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Best/Worst Megas (As of E17)


HahnSolo

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I never played past 5th generation, so I haven't used megas much. I've been doing some experimenting into them for my reborn playthroughs, and most of them have been pretty disappointing so far. I thought I would share my results and hear the communities thoughts a bit. Like I said, this is coming from someone who has never used them outside of reborn, including the yet to be implemented USUM rules (including potentially added moves/stat changes) that may make some of these mons more viable. There is also a distinct lack of optimal TMs available up to this point. All of this is likely subject to change, but as it stands here's my thoughts. 

 

Best

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Mega-Heracross - Most all its coverage available naturally, unreal 185 base atk , with some decent bulk. Great ability. Can break through annoying sashes/sturdy with its multi-hit moves.  Speed leaves some to be desired (downgraded on evolution), lots of common weaknesses, can be revenged killed easily.

 

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Mega-Pinsir - Most optimal moves available through TMs/naturally.  Good ability. Good atk. Good 120/90 defenses. Decent 105 speed.  Sub-par HP, needs investment to be able to take serious hits. Lacks crucial earthquake for rock coverage.

 

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Mega-Sharpedo - Insane 140/110 atk stats for mixed sweeper potential. Good ability. Can learn a variety of coverage naturally, including the Bruxish's signature 'Psychic fangs' through breeding, which is boosted with its ability and breaks through screens like reflect or aurora veil. Not so optimal 105 speed, looses speed boost ability on evolution. Awful defenses 70/70/65 with even worse 70/40/40 if you wanted to stick around before evolving for the speed boost to kick in. 

 

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Mega-Camerupt - Good for a trick room team. Terrific 120/145 on the offensive stats for potential in either of those. Great ability with sheer force, complementing its movepool. Access to earth power and earthquake naturally. Respectable 100/105 defenses. Mediocre HP without investment and Atrocious 20 base speed. Guaranteed to take a hit before attacking (without trick room). Tons of common weaknesses including 4x weak to water. 

 

Good

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Mega-Aggron - Terrific wall. Insane 230 base defense. Great 140 atk. Stab heavy slam with almost always 120 damage. Great ability. Unfortunate 70/80 Hp and Sp def. Lack of any real recovery, including items. Lots of useful support moves currently unavailable (Thunder wave, Roar, etc)

 

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Mega-Glalie - Good mixed sweeper. 120/120 atk and sp atk for lots of offensive options. Great ability. Access to priority. Terrible defensive typing with mediocre defensive stats (80/80/80). Most optimal moves (earthquake for steel/rock coverage, etc) unavailable without TMs.

 

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Mega-Pidgeot - Access to 100% accurate hurricane naturally. Solid 135 sp atk and 121 speed for near optimal special sweeping. Access to reliable recovery. A bit of coverage through move tutors. No guard also leaves it open to 100% accurate blizzards/stone edges, no defensive capability at all. Pretty one dimensional 

 

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Mega-Houndoom - Great 140 sp atk and 115 speed allow for good special sweep potential. Decent enough defenses (90/90). Learns nasty plot naturally along with some other great coverage (thunder fang, hyper voice). Ability makes it great for sun teams. Lots of common weaknesses, sub-par HP without investment.

 

Eh

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Mega-Steelix - Worse version of Mega-Aggron. Lower atk/def. Slight increase in special bulk and hp. Good damage on the heavy slam and a decent array of support moves (Stealth rocks, toxic) i guess. Stab ground moves allow for more fire coverage, but good luck finding any without the earthquake TM. Sand force allows for a bit of extra damage if youre running some sort of sand team or ground/rock mono. No reliable recovery

 

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Mega-Abomasnow - Solid stats and good ability for hail teams/aurora veil with its ability. Low speed could work with a trick room team. Learns little useful moves naturally or through move tutors, and cant learn aurora veil. Stab blizzard with 100% hail accuracy is good, along with priority ice shard, which it learns, but grass its strongest grass stab has recoil and this mon's best recovery option is ingrain. Again no items for recovery. Bad defensive typing, loads of weaknesses, including 4x to fire. 

 

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Mega-Banette - Prankster makes this a good support mon. Access to destiny bond/taunt/wil-o-wisp. Fantastic 165 base attack. Has stab shadow sneak and sucker punch for priority. Really lacking firepower in its movepool. Shadow claw is its best offensive move (unless you run 2-turn phantom force). Has few resistances, awful bulk and deal-breaker level 75 base speed

 

Bleh

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Mega-Audino - Where do i start? Lets get its few perks out of the way I suppose. The thing I like most about this mon, which is really saying something, is its design. I think the design is neat and the devs did a good job creating the sprites to compliment that. Its got some respectable bulk with 103/126/126. Its typing gives it a few immunitys, like dragon and ghost and a fair amount of common type resistances. Audino also gets access to misty terrain and refresh for support. Great, now lets get to the rest. Its a healing/support/tank mon who's only reliable recovery needs to be learned from breeding, which is hardly worth the effort since its wish. Since it is a mega, that means its item slot is taken, so no berries or leftovers either. Its ability is only functional in doubles and has a measly 30% chance. Its 80 special attack is record-breakingly low for a special attacking mega evolution and its only special attacking stab move that doesn't have recoil damage (remember the lack of recovery) is dazzling gleam, which is only available toward the very end of the game as a TM. (doesn't learn it naturally, the best it learns naturally is disarming voice. Which has 40 base power...) It shares the same base speed as mega-aggron... This thing doesn't even gain any HP upon mega-evolving... Avoid like the plague. Leave the mega stone in that ice cave to rot. 

 

Let me know if I missed any! Thanks For Reading!

 

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Mega Pinsir is probably the best Mega as of yet, especially if you breed Close Combat into it. If you can get Moxie going before mega evolving, it can do some pretty serious damage. 

 

If I recall, even the devs regretted making Pinsirite available so "early" to the players.

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Personally, I'd put Pidgeot on 'Best' tier because it has pretty much everything it needs (competitive-wise) to shine, unlike Sharpedo, Audino (that needs Protect) and Glalie (You can kinda survive w/out EQ using Bulldoze instead, though).

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Atm i think Pinsir and Sharpedo are the best mega available. For pinsir lack of earthquake it's not a problem, since he learns close combact by breeding. Moreover Pinsir learns by himself Sword dance, that paired with return and quick attack makes Megapinsir a serial killer.

Sharpedo with rain it's deadly too. Yes Sharpedo loses speedboost with Mega evolution, but nothing forbids u from using protect, get a +1 boost and then mega evolve. Yes u may lose a move slot, but waterfall ice fangs/crunch psychic fangs offers a great coverage.

 

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@HUEnd You can't get all the optimal moves in reborn, like U-turn or Protect. I also find it to be a really static mega. Out of the dozens of moves it can learn, the only 9 of those are special moves to make use of that 135 sp atk. 3 of those being round, hidden power, and uproar. Its just kind of boring with only 4 or 5 viable moves. Not a whole lot of coverage options. Everyone always runs the one real viable set, and its just kinda underwhelming. Its good just not great.

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Idk how much is changed in reborn but if the stats for every mega is the same as the main series of pkmn I nominate mega garchomp for good or the eh categories. His mega makes him stronger and a bit more sturdy but the loss in speed dulls his potential as a sweeper and makes him more of a wall-breaker. 

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