Megas For All (Read the whole 1st post and check current slate)

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Unfortunately, you can't change Rock since that's its primary typing. Rock/Electric would be neat, as it has some nifty resists (including BoltBeam). It practically requires Levitate, though.
There's no rule in the OP stating that that's not allowed. Additionally, at least one Pokemon has already received a new MEvo with a primary typing change (Farfetch'd). There are probably more, but I don't feel like rooting through the Google Doc any more.
 
There should be some kind of type checker where you could input any two types and see their weaknesses/resistances. All I can find are ones with existing type combos.

Rock/Electric would, not counting abilities:
Be weak to Water, Grass, Ground (4x), and Fighting
Resist Electric, Fire, Flying (4x), Normal and Poison.

So... eh. I guess Levitate makes it okay.
 
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There should be some kind of type checker where you could input any two types and see their weaknesses/resistances. All I can find are ones with existing type combos.

Rock/Electric would, not counting abilities:
Be weak to Water, Grass, Ground (4x), and Fighting
Resist Electric, Fire, Flying (4x), Normal and Poison.

So... eh. I guess Levitate makes it okay.
http://pokemondb.net/type/dual

This site has all of them
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Can't belive I'm awake to post this but here are the winners

Yanmega: Thisiafake name
Yanmega
Type: Bug-Flying -> Bug-Dragon
Ability: Strong Jaw
Stats:86/76/86/116/56/95 -> 86/146/96/146/66/75
New Moves: Dragon Pulse, Crunch, Fire Fang

Explanation: Yanmega now goes mixed with incredible 146/146 attacking stats, and speed boost before mega evolution. I added strong jaw only because of its dex entry:
"Its jaw power is incredible. It is adept at biting apart foes while flying by at high speed." which pretty much remains constant from BW1 to XY.
Problems with chansey? Use crunch! Problems with hippowdon? We've got special attacks for that. Problems with scarfers? Just speed boost up before mega evolving! I can see the sheer unpredictability of this to catch alot of people off guard.
Bug-Dragon is there because it almost looks like a dragon, some art changes will do. Plus, bug dragon will really help it against the elemental types and stealth rock.
Stats are for creating equal attacking stats while maintaining power, and some bulk, as well as not a total loss of speed.
Dragon pulse is needed for dragon STAB, it makes sense anyways. Crunch and Fire Fang are there for strong jaw, just like how blastoise got aura sphere just for mega launcher.


Glaceon: The Pizza Man (Why do I need to link, just click my profile pic)
Mega Glaceon
Typing: Same
Ability: Snow Cloak/Ice Body --> Winter Sheild (Immune to Increased priority moves)
Stats: 65/60/110/130/95/65 --> 65/70/130/150/115/95
New Moves: Freeze-Dry, Psychic, Psyshock

Mega Glaceon is meant to be a pokemon who is going to avenge its fellow ice types for dying to priority users. Here, Mega Glaceon is meant to be a Pokemon who kills priority users. Pokemom will have to rely on their speed to take down Mega Glaceon, and most priority using Pokemon will lose against Glaceon. Now, Mega Glaceon wont be able to take out every priority user, some examples being Talonflame and Bisharp, but it can switch into them just fine.


Gliscor: Tie between nightsitter and Valmanway
Mega Gliscor
Type: Ground/Flying -> Ground/Poison
Ability: Hyper Cutter/Sand Veil/Poison Heal -> Grounded (When this Pokemon is in play, all immunities to Ground-type moves are removed)
New Moves: None

HP: 75 -> 75
Atk: 95 -> 120 (+25)
Def: 125 -> 140 (+15)
SpA: 45 -> 70 (+25)
SpD: 75 -> 100 (+25)
Spe: 95 -> 105 (+10)

Flavor Concept: Mega Gliscor decides to bring all Pokemon to the ground with its newfound strength. Poison-type is added because it's a scorpion.

Competitive Concept: Fast Defogger with phenomenal one-move coverage. Mega Gliscor can utilize a set of Defog/Roost/EQ/??? with Taunt, Ice Fang, Fire Fang, Poison Jab, U-Turn, or SD to fill in the blank.

Pro Tips: Its EVs are very malleable. Depending on your team's needs, you can invest in any of HP, Atk, Def, SpD, and Spe.

Mega Gliscor
Ground / Flying ----> Ground / Flying
Hyper Cutter / Sand Veil / Poison Point ----> Landscaper, field effect moves such as Sandstorm and Tailwind have double the duration time.
75 / 95 / 125 / 45 / 75 / 95 (510) ----> 75 / 125 (+30) / 155 (+30) / 45 / 115 (+40) / 95
New Moves: none

Mega Gliscor is a very supportive teammate to have, and a very, very annoying foe to face. First, his ability Landscaper allows moves such as Tailwind and Sandstorm to last twice as long as they usually do, so Tailwind will last 8 turns, and Sandstorm will last 10 turns, which is quite intimidating, considering it isn't that hard to take a hit and just set up. Second, Mega Gliscor can abuse the field effect he uses, so he can sweep with Tailwind up thanks to a decent 125 base Attack. And third, he still has a rather impressive defensive presence, as well as a healing option in Roost to keep his health up.


Porygon-Z: Valmanway
Mega Porygon-Z

Normal ----> Normal
Adaptability / Download / Analytic ----> Protean
85 / 80 / 70 / 135 / 70 / 90 (535) ----> 85 / 100 (+20) / 90 (+20) / 185 (+50) / 90 (+20) / 80 (-10) (635)
New Moves: none

Mega Porygon-Z has become quite the fearsome force to be reckoned with now, and it's pretty easy to see how. With Protean making all of its attacks backed by STAB, it can dismantle opponents with STAB BoltBeam coverage, and can use the last two moveslots for other options such as Recover and Nasty Plot. In fact, it's said STAB BoltBeam coverage that lets him even have the luxury of running two extra moveslots in the first place, and trust me, having two free moveslots that don't mandatorily have to have a specific move is one of the best feelings ever.


This post opens the submission period for Dusknoir, Gallade, Frosslass, and Probopass
 
Mega Gallade

Psychic / Fighting ---> Psychic / Fighting
Steadfast / Justified ---> Swordsman (That ability we made before that boosts cut/slash based moves by 50%?).
68/125/65/65/115/80 ---> 68/145/85/75/135/110
New Moves: Focus Energy, Cross Chop and Sacred Sword.

Went for the powerful Swords Dance sweeper on this one. Given Gallade two new powerful fighting STABs which I believe would be boosted by swordsman, and swordsman also further boosts his psychic STAB in Psycho Cut. Gallade also maintains nice coverage with boosted Night Slash and Leaf Blade. However Sacred Sword may seem better in most situations, I noticed that Psycho Cut, Night Slash and Leaf Blade all have increased crit chance. So I backed this up further by adding Cross Chop for a secondary crit chance STAB and Focus Energy to boost it all to 100% crit chance, as a strong alternate to swords dance.


Mega Probopass

Rock / Steel ---> Rock / Steel
Sturdy / Magnet Pull / Sand Force ---> Levitate
60/55/145/75/150/40 ---> 60/55/180/110/180/40
New Moves: -

Mega Probopass is a beastly mixed wall with 60/180/180 defenses and a handy ability to make his not too flash typing really strong. With Levitate, Probopass only has 2 weaknesses (4x to fighting though), as well as 2 immunities and a handful of useful resistances such as rock, dragon and flying. Mega probopass is a strong check to a large portion of dragons and bird spam. Probopass also has a great support move pool with access to moves such as SR, Thunder Wave and a slow Volt Switch. I've also given probopass just enough SpA to better utilize moves from its decent special move pool such as Power Gem, Earth Power, Volt Switch, Flash Cannon and Dazzling Gleam.


Mega Dusknoir

Ghost ---> Ghost / Dark
Pressure / Frisk ---> Defiant
45/100/135/65/135/45 ---> 45/140/155/70/155/60
New Moves: Sucker Punch, Knock Off, Block

The main concept here is a pokemon that both blocks rapid spin and counters defog. I gave it dark typing because it doesn't go against flavor in any way and is stronger competitively. With the added typing Dusknoir can better utilize priority with his new STAB Sucker Punch which majorly outclasses Shadow Sneak. With 140 ATk if this thing gets a Defiant boost it will hurt. However the strong attack Dusknoir can still be used as a wall, retaining his ability to use Pain Split magnificently and with new access to Knock Off and Block to help him stall even further. The flavor behind Block is from Dusknoir being the 'gripper' pokemon and all that.


Mega Froslass

Ice / Ghost ---> Ice / Ghost
Snow Cloak / Cursed Body ---> Technician.
70/80/70/80/70/110 ---> 70/100/70/130/80/130
New Moves: -

Basically; Frost Breath + 130 SpA + STAB + Technician = Lots of dead pokemon.
So you can see the main niche here but it is also worth noting STAB Technician Ominous Wind as well as Technician Hidden Power for coverage. WIth 100 Atk it may even be possible to utilise Ice Shard quite well. This may seem very strong but depending on which hidden power you use one pokemon or another can always wall you and Frostlass is still threatened by strong priority attacks due to an SR weakness and flimsy defenses. However this also means that Frostlass can run Destiny Bond in its last slot rather effectively so overall Mega Frostlass is still very scary.
 
Congrats to the winner! Anyway, onto the next batch!



Mega Dusknoir
Type: Ghost -> Ghost
Ability: Pressure (Frisk) -> Analytic
New Moves: Knock off

HP: 45 -> 45
Atk: 100 -> 130 (+30)
Def: 135 -> 150 (+15)
SpA: 65 -> 105 (+40)
SpD: 135 -> 150 (+15)
Spe: 45 -> 45 (+0)

A little More Bulk, and very strong attack followed by Sp Atk that can make use of Ice Beam/Focus Blast/etc. Analytic for that good boost in Atk since its slow.



Mega Froslass
Type: Ice/Ghost -> Ice/Ghost
Ability: Snow Cloak (Cursed Body) -> White Kimono ⇒ Halfs Damage From Special Atks (Same as Fur Coat but instead of physical, its Special)
New Moves: Recover / Pain Split

HP: 70 -> 70
Atk: 80 -> 110 (+30)
Def: 70 -> 80 (+10)
SpA: 80 -> 115 (+35)
SpD: 70 -> 80 (+10)
Spe: 110 -> 125 (+15)

Well we have that kimono (her dress like appearance), might as well make something useful from it :p


Mega Probopass
Type: Rock/Steel -> Rock/Steel
Ability: Sturdy / Magnet Pull (Sand Force) -> Magnetic Force ⇒ An abilty that adds the Electric Typing to the pokemon (gets weaknesses/resistances and Stabs) while keeping it levitating off the ground (Levitate ability).
New Moves: Rock Polish

HP: 60 -> 60
Atk: 55 -> 55 (+0)
Def: 145 -> 160 (+15)
SpA: 75 -> 120 (+45)
SpD: 150 -> 170 (+20)
Spe: 40 -> 60 (+20)

Adding that electric type with the ability levitate works imo flavor wise. Just think Electric currents wrapping around its body and using a magnetic force!
 
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Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus


Mega Gallade

Psychic / Fighting ----> Psychic / Fighting
Steadfast / Justified ----> Swordsman, slashing and cutting moves become 50% stronger (dunno if this is the actual name, but whatever)
68 / 125 / 65 / 65 / 115 / 80 (518) ----> 68 / 155 (+30) / 85 (+20) / 65 / 135 (+20) / 110 (+30) (618)
New Moves: Sacred Sword, Cross Poison, and Shadow Claw

Mega Gallade certainly has the makings to be a powerful sweeper, as he has an excellent 155 base Attack which can be powered up further by Swords Dance, as well as a swift 110 base Speed. With Swordsman (or whatever it's called), Mega Gallade has a powered up Psycho Cut and the new Sacred Sword reaching 105 and 135 BP respectively before factoring STAB, and his coverage options in Leaf Blade, Night Slash, and X-Scissor, as well as new options in Cross Poison and Shadow Claw, get a much needed buff in power. Plus, he has Shadow Sneak just in case if you needed any form of priority.
 
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The winning Yanmega is a rule breaker with +70 Atk and a stat gain above 100.


Mega Dusknoir
Ghost ---> Ghost / Fight
Pressure / Frisk ---> Mummy
45/100/135/65/135/45 ---> 45/135(+35)/155(+20)/70(+5)/155(+20)/60(+15)
New Moves: Drain Punch, Close Combat


Concept: Dusclops had bandages around it, there's no reason they cannot return for Dusknoir's mega form and serve a greater purpose. Here, Dusknoir is an annoying stopper of many ability reliant Pokemon. Azumarill can't do shit, nor can most physical Sheer Forcers. Even Mega Kangaskhan wants nothing to do with this thing that it cannot even super effectively hit or setup on. The best it can do is use Earthquake.

252+ Atk Parental Bond Mega Kangaskhan Earthquake vs. 252 HP / 0 Def Dusknoir: 118-141 (40.1 - 47.9%) -- guaranteed 3HKO

Sounds strong. No +2 because of a lack of PuP. Also if investing in Defense instead...
252+ Atk Parental Bond Mega Kangaskhan Earthquake vs. 252 HP / 252 Def Dusknoir: 102-120 (34.6 - 40.8%) -- guaranteed 3HKO

Unfortunately for you, lady khan, any initial damage is fatal!

4 Atk Dusknoir Close Combat vs. 0 HP / 0 Def Mega Kangaskhan: 338-398 (96.2 - 113.3%) -- 75% chance to OHKO

You heard me! You can counter Mega Khan, and Mummy helps against so much more.


Mega Khan has a sure counter... welcome to centralization!
 
Mega Gallade
Typing: Psychic/Fighting ----> Psychic/Fighting
Abilities: Steadfast/Justified ----> Knight’s Honor (when stat drops, Atk and Speed are raised by 1 stage each)
BST: 68/125/65/65/115/80 ----> 68/150/110/70/135/85
New Moves: Sacred Sword

If Bisharp looks like a samurai, then Gallade certainly looks like a knight. The ability works somewhat like Bisharp's Defiant, but since Mega Gallade doesn't have a strong priority move, the buff becomes +1 to both Attack and Speed instead of +2 to Attack. The added bulk helps with Mega Gallade's chance at setting up either Bulk Up or Swords Dance, and Sacred Sword, of course, is to provide a reliable STAB other than Close Combat which makes Gallade frailer in exchange for more power.

Mega Probopass
Typing: Rock/Steel ----> Rock/Electric
Abilities: Sturdy/Magnet Pull/Sand Force ----> Levitate
BST: 60/55/145/75/150/40 ----> 60/60/160/125/170/50
New Moves: Focus Blast, Calm Mind, Automize

Mega Mantine kind of called it.
Since there's already a defensive Rock/Steel Mega a la Bastiodon, and Rock/Steel STAB kind of sucks, I went with the Rock/Electric typing for better STAB. Levitate removes Mega Probopass' crippling 4x weakness to Ground, and the decent bulk allows it to set up Calm Mind or Automize. Problem is, Probopass is as slow as Aegislash, yet does not possess any priority, which means it'll have to take hits often. It also has absolutely no recovery, which means it can be whittled down.

Mega Froslass
Typing: Ice/Ghost ----> Ice/Ghost
Abilities: Snow Cloak/Cursed Body ----> Competitive
BST: 70/80/70/80/70/110 ---> 70/85/95/129/90/111
New Moves: Focus Blast, Nasty Plot

Froslass' BST is lower than I expected, so this took quite a bit of work. With Competitive, Mega Froslass becomes another great switch-in to Defoggers; barring Crobat and Scizor, a fully invested Timid Mega Froslass at +2 Sp. Atk thanks to Competitive outspeeds and OHKOes every single common defogger with either Ice Beam, Shadow Ball or Focus Blast. Okay, except for Mew, but that's a 56.3% to OHKO as well. The 111 speed is to outspeed fully invested Latias and Latios, and 95 Def allows it to have a 62.5% chance to live an unboosted Bullet Punch from Mega Scizor with a 0 HP / 4 Def spread. Even without an opposing Defogger, Mega Froslass can set up Nasty Plot by itself, though it'd be harder due to its medicore bulk.
 
Mega Gallade
Typing: Psychic/Fighting -> Fairy/Fighting
Ability: Steadfast/Justified -> Vanguard (upon entering [and mega evolving,] gain +1 to Def or SDef depending on the opponent's highest stat. Think Download)
Stats: 68/125/65/65/115/80 -> 68/145/125/85/135/70
New Moves: Recover, Sacred Sword, Play Rough

I don't like Swordsman or w/e cause it's a boring offensive buff. This makes Gallade into an extremely tanky physical attacker that can switch into a ton of stuff.
 
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Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Mega Gallade
Typing: Psychic/Fighting -> Fairy/Fighting
Ability: Steadfast/Justified -> Vanguard (upon entering [and mega evolving,] gain +1 to Def or SDef depending on the opponent's highest stat. Think Download)
Stats: 68/125/65/65/115/80 -> 68/145/125/85/135/70
New Moves: Recover, Sacred Sword, Fae Blade (100 BP Physical Fairy Move)/Play Rough if you don't care that much about flavor.

I don't like Swordsman or w/e cause it's a boring offensive buff. This makes Gallade into an extremely tanky physical attacker that can switch in to a ton of stuff.
We can't make new moves.
 

Mega Probopass
Type: Rock/Steel -> Rock/Steel
Ability: Sturdy / Magnet Pull (Sand Force) -> Magnetic Force ⇒ An abilty that adds the Electric Typing to the pokemon (gets weaknesses/resistances and Stabs) while keeping it levitating off the ground (Levitate ability).
New Moves: Rock Polish

HP: 60 -> 60
Atk: 55 -> 55 (+0)
Def: 145 -> 160 (+15)
SpA: 75 -> 120 (+45)
SpD: 150 -> 170 (+20)
Spe: 40 -> 60 (+20)

Adding that electric type with the ability levitate works imo flavor wise. Just think Electric currents wrapping around its body and using a magnetic force!
6x weak to ground... Meet Excadrill :D
 

The Avalanches

pokemon tcg
is a Contributor Alumnusis a Smogon Media Contributor Alumnus

Mega Dusknoir
Type: Ghost / Dark
Ability: Tough Claws
Base Stats: 45/100/135/65/135/45
->
45/130/155/85/155/55
New moves: Knock Off

Dusknoir looks far too menacing and evil to not get Dark-typing and at least have some competitive usage. An increase of 30 Attack with Tough Claws gives Knock Off some ridiculous power, hitting for STAB, as well as Shadow Sneak, which will make up for it's bad speed. Pursuit also hits for STAB and Tough Claws, reaching an amazing 160 Base Power on a fleeing foe.
 
There's definitely something up with that Yanmega. +70 Atk isn't allowed, neither is a boost of 110 as opposed to the usual and so far consistent 100.

I'd say remove 10 Atk, then it will stay within the rules of up to +60 in a stat and a BST increase 100.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
There's definitely something up with that Yanmega. +70 Atk isn't allowed, neither is a boost of 110 as opposed to the usual and so far consistent 100.

I'd say remove 10 Atk, then it will stay within the rules of up to +60 in a stat and a BST increase 100.
Oh, yeah I thought there was something fishy about the submission, but easy fix
 
Gallade (Galladenite)
Type: Psychic/Fighting -> Psychic/Fighting
Abilities: Steadfast (Justified) -> Swordsman
New Moves: Sacred Sword

HP: 68 -> 68
Atk: 125 -> 155 (+30)
Def: 65 -> 80 (+15)
SpA: 65 -> 85 (+20)
SpD: 115 -> 135 (+20)
Spe: 80 -> 95 (+15)
BST: 518 -> 618

Gallade has always been Psychic, and while Fairy/Fighting is cool it would change its primary type, make it lose one of its Swordsman boosted STABs, and give it more weaknesses. While SD + boosted STAB seems scary, a sub-par base speed keeps it from being too broken.


Probopass (Probopassite)
Type: Rock/Steel -> Rock/Electric
Abilities: Sturdy, Magnet Pull (Sand Force) -> Levitate
New Moves: Metal Burst, Charge Beam

HP: 60 -> 60
Atk: 55 -> 55
Def: 145 -> 180 (+35)
SpA: 75 -> 115 (+40)
SpD: 150 -> 175 (+25)
Spe: 40 -> 40
BST: 525 -> 625

This thing has a unique type that, with its ability, grants it a resistance to Fire, Flying (4x), Electric, and an immunity to Ground.


Dusknoir (Dusknoite)
Type: Ghost -> Ghost/Dark
Abilities: Pressure (Frisk) -> Levitate
New Moves: Knock Off, Shadow Claw

HP: 45 -> 45
Atk: 100 -> 140 (+40)
Def: 135 -> 160 (+25)
SpA: 65 -> 75 (+10)
SpD: 135 -> 160 (+25)
Spe: 45 -> 45
BST: 525 -> 625

Dusknoir is a perfect fit for a Ghost/Dark type, Levitate gives it an additional immunity and makes sense because like Duskull, it floats. I get why Dusclops loses it but why didn't Dusknoir get it back?


Froslass (Froslassite)
Type: Ice/Ghost -> Ice/Ghost
Abilities: Snow Cloak (Cursed Body) -> Snow Warning
New Moves: Nasty Plot, Recover

HP: 70 -> 70
Atk: 80 -> 80
Def: 70 -> 100 (+30)
SpA: 80 -> 90 (+10)
SpD: 70 -> 100 (+30)
Spe: 110 -> 140 (+30)
BST: 480 -> 580

Froslass can easily put down Spikes and an my opponents with its amazing speed and access to T-wave, Taunt, Recover, and Destiny Bond. It can also summon Hail either to help the team or just to allow it to demolish opponents with STAB Blizzard after a boost.
 
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Mega Gallade
Psychic / Fighting ---> Psychic / Fighting
Steadfast / Justified ---> Swordsman
68/125/65/65/115/80 518 ---> 68/150(+25)/85(+20)/80(+15)/135(+20)/100(+20) 618
New Moves: Cross Chop, Cross Poison

Mega Gallade can be an awesome pokemon. Just imagine hum mega evolve into a monster with swords instead of arms (Sort of like deadpool from wolverine).
With his abillity and nice new stats, he can be a sweeper, a bulky attacker and even a special wall :D


Mega Probopass
Rock / Steel ---> Rock / Poison
Sturdy / Magnet Pull / Sand Force ---> Flu (Like Effect Spore)
60/55/145/75/150/40 525 ---> 60/65(+10)/180(+35)/110(+35)/180(+30)/30(-10)
New Moves: Sludge Wave, Recover

If it is the nose pokemon, why not just make it the flu pokemon :D?
Just a slow pokemon who can effect others with special conditions :3
This is so ridiculous it might work :).


Mega Dusknoir
Ghost ---> Ghost / Fighting
Pressure / Frisk ---> Sheer Force
45/100/135/65/135/45 525 ---> 45/140(+40)/160(+25)/70(+5)/160(+25)/50(+5) 625
New Moves: Shadow Claw, Drain Punch, Mach Punch

Dusknoir allways seemed to me like a big fat punching machine. Let's do that :3
 
Mega Probopass
Rock / Steel -> Rock / Electric
Ability: Magnetic Noses (3 mini-units attack for 15% more damage each without secondary effects when Probopass attacks)*
60/55/145/75/150/40 -> 60/95/165/115/170/20
New Moves: Tri Attack

Explanation: Alright, Mega Probopass. After reading its dex entry...

"It freely controls three small units called Mini-Noses using magnetic force." - BW, BW2, Y, and Platinum
"It exudes strong magnetism from all over. It controls three small units called Mini-Noses." - D/P and X
"It controls three units called Mini-Noses using magnetic force. With them, it can attack the foe from three directions" -HGSS

This thing was just begging to get a parental-bond-like ability. So that's what Magnetic Noses is. It's sort of like Parental Bond, but at the same time, it's not; rather than one 50% damaging attack, it's just 3 15% damaging attacks, and the secondary effects of moves are removed, unlike with parental bond. This prevents Probopass from getting to +4 in a heartbeat with charge beam and/or power-up punch, it prevents paraflinch from being an unstoppable strategy, and it prevents random things from being spammed. At the same time, it gives probopass an advantage over its competitors and is still somewhat balanced with that god-awful 4X ground weakness.

Rock / Electric was a tough decision to make. It ended on whether magnets were technically electromagnetism, or metal. The word electromagnetism sounds cooler, and I just didn't want the thing to be rock / steel, since that typing is even worse than rock / electric.

I gave Probopass enough special attack to do significant damage, but the speed stops it from completely rolling over entire teams. Then again, trick room is a thing...

Froslass (gets bigger and more bulky)
Ice-Ghost -> Ice-Ghost
Ability: Shadow Tag (explained later)
Stats: 70/80/70/80/70/110 -> 70/110/100/110/100/90
New Moves: Memento

Explanation: Shadow Tag makes perfect sense for Froslass... but how to make it balanced?
Lower its speed, and you kill the destiny bond strategies, which was something that GF didn't do to mega gengar. With this version of Froslass, you can trap things and kill them while still being balanced (ice typing is really bad defensively). Your offenses are high enough to kill dragons, and speed is low enough that you get outsped by things like lando-T, kyurem-B, base 100s, etc.

Ice-Ghost is a pretty obvious must, since its a ghost living with ice all over its body in an icy mountain.

Memento is there just to cripple foes that you can't quite kill, so that a sweeper/wallbreaker can come in and either kill it or set up.

Dusknoir
Ghost -> Ghost-Fighting
Ability: Iron Fist
Stats: 45/100/135/65/135/45 -> 45/160/150/95/150/25
New Moves: Drain Punch

Explanation: A more offensive take on Dusknoir. Iron Fist is there because Dusknoir already gets access to Fire punch, Thunder punch, Ice punch, Shadow Punch, Power-up punch, and focus punch, and it has big fists, so why not? The extra power boost helps in killing enemies.

The typing Ghost-fighting was made just for the MEVO. It has all those STABs and the new drain punch, and it also has the stats to be a fighting type.

Stat distribution is a bit more interesting. I wanted this thing to be a trick room abuser, so that's why it has the 25 base speed. 160 base attack is to deliver as much power as possible, and the +15 bulk boost is kind of helpful is some cases. The rest was dumped into Special Attack because that's what you do when you have left over stats.

(will add pictures later)
 
But would Mold Breaker get rid of the electric type too? It DOES ignore all abilities
Yeap! Ignoring the ability does count with the electric typing so Mega Amphoros would hit Mega Probopass for Neutral Damage if used an elect atk!

That unreleased move from Zygarde would wreck it though :p (ground move that ignores levitate+flying typing!)
 
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