Skarmory- Mega
Steel/Fighting
Ability: Sturdy/Keen Eye/Weak Armor->
Agitation (When the user is hit by a super-effective move, they receive +2 Atk and SpA).
Stats
HP: 65
Atk: 120 (+40)
Def: 140
SpA: 55 (+15)
SpD: 95 (+25)
Spe: 90 (+20)
New Moves: +Jump Kick
"I haven't slept for days because the earthquakes frighten me so! Every night we had them!"
Calling back to its role as the first boss in the original Mystery Dungeon, Skarmory is now agitated by super-effective attacks, boosting its power; this in conjunction with
Swords Dance or
Agility allows it to become a terrifying sweeper. Steel/Fighting grants Skarmory more weaknesses, and thus more chances to proc the ability, while still having the bulk to tank some important super-effective hits (most notably
Earthquake).
Jump Kick grants Skarmory a usable Fighting STAB which can benefit from Agitation while not being crazy to outclass Body Press on base Skarmory (i.e. so base doesn't completely invalidate Magnezone). Skarmory already packs STAB
Iron Head to beat back Fairy types, and though no longer STAB Brave Bird is still a handy coverage option thanks to its high BP. You can alternatively slot
Rock Slide in order to hit Zapdos, or Night Slash to circumvent the
Slowtwins if you really need to. These obstacles mean that Mega Skarmory is best used as a late-game cleaner, preferably on offense teams that can take on these problem Pokemon;
Weavile is naturally a great partner with how it threatens Zapdos and Slowbro, and can Pursuit the otherwise annoying Ghosts of the format.
Druddigon- Mega
Dragon
Ability: Rough Skin/Mold Breaker/Sheer Force->
Solid Rock
Stats
HP: 77
Atk: 145 (+25)
Def: 100 (+10)
SpA: 75 (+15)
SpD: 120 (+30)
Spe: 68 (+20)
New Moves: +
Morning Sun
Druddigon's most notable feature is its "hard-as-a-rock face", but since making it Rock type would mostly hobble a defensive/utility Pokemon, Solid Rock seemed a more viable way to implement this flavor. Dragon is an odd case where its defensive profile is solid on paper but overwhelmed in practice due to its weaknesses; Solid Rock alleviates this issue, allowing Druddigon to make the most of its natural resists. A hefty buff to SpD does well to combat the Fairy weakness in particular while covering the more special focus of Fire and Electric, while
Morning Sun (a move Drud SHOULD already have given its Dex entries) provides longevity without being overly spammable.
Thanks to this boosted defensive profile, Mega Druddigon can make more use of its solid set of utility options, setting
Stealth Rocks, spreading status with
Glare or Toxic, phasing with STAB
Dragon Tail and occasionally trapping with Pursuit. The buff to its Atk means Druddigon is far from passive, too, as it can easily use
Gunk Shot or
Iron Head to demolish Fairies or Earthquake to pressure most Steel types. Drud can even apply
Taunt to shut down slower defensive Pokemon. All these options make Mega Druddigon a good option for bulky teams, where Pokemon like Ferrothorn and Slowbro can complete annoying defensive cores while sweeper teammates clean up the pieces left after Druddigon's onslaught of annoyance.
Chesnaught- Mega
Grass/
Fighting
Ability: Overgrow/Bulletproof->
Guts
Stats
HP: 88
Atk: 137 (+30)
Def: 147 (+25)
SpA: 84 (+10)
SpD: 95 (+20)
Spe: 79 (+15)
Tanks are naturally vulnerable to status: poison disrupts their longevity, burn can ruin the ability of physical tanks to do damage. However, the valiant Chesnaught now laughs in the face of this status, utilizing it for heightened damage output. The main benefit, alongside Naught's Grass typing, is an ability to freely absorb
Scald for physical teammates, threatening most Scald users with its STAB
Wood Hammer, even moreso after a Guts boost, while ensuring status spammers think twice before throwing out a Wisp, Toxic or Thunder Wave. Access to this level of power makes Mega Chesnaught either a scary wallbreaker/sweeper using
Swords Dance or
Bulk Up, or a defensive behemoth that can dish out as much damage as it takes while tossing out
Spikes. Chesnaught's defensive profile is naturally bolstered by sponging
Knock Off, as well as strong moves like
Earthquake and
Stone Edge, and can even make use of its Electric resist to proc Guts off of a chance para.
Chesnaught is naturally primed to circumvent burn or poison chip thanks to its recovery options in
Synthesis,
Leech Seed and especially Guts boosted STAB
Drain Punch. For further offensive potential, it can slot
Stone Edge to smack incoming Flying types, particularly
Mega Drifblim and
Zapdos (Zapdos also dislikes switching into Naught's other moves since it can accidentally proc Guts),
Thunder Punch for
Skarmory, Earthquake for
Mega Heatmor or the rare Poison type, and even
Iron Head or
Poison Jab to catch an incoming Sylveon or Florges. On the utility end, it has Roar to disrupt opposing sweepers and Taunt to shut down opposing walls. Whichever route you choose, Mega Chesnaught has the options, defensive perks and power to pull off whichever task you need.