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If You Could Make Your Own Mega Pokemon... (7th-Gen Update)


Lord Chespin

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So, the Seventh Generation of Pokemon's been out for a few weeks, and as we all know, there haven't been any new Mega Pokemon. I figured that with all the new mechanics and changed mechanics, we could come up with some interesting new Mega Pokemon, so I made a new thread separate from the old one (which I now consider to be the Sixth-Gen thread).

 

So, here's some ideas that I have to start us off:
 

Mega Vanilluxe

Spoiler

vanilluxe.gif

Mega Vanilluxe

 

Type: Ice

Ability: Hailfire (Boosts Special Attack by 1.5x in Hail, but causes 1/8th of HP in recoil damage; basically a Hail version of Solar Power)

 

HP: 71

Attack: 95

Defense: 100

Special Attack: 140

Special Defense: 110

Speed: 119

 

So, basically this guy is the epitome of a hail sweeper. He sets up his own hail thanks to Snow Warning, then abuses it to unleash powerful, 100% accurate Blizzards. Unfortunately, he doesn't have the best coverage, and despite his good defenses he gets worn down easily, so he has to rely on doing massive damage or bailing.

 

Brain Freeze (Standard Set)

Vanilluxe @ Vanilluxite

Ability: Snow Warning

EVs: 4 Def / 252 SpA / 252 Spe

Rash / Modest Nature

- Blizzard

- Freeze-Dry

- Hidden Power Ground / Flash Cannon

- Ice Shard / Autotomize 

 

Blizzard is a must-have move thanks to hail making it 100% accurate. Freeze-Dry hits the Water-types that would otherwise wall Vanilluxe. Hidden Power Ground rounds out the coverage to hit Fire- and Steel-types, but Flash Cannon is always an option to hit opposing Ice-Types. Ice Shard is for priority, but Autotomize can be used to sweep instead of wallbreak. If you use Autotomize, be sure to use a Modest nature over Rash.

 

Mega Braviary

Spoiler

braviary.gif

Mega Braviary

 

Type: Electric/Flying

Ability: Galvanize

 

HP: 100

Attack: 160

Defense: 90

Special Attack: 75

Special Defense: 90

Speed: 100

 

I actually planned to make a Mega Braviary with Gale Wings, but it turned out that Gale Wings got nerfed hard, so I decided to go for a more Native-American Thunderbird-inspired vibe. This guy takes the great defensive typing that is Electric/Flying and seeks to make it useful both Offensively and Defensively at the same time! His movepool may be rather small, but he gets everything he needs: STABS in Return and Brave Bird, a setup move in bulk up, and coverage in Superpower. Unfortunately, he's rather slow by OU standards, and gets outsped by most offensive threats, but hey, he always has tailwind.

 

AMERICA F*** YEAH (Offensive)

Braviary @ Braviarite

Ability: Defiant

EVs: 252 Atk / 4 Def / 252 Spe

Adamant / Jolly Nature

- Return

- Brave Bird

- Superpower

- U-turn / Roost

 

Basically the standard set for regular Braviary in RU, but hey, if it ain't broke don't fix it. Galvanize Return and Brave Bird gives you almost perfect coverage, and Superpower hits the targets those two moves can't (such as Excadrill and Magnezone). U-turn lets Braviary pivot out to a teammate if it gets into trouble, while Roost heals off the damage it might take.

 

Make America Great Again (Bulk Up)

Ability: Defiant

EVs: 252 HP / 114 SpD / 112 Spe

Careful Nature

- Bulk Up

- Roost

- Substitute

- Brave Bird

 

Again, basically the standard Bulk Up set for Braviary in RU, but the EVs are changed to let it just outspeed Bulky Garchomp. Bulk Up is self-explanatory, Roost is for reliable recovery, and Substitute helps to block status ailments. Brave Bird's recoil may seem counter-intuitive, but nothing's immune to a flying-type STAB, whereas Galvanize Return is walled by the omnipresent Ground-types.

 

Have fun, and Happy Mega-Evolving!

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Let's see here...

 

 

Mega Lurantis

Type: Grass
Ability: Tinted Lens
HP: 70
Attack: 105 -> 145 (+40)
Defense: 90 -> 115 (+25)
Sp Attack: 80 -> 90 (+10)
Sp Defense: 90 -> 115 (+25)
Speed: 45

Tinted Lens plays on its offensive stats and the idea of it being a reverse orchid mantis. It is still a slow but bulky powerful hitter, and tinted lens reduces the number of switchins to it. It does get Low Sweep and Brick Break for the likes of Heatran, as well as Synthesis as a form of healing, as Tinted Lens can free up space from any coverage it no longer needs. There isn't much else to say here, other than to point out the pointless special attack buff.

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oh I got an idea :)

 

Mega mimikyu

ability: cursed terrain: Upon switching in the user creates a cursed terrain. All none ghost type pokemon take damage each turn. (reverse effect of grassy terrain) lasts 4-6 turns

hp: 55

attack: 90 -> 120

defense: 80 -> 100

special attack: 50

special defense: 105 -> 125

speed: 96 -> 126

 

upon mega evolving mimikyu removes its disguise. Creating a field where it has the advantage. Its said that the terrain is created from mimikyu's mist on its body which original made people cursed upon seeing it. Now it can be loved and feared on the battlefield

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4 hours ago, Swampellow said:

That would be absolutely busted, cause you can use SD on the first turn in(with disguise still up) get it broken, then mega evolve and shred through everything with the speed and attack boost.

we can always dream. These are just thoughts. and besides why would you put all point in the defensive stats ;)

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「guzzlord」的圖片搜尋結果

Mega Guzzlord

Ability: Oblivion Vacuum: The opponent must survive losing 33% of their max health to attack the user with a contact move (Loses health even if the attack misses/gets blocked by Protect).

HP: 223

Atk: 101 -> 121 (+20)

Def: 53 -> 93 (+40)

SpA: 97 -> 127 (+30)

SpD: 53 -> 93 (+40)

Spe: 43 -> 13 (-30)
BST: 570 -> 670 (+100)

Behold, Guzzlord, used to be the worst Ultra Beast despite its horrifying appearance and terrifying backstory. It now lives to its name, putting that gluttonous mouth to good use. Its new ability gives it huge amount of presence on the playing field, allowing it to take out weakened physical attackers and leave unscathed. Aside from that, it can also punish the opponent's recklessness with spamming Knock Off!
Its improved stats allow it to hit harder and grant it more bulk, at the cost of 30 speed.

Sample Sets:

[Special]
Guzzlord @ Guzzlordite 
Ability: Beast Boost  
EVs: 252 HP / 252 SpA / 4 SpD  
Modest Nature  
IVs: 0 Atk  
- Draco Meteor  
- Fire Blast  
- Sludge Wave  
- Dark Pulse

[Staller]

Guzzlord @ Guzzlordite
Ability: Beast Boost  
EVs: 252 HP / 252 Def / 4 SpA  
Bold Nature  
IVs: 0 Atk  
- Toxic  
- Protect  
- Rest  
- Dark Pulse

 

 

 

Hm...would a Mega Evolution for an Ultra Beast be a Hyper Evolution instead?

Edited by IntSys
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Mega Passimian
Type: Fighting
Ability: Victory Star
HP: 100
Attack: 120 -> 160 (+40)
Defense: 90
Sp Attack: 40
Sp Defense: 60 -> 90 (+30)
Speed: 80 -> 110 (+30)

 

Passimian @ Passimite
Ability: Receiver (Victory Star)
EVs: 252 Atk / 4 SpD / 252 Spe  
Jolly Nature  
- Close Combat  
- Iron Head  
- U-turn  
- Rock Slide

Mega Passimian is bulky, fast, and physically powerful on its own, but also has Victory Star to play on its "team play" style, which also boosts the accuracy of Rock Slide. Iron Head hits incoming fairies, and U-turn is nice for pivoting, especially out of incoming Psychic-types.
 

 

 

Mega Oranguru
Type: Normal/Psychic
Ability: Friend Guard
HP: 90
Attack: 60
Defense: 80 -> 130 (+50)
Sp Attack: 90 -> 120 (+30)
Sp Defense: 110 -> 160 (+50)
Speed: 60 -> 30 (-30)

 A very very doubles oriented Pokémon; Mega Oranguru has extreme bulk, decent power, and an excellent supportive ability in Friend Guard, but is extremely slow. The slowness, however, can give it a benefit through use of Instruct - a move that lets an ally use the move they just used again. I'm not sure on a good set for this thing, someone else can find one \o/

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mega dhelmise
grass/ghost
ability: Steelworker


hp: 70
attack: 131 -> 161
defense: 100 -> 135
special attack: 86
special defense: 90 -> 125
speed: 40


upon the power of mega evolution Dhelmise extends its seaweed body that posses the anchor forming a ghostly ship. The ship is said to be the original body but Dhelmise at the time was too weak to posses a whole ship. Gaining for defenses as well as attack, Dhelmise is ready for some ship-wrecking.

 

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  • 2 weeks later...

Okay, I got a revised version of an idea that got thrown around in the previous thread. Say hello to the One True Mega Bug Pair!

 

Mega Volbeat

Spoiler

volbeat.gif

 

MEGA VOLBEAT

 

Type: Bug/Electric

Ability: Dazzling

 

HP: 65

Attack: 63

Defense: 90

Special Attack: 102

Special Defense: 100

Speed: 110

 

 

Move over, Manaphy- here comes the newest Tail Glow sweeper! With a higher speed, slightly higher Special Attack, access to stronger moves in Bug Buzz and Thunderbolt (as well as Giga Drain for coverage/HP restoration), and an immunity to priority moves,  this guy establishes its niche in OU. However, it's noticeably frailer, meaning setting up can be tough at times. Its STAB coverage is also blocked by omnipresent Pokemon like Landorus-T, Alolan Marowak, and Decidueye.

 

Glow-Stick It To 'em (Standard)

Volbeat @ Volbeatite

Ability: Prankster

EVs: 4 Def / 252 SpA / 252 Spe

Modest Nature

- Tail Glow

- Thunderbolt

- Bug Buzz

- Giga Drain

 

Modest Nature lets you hit as hard as possible, which is a must given Volbeat's relatively low special attack pre-boost. The EVs maximize Speed and power, with the rest being dumped in defense to give Volbeat an odd HP number (because stealth rock). Tail Glow is this guy's main selling point, allowing him to be scarily powerful after just one turn. Thunderbolt and Bug Buzz are obligatory STABs, while Giga Drain is for both coverage on Ground-types and sustainability.

 

 

Mega Illumise

Spoiler

illumise.gif

 

Mega Illumise

 

Type: Bug/Fairy

Ability: Queenly Majesty

 

HP: 65

Attack: 102

Defense: 90

Special Attack: 63

Special Defense: 100

Speed: 110

 

New move: Adrenal Mist (Raises attack by three stages)

 

With its new move and mega, this girl busts into the scene to show everyone why she's the leader of the Volbeat swarm! Basically, she's a physical version of Mega Volbeat; to keep her viable, she has a higher speed and more reliable way of setting up to differentiate her from other physical setup sweepers like Azumarill. Unfortunately, she doesn't really have a good bug STAB move, and she's kinda frail.

 

Royal Bruiser (Standard)

Illumise @ Illumite

Ability: Prankster

EVs: 252 Atk / 4 Def / 252 Spe

Adamant Nature

- Adrenal Mist

- Play Rough

- Zen Headbutt

- Brick Break

 

Adamant Nature and the given EVs maximize power and speed, while keeping the HP number odd. Adrenal Mist is your setup move here, as it boosts Illumise's damage output through the roof. Play Rough is the only STAB you need, and the main move you should be using; Zen Headbutt is for Poison-types, while Brick Break is for Steel-types.

 

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Nice! I remember making something similar before, Chespin!

 

Alright, here's some more Mega Ultra Beasts~

 

nihilego-ow.jpg

 

Mega Nihilego

Ability: Parasitism - Nihilego boosts the lowest stats of every Pokemon in the trainer's party by two stages every time they're sent out, but they'll lose 1/10th HP every turn (stacks with Life Orb recoil).

HP: 109

Atk: 53

Def: 47 -> 77 (+30)

SpA: 127 -> 167 (+40)

SpD: 131 

Spe: 103 -> 133 (+30)

BST: 570 -> 670 (+100)

 

Nihilego's back at it again, extending its power throughout your team! With its ability, it will instantly make all of your Pokemon bulky! Or, for the wicked, you can intentionally lower the amount of Attack EVs on your Huge Power mons so they'll get +2 Attack! However, mega evolving it handicaps your tanks severely with the annoying recoil. So, use Mega Nihilego with care, or it might bite you back hard!

As for it on its own, it can pack a decent punch as well, along with that silly speed just enough to outspeed Aerodactyl and Crobat.

 

Symbiosis (Fast Offensive Support)

Nihilego @ Nihilite
Ability: Beast Boost  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Stealth Rock  
- Toxic Spikes  
- Power Gem  
- Sludge Wave

This set capitalizes on Nihilego's supportive nature. Set up rocks and Toxic Spikes upon Mega Evolution. Power Gem and Sludge Wave are STABs of choice to capitalize on its raw power.

 

Motherbeast (All-Out Offensive)

Nihilego @ Nihilite
Ability: Beast Boost  
EVs: 252 SpA / 4 SpD / 252 Spe  
Timid Nature  
IVs: 0 Atk  
- Thunderbolt  
- Grass Knot  
- Power Gem  
- Sludge Wave

This set capitalizes on its offensive stats completely. However, its effectiveness is still very much up to be debated. In order to sweep with Nihilego, you must pick up a kill first, but once you get over that, you're home free.

Edited by IntSys
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mega kommo-o

 

hp: 75

attack: 110 -> 140

defense: 125 -> 175

spA: 100 -> 120

spD: 105

spe: 85

 

ability: turning scales. whenever kommo-o takes damage both of its attack stats increase by 1. for a max stack of 4

 

ever here the expression "when you get down you get back up?" that's what best describes kommo-o. Once it mega evolves. Kommo-o's strength comes from its scales. It absorbs the hits it takes and it becomes stronger from the absorbed damage. It becomes able to take down opponents that were stronger than it before.

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Jmanultrax1, not a bad idea, but personally, I think a better Mega Kommo-o would play to its main strength- its versatility. Seriously, this thing is a jack-of-all-trades, but not all of its options are viable thanks to better attackers (Dragonite outclasses the dragon dance set, for example). Therefore, I'd say a better mega would look something like this: 

 

Mega Kommo-o

Spoiler

kommo-o.gif

 

MEGA KOMMO-O

 

Type: Dragon / Fighting

Ability: Adaptability

 

HP: 75

Attack: 140 (+ 30)

Defense: 135 (+ 10)

Special Attack: 130 (+ 30)

Special Defense: 115 (+ 10)

Speed: 105 (+ 20)

 

This Draconic monk is ready to make you say your prayers with its new mega! Befitting of a pseudo-legendary, all of its stats have gotten a buff; its once-mediocre (for OU) attack stats get a much-needed buff, while its unboosted speed goes from painfully slow (again, for OU) to workable, and its defenses let it tank hits even better. Even more fitting for such a versatile beast is its ability, adaptability, which makes its STAB attacks hit all the harder (especially useful since it has rather low-powered physical moves and no specially-oriented boosting move). Unfortunately, it can still be overpowered by repeated attacks, and its unboosted stats are kinda underwhelming for a mega due to being so spread out.

 

Holy Wars (Swords Dance)

Kommo-o @ Kommotite

Ability: Soundproof/Bulletproof

EVs: 252 Attack / 4 Defense / 252 Speed

Jolly Nature

- Swords Dance

- Dragon Claw

- Sky Uppercut

- Poison Jab

 

This is basically the dragon dance set for normal Kommo-o, but its mega makes it better in pretty much every way. The Jolly nature is used to let it outspeed as many Pokemon as possible, but an Adamant nature's not out of the question if you want more power. Since you'll be Mega-Evolving as soon as you get in, the nature's up to you, and mainly depends on what you want to block on the switch. Swords Dance is the main draw of this set, making Kommo-o stupidly strong after just one turn. Dragon Claw and Sky Uppercut are to abuse Adaptability (Dragon Claw was chosen over Outrage because of all of Outrage's nasty side-effects), and Poison Jab is to nail Fairies that might otherwise cut your sweep short.

 

Eternal Hymn (Autotomize) 

Kommo-o @ Kommotite

Ability: Soundproof/Bulletproof

EVs:  4 HP / 252 Special Attack / 252 Speed

Modest Nature

- Autotomize

- Clanging Scales

- Focus Blast

- Flash Cannon

 

Again, this is more or less the same as standard Kommo-o's Autotomize set, but it works well regardless. The given Nature and EVs let you speed-tie with Choice Scarft Landorus-T and +2 Mega Sharpedo, while maximizing power and boosting bulk. Autotomize is the main draw of this set, and Clanging Scales and Focus Blast are your go-to STAB moves, hitting for stupidly high damage, even off of a base 130 Special Attack. Flash Cannon is to nail Fairy-types.

 

Slayer of Demons (Dragon Dance)

Kommo-o @ Kommotite

Ability: Soundproof/Bulletproof

EVs: 252 Attack / 4 Defense / 252 Speed

Jolly Nature

- Dragon Dance

- Dragon Claw

- Sky Uppercut

- Poison Jab

 

This is pretty much the Swords Dance set, but with Dragon Dance. Not much else to say, really.

 

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well how about this mega? it came to me awhile ago

 

 


MEGA INCINEROAR

type: fire / fighting

ability: Spirit belt

Spirit belt: all of Incineroar's physical moves are increased by 30%

Upon mega evolving Incineroar gains more power and speed making viable in a lot of matchups. It's navel which resembles a belt burns a more powerful fire which fuels its spirit for tough opponents. Making it able to increase its strength in battle to prove its power to those it crosses paths with. However it still retains its disposition against weak opponents. It would even go far as to revert from mega evolution during battle if it finds its opponent weak or unworthy of its strength.

HP: 95
Attack: 115 -> 145 (+30)
Defense: 90 -> 100 (+10)
Special Attack: 80
Special Defense: 90 -> 100 (+10)
Speed: 60 -> 110 (+50)

 

 

 

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One more~

Spoiler

「shedinja」的圖片搜尋結果

 

Mega Shedinja

Type: Bug/Ghost

Ability: Soul Shield - If Mega Shedinja gets a KO, it gets the KO'd Pokemon's stats boosts, Defense and Special Defense stats , and max HP.

HP: 1

Atk: 90 -> 165 (+75)

Def: 45 -> 5 (-40)

SpA: 30 -> 5 (-25)

SpD: 30 -> 5 (-25)
Spe: 40 -> 155 (+115)

BST: 236 -> 336

Shedinja's shell melts, revealing an ominous, pitch black blob of energy that vaguely resembles its shell. While bare and frail, it is able to use the weak-spirited's soul to shield itself. Legends say that Mega Shedinja could turn a lively city into a ghost town over the course of a night.

 

Soul Eater (Swords Dance Sweeper)

Spoiler

 

Shedinja @Shedinjanite
Ability: Wonder Guard  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Swords Dance  
- Sucker Punch  
- Leech Life  
- Shadow Sneak / Phantom Force

Set up Swords Dance while in base form, and once you're ready, mega evolve! Or, Mega and Shadow Sneak to pick out a weakened foe. Phantom Force can be used over Shadow Sneak for a more powerful STAB option, but loses out on a more reliable method of taking out support Pokemon (Sucker Punch can be predicted, after all). Faces problems with Steel-types, though.

 

The Grudge (Offensive Support)
 

Spoiler

 

Shedinja @ Shedinjanite 
Ability: Wonder Guard  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Will-O-Wisp  / Toxic
- Sucker Punch  
- Leech Life  

- Shadow Sneak / Phantom Force

A decent support set that can immediately change role upon mega evolution. Phantom Force is preferred if you use Toxic, as it can help with stalling and nabbing a KO.

 

 

Of course, Mega Shedinja has its own fair share of problems. For one, active hail/sandstorm renders it incapable of setting up. For another, any hazard bars its path to glory, as well. If you want to use Mega Shedinja, be sure to have at least a teammate that can get rid of hazards. Upon Mega Evolution but before getting a KO, it's also extremely vulnerable to priority moves. 

Edited by IntSys
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  • 2 weeks later...

Hey! The activity in this thread's been a little quiet, so why not liven it up a little with an idea for a Mega I had?

 

komala.gif

MEGA KOMALA

 

Type: Normal/Fairy

Ability: Comatose

 

HP: 65

Attack: 135

Defense: 110

Special Attack: 40

Special Defense: 120

Speed: 110

 

Komala was one of the new Pokemon that just lacked that extra "oomph" to make it competitively viable. It had a great Attack stat (higher than Kommo-o, in fact) and an Amazing ability for an offensive Pokemon, but its other stats and movepool were... underwhelming, to say the least. However, with its Mega, it suddenly becomes a frightening setup sweeper with great speed, power, and an immunity to being hit with status! Once it sets up, you can't try to slow it down, or halve its Attack, or put it on a timer; you'll have to take it out the old-fashioned way. Unfortunately, while its bulk is much better, it's still kinda underwhelming, and with wish as its only recovery, it's gonna get worn down over the match.

 

Sample sets:

 

The Sandman (Swords Dance)

 

Spoiler

Komala @ Komalite

Ability: Comatose

EVs: 252 Attack / 4 Def / 252 Speed

Jolly Nature

- Swords Dance

- Return

- Play Rough

- Earthquake

 

Basically, set up Swords Dance and go to town while the foe desperately scrambles to stop you. Return is your main STAB to hit stuff neutrally, while Play Rough should be used to hit stuff Super-Effectively, and Earthquake should be used to hit Poison- and Steel-types. Try pairing this guy with a partner that can soften physical walls, like Tapu Lele (which also protects Komala from priority) or Magearna.

 

WAKE ME UP INSIDE (Bulk Up)

 

Spoiler

Komala @ Komalite

Ability: Comatose

EVs: 252 HP / 4 Attack / 252 Speed

Jolly Nature

- Bulk Up

- Wish

- Return / Play Rough

- Earthquake

 

Bulk Up and Wish make Comala a speedy wincon that can demolish unprepared teams. Your STAB move depends on whether you want slightly more power and better neutral coverage (Return) or better Super-Effective coverage (Play Rough); either way, Earthquake is your best coverage move and is thus non-negotiable.

 

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I'm back and this time I got a new mega in mind for this thread!

 

Mega Vikavolt

Type: Electric/Flying

ability: levitate

 

HP: 77

Attack: 70

Defense: 90

Sp.Attack: 145 -> 175 (+30)

Sp.Def: 75

Speed: 43 -> 113 (+70)

 

 

vikavolt was one of those pokemon that we were looking forward too, but then were let down based on its speed. Its special attack was great. but it needed to land a hit in order to make a difference. But with this speed increase it can out speed a lot more now pokemon as well as deal some good damage. Theirs no need to run a speed nature anymore, or with trick room. But rather using a special attacking nature will hit opponents where they hurt.

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1 hour ago, Jmanultrax1 said:

I'm back and this time I got a new mega in mind for this thread!

 

Mega Vikavolt

Type: Electric/Flying

ability: levitate

 

HP: 77

Attack: 70

Defense: 90 -> 100 (+10)

Sp.Attack: 145 -> 225 (+80)

Sp.Def: 75 -> 95 (+20)

Speed: 43 -> 123 (+80)

 

 

vikavolt was one of those pokemon that we were looking forward too, but then were let down based on its speed. Its special attack was great. but it needed to land a hit in order to make a difference. But with this speed increase it can out speed a lot more now pokemon as well as deal some good damage. Theirs no need to run a speed nature anymore, or with trick room. But rather using a special attacking nature will hit opponents where they hurt.

I mean sure this is great, but you have given it a stat boost of 190, where regular mega Pokemon only give boosts of 100.

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Mega Aurorus

Type: Ice

Ability: Ice Age; Cause Hail when on field and remains as long M-Aurorus is active. Nulls Fire/Contact moves. Boost Ice moves damage by 50%

Gets x1.5 boost in  Def and Sp.Def stat

Dex entry: The freezing crystals on its body absorbs heat to extreme level, causing near absolute zero temperature in it's surroundings. It is said that the land that is tread by Mega Aurorus will become a freezing wasteland and devoid of life for many centuries

Edited by Nagisa_Hideyoshi
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Okay, man the stations, because we've got a...

 

toucannon.gif

Mega Toucannon

 

Type: Fire/Flying

Ability: Sublimate (Turns Normal-type moves into Fire-type moves and boosts them by 1.2x)

 

HP: 80

Attack: 140

Defense: 100

Sp. Attack: 105

Sp. Defense: 100

Speed: 60

 

Toucannon has a lot of things going for it: a nifty Attack stat, great movepool, and an awesome signature move; sadly, its meh bulk and poor speed keep it out of OU. Now, however, with its new Mega and new typing, it's finally firing on all cylinders! Although its stats suggest a physical-attacking set, access to the stupidly-powerful Boomburst allows it to run an effective special set too. Of course, its speed is still god-awful, so it's always going to have to tank a hit, and while its bulk is far better, it's not going to be sponging hits for long.

 

Sample Sets:

 

Gaping Cannonball Wound (Physical)

Spoiler

Toucannon @ Toucannonite

Ability: Keen Eye

EVs: 252 HP / 252 Attack / 4 Defense

Impish Nature

- Return

- Beak Blast

- Steel Wing

- Swords Dance / Roost

 

Max Investment in Attack and HP make Toucannon hit hard and take hits well, with the rest dumped into Defense to make the most of Beak Blast. The prior ability is irrelevant, as you'll want to Mega Evolve right away. Return and Beak Blast are your main STABs, with Steel Wing to hit the Rock-Types that Wall your STABs. The last shot is up to you; Swords Dance makes Toucannon scarily powerful, while Roost lets you live a lot longer.

 

Toot Cannon (Special)

Spoiler

Toucannon @ Toucannonite

Ability: Keen Eye

EVs: 252 HP / 4 Defense / 252 Special Attack

Impish Nature

- Boomburst

- Flash Cannon

- Hidden Power Ground / Hidden Power Electric

- Roost

 

Boomburst is your main move, and does stupid amounts of damage to anything that doesn't resist it, even off of a mere base 105 Special Attack. Flash Cannon hits the Rock-Types that resist Sublimate Boomburst, while Hidden Power hits either Heatran or Mantine, both of which wall this set either way. Roost keeps you alive longer to fire off more Boombursts.

 

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1 hour ago, Lord Chespin said:

Okay, man the stations, because we've got a...

 

toucannon.gif

Mega Toucannon

 

Type: Fire/Flying

Ability: Sublimate (Turns Normal-type moves into Fire-type moves and boosts them by 1.2x)

 

HP: 80

Attack: 140

Defense: 100

Sp. Attack: 105

Sp. Defense: 100

Speed: 60

 

Toucannon has a lot of things going for it: a nifty Attack stat, great movepool, and an awesome signature move; sadly, its meh bulk and poor speed keep it out of OU. Now, however, with its new Mega and new typing, it's finally firing on all cylinders! Although its stats suggest a physical-attacking set, access to the stupidly-powerful Boomburst allows it to run an effective special set too. Of course, its speed is still god-awful, so it's always going to have to tank a hit, and while its bulk is far better, it's not going to be sponging hits for long.

 

Sample Sets:

 

Gaping Cannonball Wound (Physical)

  Reveal hidden contents

Toucannon @ Toucannonite

Ability: Keen Eye

EVs: 252 HP / 252 Attack / 4 Defense

Impish Nature

- Return

- Beak Blast

- Steel Wing

- Swords Dance / Roost

 

Max Investment in Attack and HP make Toucannon hit hard and take hits well, with the rest dumped into Defense to make the most of Beak Blast. The prior ability is irrelevant, as you'll want to Mega Evolve right away. Return and Beak Blast are your main STABs, with Steel Wing to hit the Rock-Types that Wall your STABs. The last shot is up to you; Swords Dance makes Toucannon scarily powerful, while Roost lets you live a lot longer.

 

Toot Cannon (Special)

  Reveal hidden contents

Toucannon @ Toucannonite

Ability: Keen Eye

EVs: 252 HP / 4 Defense / 252 Special Attack

Impish Nature

- Boomburst

- Flash Cannon

- Hidden Power Ground / Hidden Power Electric

- Roost

 

Boomburst is your main move, and does stupid amounts of damage to anything that doesn't resist it, even off of a mere base 105 Special Attack. Flash Cannon hits the Rock-Types that resist Sublimate Boomburst, while Hidden Power hits either Heatran or Mantine, both of which wall this set either way. Roost keeps you alive longer to fire off more Boombursts.

 

I like the ability and the boosts. The name of the ability could be different like Pyronate or Inflamiate.

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「wishiwashi」的圖片搜尋結果

Mega Wishiwashi

(Note: The Mega Stone only works if the Wishiwashi wasn't in Solo Form.)

Type: Water

Ability: Aggregation - Restores 1/4th HP to Mega Wishiwashi in the end of each turn.

HP: 45

Atk: 140 -> 160 (+20)

Def: 130 -> 150 (+20)

SpA: 140 -> 180 (+40)

SpD: 135 -> 150 (+15)

Spe: 30 -> 35 (+5)

BST: 620 -> 720 (+100)

 

The pseudo-Kyogre is back with a vengeance, with even more Wishiwashi joining in, forming a titanic monster! With an overall improved bulk on top of a powerful healing ability, you'll have a hard time taking it down with neutral hits! Its offensive stats are nothing to scoff at, either. With an amazing 180 special attack and 160 attack, it can wreak havoc!

 

It, however, is not without faults. The problem of a shallow movepool is carried over from base Wishiwashi, and Sub spam can easily be overcome through sheer force with any move that has more than 16 PP AND can deal enough damage to break one substitute. Mons with Infiltrator can bypass the Substitute altogether and throw Leech Seed or Toxic on it, severely hindering its prowess. Sound moves are also good choices to break down Mega Wishiwashi, with the Pixilate users all bearing good special bulk.


The Gluttonous Devourer (Standard Specially Offensive)
 

Spoiler

 

Wishiwashi-School @ Wishiwashite 
Ability: Schooling  
EVs: 252 HP / 252 SpA / 4 SpD  
Modest Nature  
IVs: 0 Atk  
- Substitute  
- Hydro Pump / Surf
- Ice Beam  
- Hidden Power [Electric]

Substitute takes advantage of Aggregation, acting as a powerful Protect that can be use consecutively. Hydro Pump can be used for maximum power, but Surf is also a valid choice as it has two times the PP, which might make it worthwhile in the long run. Ice Beam hits Grass-types, and Hidden Power Electric hits opposing Water types, mainly the great Mantine.

 

 

Slow and Painful Digestion (Stall)
 

Spoiler

 

Wishiwashi-School @ Wishiwashite
Ability: Schooling  
EVs: 252 HP / 4 SpA / 252 SpD  
Calm Nature  
IVs: 0 Atk  
- Substitute  
- Surf / Brine
- Ice Beam  
- Toxic

Toxic + Sub spam can stall against many mons effectively. Brine can be used over Surf for the surprise oomph. Overall a very nasty set.

 

 

Edited by IntSys
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Okay, today I've got a Mega for a Pokemon that is a pain to get and barely useful competitively. You can call her Queen B, or...

 

vespiquen.gif

Mega Vespiquen

 

Type: Bug/Psychic

Ability: Triage


HP:  70

Attack: 120

Defense: 122

Special Attack: 120

Special Defense: 122

Speed: 20

 

- Vesipiquen can now learn Leech Life, Calm Mind, Psychic, Stored Power, and Zen Headbutt.

 

So, uh, that's a lot of changes to make with the Mega, but it's not completely unprecedented, as Game Freak gave Mega Lopunny High Jump Kick in ORAS (plus, regular Vespiquen needs all the help it can get). While its defenses and offenses seem lackluster and its speed is abysmal, it has an ace in the hole with its new ability, Triage! Thanks to this and access to both a defensive healing move in Heal Order and an offensive healing move in Leech Life, it can become a priority abuser and offensive tank, as well as a Bulky wincon with Calm Mind. Of course, it's not quite the second coming of Talonflame; in addition to the aforementioned flaws, it has a pretty meh STAB combo.

 

Sample sets:

 

Let Me Be Your Ruler (Offensive Tank)

Spoiler

Vespiquen @ Vespiquenite

Ability: Pressure/Unnerve

EVs: 252 HP / 252 Atk / 4 SpA

Brave Nature

- Leech Life

- Zen Headbutt

- Heal Order

- Power Gem

 

The pre-Mega ability is kind of irrelevant since you'll be wanting to Mega Evolve right away, and since both abilities are kind of useless. The EVs and Nature give you maximum bulk and good mixed offenses. Leech Life is the main move you should be using, as Triage gives it a priority buff to circumvent your speed. Zen Headbutt is your other STAB, but should only be used on targets that resist Leech Life, since it doesn't get priority. Heal Order is your healing move for when Leech Life won't heal enough, and Power Gem is to hit Charizard on the switch.

 

The Bee Doesn't Care What Humans Think (Bulky Wincon)

Spoiler

Vespiquen @ Vespiquenite

Ability: Pressure/Unnerve

EVs: 252 HP / 252 Def / 4 SpD or 252 HP / 252 SpA / 4 Def

Modest Nature

- Calm Mind / Defend Order

- Stored Power

- Heal Order

- Bug Buzz

 

The EVs are customized based on your boosting move; Calm Mind sets should use the first one, and Defend Order sets should use the second one. I'd personally recommend Calm Mind, as Defend Order sets do less damage overall and can be taken out fast with a lucky crit, but hey, it's there if you want it. Either way, Stored Power is your best attacking move, and should be used once you get enough boosts. Heal Order gives you longevity, andd Bug Buzz is for Dark-types who are immune to Bug Buzz.

 

Edited by Lord Chespin
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for this one i got two ideas

 

Mega Golem I

Type Rock-Ground

ability:Super Core(halves the damage taken by water and ice attacks)

HP:80

Atk:160(+40)

Def:180(+50)

Sp.atk:55

Sp.def:95(+30)

Spe:25(-20)

This Golem becomes heavier and slower.its rock becomes gigantic and it becomes the perfect shield.

 

Mega Golem II

Type Ground

ability:shell shatter(activates stealth rocks immediately after mega evolving)

HP:80

Atk:160(+40)

Def:80(-50)

Sp.atk:85(+30)

Sp.def:65

Spe:125(+80)

This Golem gets rid of the rock it had for so many years showing its true form.it become very agile and fierce.

 

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Well lets try this out.

 

 

delcatty_xy_animated

 

Mega Delcatty

 

Normal/Fairy

Ability: Fluffy

 

HP: 70

Attack: 65 - 110 (+45)

Defense: 65 -> 95 (+30)

Sp.Atk: 55

Sp.Def: 55 - > 80 ( +25)

Speed: 90

 

Delcatty now learns the elemental fangs (Fire,Ice,Thunder,Psychic), Bite, Baton Pass, Moonblast and Calm Mind

 

Why Delcatty? To be honest, no idea, but lets try to salvage this mon at least a little bit eh? So obviously this is a lot of new moves for Delcatty, but lets be honest, it really needs the them. So with this mega Delcatty becomes quite a lot bulkier than it used to be (not as though that was difficult) and it actually makes it able to take quite a few hits on the physical side. With access to the elemental fangs and that not completely terrible 110 attack along with shiny new STAB for its Play Rough's, Delcatty is now able to push out some hits while taking some in return! With access to Calm Mind it also allows it to patch up that Special defense a fair bit as well.

 

Of course, its not like Delcatty will be sweeping teams with this Mega. Its lower special defense as well as its new weakness to Fire and non-contact physical moves mean that quite a lot of special attackers can easily play around Delcatty.

 

With this, some sample sets.

 

Fluff Meister

Spoiler

Delcatty @ Delcattite

Ability: Cute Charm/Normalize/Wonder Skin

EVs: 252 HP / 252 Def / 4 Spdef

Careful Nature

- Wish

- Calm Mind

- Moonblast / Play Rough

- Heal Bell / Toxic

 

This set helps to get as much use out of Fluffy while setting up Calm Minds to patch up your special defense to make you into a serious wall. It should be fairly obvious how to use this set, starting getting Calm Minds up while using Wish to restore your own health and then Moonblast/Toxic to damage your opponent. Running Heal Bell on this set would also allow you to survive longer, but you lose out on the damage from Toxic. as Moonblast coming off of base 55 Spatk still isn't the strongest (even with the boosts) and Play Rough while more powerful, still won't do that much to more defensive Pokemon like Alolan-Marowak or Landorus. This set obviously has a lot of trouble beating steel types, and it is not advised to stay in on them.

 

Some calcs:

252+ Atk Life Orb Electivire Cross Chop vs. 252 HP / 252+ Def Delcatty: 112-133 (32.5 - 38.6%) -- 98.1% chance to 3HKO
0- Atk Delcatty Play Rough vs. 0 HP / 0 Def Electivire: 132-156 (45.3 - 53.6%) -- 34.4% chance to 2HKO

252+ Atk Swampert-Mega Waterfall vs. 252 HP / 252+ Def Delcatty: 118-141 (34.3 - 40.9%) -- guaranteed 3HKO

 

 

 

Cat's Taken Your Tongue?

Spoiler

Delcatty @ Delcattite

Ability: Cute Charm/Normalize/Wonder Skin

EVs: 252 Atk / 252 Spd / 4 Spdef

Adamant Nature

- Play Rough

- Fire Fang

- Psychic Fangs

- Sucker Punch

 

The premise of this set is just go all out attacker, making use of it's access to the fangs to give it more coverage. Not much else to say about this except:

252+ Atk Delcatty Psychic Fangs vs. 252 HP / 0 Def Toxapex: 126-150 (41.4 - 49.3%) -- 84.8% chance to 2HKO after Stealth Rock

252+ Atk Delcatty Sucker Punch vs. 252 HP / 0 Def Marowak-Alola: 138-164 (42.5 - 50.6%) -- guaranteed 2HKO after Stealth Rock

252+ Atk Delcatty Fire Fang vs. 252 HP / 252+ Def Skarmory: 78-94 (23.3 - 28.1%) -- 17.5% chance to 4HKO after Stealth Rock and Leftovers recovery

 

Obviously it does have trouble breaking through purely defensive 'mons, but if played in lower tiers where those 'mons don't see as much usage, Delcatty can make a name for itself.

 

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