probably the best set for Mega Slaking. Frustration is the STAB of choice, chosen over Double-Edge to preserve Mega Slaking's amazing bulk. Earthquake is the first coverage of choice, as it specifically hits Primal Groudon, a dominant force in the Ubers metagame, and generally compliments Frustration well. The third moveslot is really up to what your team needs. Roar is an amazing option, allowing you to buy yourself time as Slaking takes its time waking up. It is further amplified by hazards. You can also try Ice Punch for Mega Salamence and Rayquaza, Fire Punch for Ferrothorn, Skarmory and Mega Scizor, Gunk Shot for Xerneas and the Tapus, and Rock Slide for Ho-Oh. Of course, if your team is already ready for all of those, just stick to Roar. Finally, Sleep Talk is there to assist Mega Slaking as it tries to wake up. There are many other options for Mega Slaking, as its expansive movepool allows many sets to function properly. For example, a RestTalk set, while seemingly redundant, is actually an amazing stallbreaker set, able to abuse the boost from waking up over and over against a stall team or a team with Slaking checks already gone. Slaking is also able to function well in Doubles and Triples with Heal Bell / Aromatherapy support, eliminating the need of Sleep Talk. Quote Link to comment Share on other sites More sharing options...
Daniel Blackworth Posted April 13, 2017 Share Posted April 13, 2017 Mega Slaking's looking pretty good. Now, if only Regular Slaking didn't have such a bad ability. Quote Link to comment Share on other sites More sharing options...
Lord Chespin Posted April 13, 2017 Author Share Posted April 13, 2017 That's a cool idea for a Mega Slaking! By the way, speaking of Megas for underwhelming Pokemon with a lot of potential... Mega Silvally Type: Normal Ability: Ascension (The Pokemon's highest stat is boosted by 2 upon switch-in, and the Pokemon's type matches the held memory) HP: 95 Attack: 115 (+20) Defense: 115 (+20) Special Attack: 115 (+20) Special Defense: 115 (+20) Speed: 115 (+20) Silvally can learn a new move via tutoring: Multi-Attack 2.0 (Basically Multi-Attack, but with a base power of 100; this also allows it to Mega-Evolve, like Mega Rayquaza and Dragon Ascent) So, at first this looks pretty underwhelming (like the original Silvally, I might add): overall low stats for a Mega, albeit with decent bulk. However, thanks to Ascension and Multi-Attack 2.0, it becomes the artificial god it was always meant to be! Thanks to a better STAB Attack, a buff to its highest stat upon switch-in, the ability to hold an item and still go Mega, and the power to become any type at once, it's the definition of versatile and can be customized to be pretty much anything. Physically Offensive? It can do that. Specially Offensive? Yup. Mixed? Heck yeah. Wall? You betcha! Unfortunately, not everything's great for this man-made deity: it has to run Multi-Attack 2.0 to Mega Evolve, so Specially Offensive sets are limited, and its lack of reliable recovery really hurts it. Divine Wrath (Physically Offensive) Spoiler Silvally @ Choice Band Ability: RKS System EVs: 4 HP / 252 Atk / 252 Spe Adamant / Jolly Nature - Multi-Attack 2.0 - Crunch - Parting Shot - Explosion Basically the standard VGC 2017 set. The Nature is dependent on whether or not you want a wallbreaker or a sweeper. Multi-Attack 2.0 might not be as strong as Explosion, but it's needed to Mega Evolve, and it doesn't cut into your longevity. It's also negligent in power differences from Return. Crunch nails ghost-types, and Parting Shot helps you pivot out of bad match-ups. Explosion's a last-ditch nuke to do as much damage as possible if you won't last another turn. Omnipotent (Mixed) Spoiler Silvally @ Life Orb / Expert Belt Ability: RKS System EVs: 252 HP / 252 Atk / 4 SpA Brave Nature - Multi-Attack 2.0 - Flamethrower - Ice Beam - Parting Shot This set is designed to lure in Checks to Silvally, such as Skarmory and Landorus-T. You'll be mostly using Multi-Attack 2.0, but Flamethrower and Ice Beam hit stuff like Landorus-T, Gliscor, Skarmory, and Ferrothorn. Parting Shot helps you to get a teammate in safely, and since you'll be slower than most Silvally sets, you can pivot out to frailer teammates. You Cannot Kill an Idea (Wall) Spoiler Silvally @ Poison Memory Ability: RKS System EVs: 252 HP / 252 Atk / 4 Def Adamant Nature - Multi-Attack 2.0 - Rest - Sleep Talk - Surf This set's designed to stay in for as long as possible. The EVs give you an attack boost, allowing you to chisel away at enemies easier. Rest and Sleep Talk give longevity, while Surf provides good coverage with Poison-type Multi-Attack 2.0. Poison-type is chosen because it's rather anti-meta. Quote Link to comment Share on other sites More sharing options...
IntSys Posted April 15, 2017 Share Posted April 15, 2017 (edited) Your Mega Silvally actually has more potential than just being a wallbreaker / sweeper. For example, in the tank set, you can have max Defense or Special Defense instead of max Attack, further amplifying its defensive prowess. All in all, a pretty cool design. Though... a Mega Evolution like Mega Rayquaza... that gives me a few ideas. Mega Articuno Type: Ice / Flying Ability: Arctic Grace (Summons Snowstorm upon entering the field. Snowstorm: Negates Ice-type weaknesses. Disables weather moves and weather abilities like Drizzle from activating. Hurricane, Thunder and Blizzard always hit. Inflicts type-scaling damage to non ice-types every turn. Neutral: 1/8, 2x Effective: 1/4, 4x Effective: 1/2, 2x Resist: 1/16, 4x Resist: 1/32. Activates other Hail-based abilities as well. Lasts until the user switches out or faints.) HP: 90 Atk: 85 Def: 100 -> 140 (+40) SpA: 95 -> 115 (+20) SpD: 125 -> 165 (+40) Spe: 85 BST: 580 -> 680 (+100) New Tutor Move (Required for Mega Evolution): Flash Freeze (90 BP, 100% Accuracy, 10 BP. The user freezes the opponent with a violent burst of wind. Super effective against Water-types. 20% chance to freeze, 40% if against Water-types) "Ice-type Pokemon should always be offensive. I don't know why GF always make them into trashy defensive mons." Behold, the shafted legendary bird, back again to snow on your parade! With its new ability, Arctic Grace, it is able to remedy Ice's poor weaknesses and become a defensive demon! Effectively, it only has two weaknesses, Electric and Rock, both of which can be further remedied by Roost. It is now resistant to Bug, Fighting, Grass, Ice and immune to Ground. The immensely improved defensive stats whips Articuno into a defensive demon tougher than Skarmory and Mantine combined! Its new tutor move, Flash Freeze, is a super-powered Freeze-Dry that will strike fear to every bulky water-type that dares to challenge Articuno's might. However, as usual, it is not without faults. Being an Ice / Flying type gives it a nasty 4x Stealth Rock weakness, which isn't covered by Arctic Grace. Wall sets also face problems against Steel-types. However, beyond that, it is almost unstoppable. The naturally high base speed allows it to set up Substitutes in front of other tanks. It can even use Heal Bell to heal its status! Icicle is Unbreakable (Wall) Spoiler Articuno @ Leftovers Ability: Pressure EVs: 248 HP / 252 Def / 8 SpA Bold Nature IVs: 0 Atk - Substitute / Whirlwind - Flash Freeze - Toxic - Roost Legend has it that Articuno appears to doomed travelers in icy mountains. In this case, it appears to doomed trainers. Leftovers is chosen as the item of choice, granting it additional stamina. Lum Berry is an acceptable alternative if you choose to run Whirlwind over Substitute. Substitute is vital against opposing tanks like Chansey and Ferrothorn. In tandem with Toxic and Roost, it is able to out-stall the opposing tanks. Flash Freeze is required for Mega Evolving. It also provides great pressure against water-types such as Primal Kyogre and Palkia. Articuno appreciates hazard removal. With Stealth Rock placed against it, it is forced to use Roost every time it is sent out. Global Cooling (Offensive) Spoiler Articuno @ Choice Specs Ability: Pressure EVs: 248 HP / 252 SpA / 8 SpD Modest Nature - Hurricane - Flash Freeze - U-turn - Hidden Power Ground Believe it or not, Mega Articuno is also capable of running an incredibly sweet offensive set. Specs-boosted attacks on top of the type-scaling passive damage allows Mega Articuno to plow through the opposing team. Hurricane and Flash Freeze are solid STAB options. Hidden Power Ground rounds off the Steel-types which they can't hit. Mega Moltres coming to you in the near future~and probably Zapdos too even though I don't want to improve on an already-good Pokemon Edited April 15, 2017 by IntSys Quote Link to comment Share on other sites More sharing options...
Lord Chespin Posted April 21, 2017 Author Share Posted April 21, 2017 Happy Belated Easter, everybody! In honor of Easter, I've decided to showcase a Mega for the OG Bunny: Mega Wigglytuff Type: Normal/Fairy Ability: Competitive HP: 140 Attack: 40 Defense: 90 Special Attack: 130 Special Defense: 90 Speed: 45 Say hello to Mega Audino 2.0. With Awesome 140/90/90 Bulk, nifty 130 Special Attack, a good STAB Combo, and great coverage options, it's going to be hard to take it out. My main reason for making it, though, and perhaps its best niche is simple: it gets both Stealth Rock and Competitive, allowing it to act as a Stealth Rocks setter and defog discourager all at once! In addition, it has wish, so it can run a great cleric set as well. It's not all sunshine and rainbows, though; it lacks instant recovery, so it can be worn down somewhat easily, and it has rather low offensive output for a Mega without a Competitive boost. It also has an absolutely pathetic Speed, meaning it's always going to be taking a hit before it can attack, and it's terrible at blocking rapid spin, especially from Excadrill. Despite all this, its great role compression and positive traits make it a good pick for your team. Click Defog, I Dare You (Stealth Rock) Spoiler Wigglytuff @ Wigglytuffite Ability: Frisk EVs: 252 HP / 4 Def / 252 SpA Modest Nature IVs: 0 Atk - Stealth Rock - Dazzling Gleam - Hyper Voice - Focus Blast / Fire Blast The EVs and Nature maximize Wigglytuff's bulk and power, without making it slower than it has to be; if it's going to be used on a trick room team, though, a Quiet nature can be used. Frisk is used for the utility of scouting enemy items, and since you'll want to go Mega right away, it provides more usefulness than Competitive as a pre-Mega ability. Stealth Rock is the main focus of this set, as Wigglytuff can set it up reliably with its great bulk and actually gets buffed when your foe tries to defog it away. Dazzling Gleam and Hyper Voice are your strongest STAB moves, and the last slot rounds off the coverage by hitting Steel-types; Focus Blast nails Heatran, while Fire Blast fries Celesteela. Being Wigglytuff is Suffering (Cleric) Spoiler Wigglytuff @ Wigglytuffite Ability: Frisk EVs: 252 HP / 4 Def / 252 SpA Modest Nature IVs: 0 Atk - Wish - Heal Bell - Dazzling Gleam / Hyper Voice - Focus Blast / Fire Blast Wish keeps Wigglytuff and its teammates healthy, and with its massive 140 base HP, it heals quite a bit of health. Heal Bell cures your teammates of status conditions, and keeps Wigglytuff from being status bait. Dazzling Gleam is chosen over Hyper Voice as a STAB move because of the lack of types that are immune to it, but Hyper Voice can be used instead if you want a Stronger STAB move and Ghost-types aren't a problem for your team. Focus Blast hits most Steel-types, but Fire Blast should be used with Hyper Voice so you're not walled by most Ghost-types. Quote Link to comment Share on other sites More sharing options...
IntSys Posted April 22, 2017 Share Posted April 22, 2017 The middle child of the Hitmon family, the one looked down by all... Mega Hitmonchan Type: Fighting Ability: Unparalleled Fist (This Pokemon's punch-based attacks have 1.5x power) HP: 50 Atk: 105 -> 155 (+50) Def: 79 -> 99 (+20) SpA: 35 -> 25 (-10) SpD: 110 -> 115 (+5) Spe: 76 -> 111 (+35) BST: 455 -> 555 (+100) The shabby boxer finally sees his day, stepping into the World Championship arena. What he gained was a simple, but surprisingly effective improved version of Iron Fist. With it, he gets to become one of the strongest priority user in the whole metagame, on par with Jolly E-Killer Arceus. Mega Hitmonchan also offers the stats to become a self-sustaining sweeper that can bring his foes to their knees with ease. However, while the ability may look overpowered at a glance, most punching moves are actually quite lacking in power (equal or less than 75 BP). Mega Hitmonchan also doesn't hit hard enough with an unboosted Drain Punch, and requires a Bulk Up beforehand to really start picking up momentum. Mega Hitmonchan also suffers heavily from FMSS, with each set having its own weaknesses to watch out for. Patience is a Virtue (SubPunch Stallbreaker) Spoiler Hitmonchan @ Hitmonchanite Ability: Inner Focus EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Focus Punch - Thunder Punch / Ice Punch - Drain Punch - Substitute Inner Focus is the preferred pre-Mega ability if only for predicting a Fake Out and set up Substitute on one. SubPunch allows Mega Hitmonchan to OHKO and 2HKO many Pokemon who do not resist it, and it also protects against statuses. Drain Punch is there to finish up weakened Pokemon and regain health for further Substitute use. You may use the last moveslot however you like. I recommend Thunder Punch to take out Gyarados and Tapu Fini, but you can also run Ice Punch for dragons (That would leave you vulnerable to Tapu Fini, though). Mike Tyson's Punch-Out! (Sweeper) Spoiler Hitmonchan @ Hitmonchanite Ability: Inner Focus EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Mach Punch - Bulk Up - Drain Punch - Thunder Punch / Ice Punch Bulk Up + Mach Punch is the key to this set's success. Once properly set up, Mega Hitmonchan can knock everything in his way into the ringside. Drain Punch is for longevity, and the last slot is for your coverage punch of choice. Hitmonchan's movepool offers strange options like Power-Up Punch, Fake Out and Rapid Spin, but to be honest, he doesn't really have the room for those. Quote Link to comment Share on other sites More sharing options...
crulla Posted April 23, 2017 Share Posted April 23, 2017 Since Lord Chespin made a Mega out of a fat pink blob, I got on my thinking gear and... M-LICKILICKY *TYPE: Normal/Fairy. *STONE: Lickilickite. *ABILITY: Oblivious/Own Tempo/Cloud Nine ---> Numbing Solvent: Contact attacks have a 30% chance of Paralyzing the foe. *STATS: HP: 110. Attack: 115 (+30). Defense: 120 (+25). Sp.Atk: 100 (+20). Sp.Def: 120 (+25). Speed: 50. *NEW MOVES: Play Rough (Lv 45), Slack Off (Lv 34). Introducing.... M-Lickilicky the Wallbreaker! Dat 110/120/120 bulk is really good at making sure M-Lickilicky survives things, but 115 Atk is... meh. That is, before you realize it has Sword Dance. And Earthquake, Rock Slide, Gyro Ball, Zen Headbutt, Knock Off, Fire Blast... amongst other things. However, not all is good for Mr./Mrs. Longtounge, because things like M-Venusaur, M-Meta and Nihilego anihilates it. And because of the choices, it has serious case of 4MSS, maybe more than M-Metagross! It has to settle between Slack Off and Sword Dance and the aforementioned moves for 2 slots, so... yeah. *SETS: Spoiler Lickilicky @ Lickilickite Ability: Cloud Nine EVs: 248 HP / 252 Atk / 8 SpA Brave/Amadant Nature - Swords Dance - Return - Play Rough - Fire Blast/Earthquake The main thing of this set is Sword Dance, boosting M-Lickilicky meh Atk to sky-high levels. Fire Blast is for dem Steels, but Earthquake is there if you have a way to hit Skamory. Spoiler Lickilicky @ Lickilickite Ability: Cloud Nine EVs: 252 HP / 164 Def / 92 SpD Careful Nature - Slack Off - Toxic - Heal Bell - Return/Play Rough Walls everywhere! The few thing that can OHKO this is probably Specs Modest Sludge Wave Nihilego, so yeah. Quote Link to comment Share on other sites More sharing options...
Lord Chespin Posted April 27, 2017 Author Share Posted April 27, 2017 I think I may have created a monster. Mega Gigalith Type: Rock/Steel Ability: Quartz Aura (Sets up Trick Room when this Pokemon Mega-Evolves or enters the battle, or ends it if Trick Room is already active). HP: 85 Attack: 165 Defense: 160 Special Attack: 60 Special Defense: 100 Speed: 45 So, yeah. Say hello to the ultimate Trick Room setter and abuser. With a super-low speed to abuse Trick Room, massive Attack, amazing bulk further boosted by Sandstorm, and great STABs in Stone Edge and Heavy Slam, it's an absolute nightmare to face under Trick Room. Sure, it has weaknesses; it has an awful defensive typing, a pathetic speed outside of Trick Room (and a useless speed buff when it goes Mega), and if it switches out it needs to wait for Trick Room to end if it doesn't want to cancel out its own Trick Room, not to mention the opportunity cost of using other Megas. Despite this, however, it's a S-tier Pokemon for sure, and might even be Ubers. Gotta Go Fast (Singles) Spoiler Gigalith @ Gigalithite Ability: Sand Stream EVs: 252 HP / 252 Atk / 4 Def Brave Nature IVs: 0 Spe - Stone Edge - Heavy Slam - Earthquake - Explosion The EVs and IVs given make you as bulky, powerful, and slow as possible, to maximize the usefulness of Trick Room. Stone Edge and Heavy Slam are your strongest STAB moves, while Earthquake rounds out the EdgeQuake combo. Explosion lets you sacrifice yourself to let a Trick Room-abusing teammate get in, but since you're kind of broken you should only do this as a last resort. You're Too Slow (Doubles) Spoiler Gigalith @ Gigalithite Ability: Sand Stream EVs: 252 HP / 252 Atk / 4 Def Brave Nature IVs: 0 Spe - Rock Slide - Heavy Slam - Earthquake - Wide Guard This is a more bulky, supportive set, but it's still insanely good. Rock Slide hits both targets and frankly hits like a truck, while Heavy Slam bypasses Wide Guard and hits even harder. Earthquake hits both foes and has great synergy with Rock Slide and Heavy Slam, but hurts your teammate unless it's immune. Wide Guard blocks moves like Earthquake, Eruption, and Surf. Quote Link to comment Share on other sites More sharing options...
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