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

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Da Pizza Man

Pizza Time
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Mega Gallade
Typing: Psychic/Fighting --> Psychic/Fighting
Abillity: Steadfast/Justified --> Swordsman (Abillity description in the spreadsheet)
Stats: 68/125/65/65/115/80 --> 68/165/85/85/115/100
New Moves: Sacred Sword, Cross Poison

Here, I kinda made Mega Gallade somewhat of a mirror to Mega Gardevoir, pretty much increasing its physical/special stats by the same amount mega gardevoir gets an increase in her Special/Physical stats. I added some more slicing moves just so I could keep some creativity in Mega Gallade.
Mega Frosslass
Type: Same
Abillity: Snow Cloak/Cursed Body --> Magic Guard
Stats: 70/80/70/80/70/110 --> 70/90/100/95/100/125

Mega Frosslass, just like Frosslass, is sort meant to be a hazard setter. Magic Guard actually helps a lot on these types of roles. It lets Frosslass switch in and place as many hazards as possible. We all know Ice is a horrible defense typing with a stealth rock weakness, but now Frosslass can just give Stealth Rock the middle finger and help support the team. Its speed and ability can also make it somewhat of a revenge killer, although in that aspect it is rivaled by Alakazam.

Mega Probopass
Typing: Rock/Steel --> Rock/Fighting
Abillity: Sturdy/Magnet Pull/Sand Veil --> Magnet Pull
Stats: 60/55/145/75/150/40 --> 60/55/170/100/175/55
New Moves: Aura Sphere, Focus Blast, Vacuum Wave

Mega Probopass here is meant to be a steel type killer. Personally, the steel type is imo probably the best defensive type in the game. Here, Mega Probopass wants to take out steel types, so much infact that it drops its own steel type for the fighting type. It can take on some of the Steel type defensive behemoths like Heatran and Ferro, and with HP Fire Skarmory and Scizor. Unfortunately, when making this I accidentally gave Mega Probopass a steel type weakness, but that is where its high defenses come in handy. To prevent another DragMag, I had to give it a Fairy Weakness, so thats partially why it is part Fighting type.

Mega Dusknoir
Typing: Ghost --> Ghost/Dark
Ability: Pressure/Frisk --> Dimension Warp (Should be in the spreadsheet as Mega Renuiclus' ability, but its an auto trick room)
Stats: 45/100/135/65/135/45 --> 45/115/165/90/165/45
New Moves: Recover, Shadow Claw, Knock Off

Now, If you look at Dusknoir's pokedex entries, pretty much all of them mention the spirit world and dusknoir bringing people to it, which I assume is an alternative dimension. Now, with the whole thing on Gallade I decided to look at the spreadsheet and look for abilities involving other dimensions. Then I came across Mega Renuclius, who had an auto trick room ability. Since Dusknoir is good in Trick room I decided to go with that. Now, since Mega Renclius is more offensive I made mega Dusknoir more defensive, explaining the stats. However, if you want to use a physical attacking dusknoir you can, since I gave it Knock Off and the move it was praying to gamefreak to give it, Shadow Claw.
 
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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.
The boost in that Yanmega is right, the problem is that it doesn't have the changes on it. It's something like:
86/76/86/116/56/95 --> 86/146(+70)/96(+10)/146(+30)/66(+10)/75(-20) (the total is a 100 bst increase)
Also there's nothing disallowing you to increase a stat in 70 points or more.
 
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.
Just did the math and it's a boost of 100.
Whatever, it's not really a big deal, just take 10 out of attack and add 10 to defense.
 
Will there be a tiebreaker for Mega Gliscor?

Type: Psychic/Fighting -> Psychic/Fighting
Ability: Steadfast/Justified -> Swordsman (Certain moves boosted by 50%, already given to Samurott)
New Moves: Mach Punch, Drain Punch, Sacred Sword

HP: 68 -> 68
Atk: 125 -> 140 (+15)
Def: 65 -> 90 (+25)
SpA: 65 -> 78 (+13)
SpD: 115 -> 140 (+25)
Spe: 80 -> 102 (+22)

Flavor Concept: It gets a bunch of slash/blade moves, so Swordsman and Sacred Sword fit pretty damn well. Mach Punch and Drain Punch because why the fuck not.

Competitive Concept: Setup sweeper with unique coverage and a stat spread fitting excellently with Bulk Up. Swords Dance backed by any three of Sacred Sword, Drain Punch, Mach Punch, Leaf Blade, Night Slash, and Psycho Cut can sweep an unprepared team. Mega Gallade can take a different route with Bulk Up, Drain Punch/Sacred Sword, and two coverage moves of choice for solid longevity and sweeping potential.

Pro Tips: Always fully invest in speed and attack (unless not using Drain Punch in Bulk Up set). While it may make more sense to load up Mega Gallade's lacking HP stat with EVs in the Bulk Up set, it's already fairly bulky and loves recovering large portions of its health with Drain Punch.

Type: Rock/Steel -> Electric/Steel
Ability: Sturdy/Magnet Pull/Sand Force -> Magnet Pull
New Moves: Flamethrower, Fire Blast

HP: 60 -> 60
Atk: 55 -> 55
Def: 145 -> 155 (+10)
SpA: 75 -> 125 (+50)
SpD: 150 -> 160 (+10)
Spe: 40 -> 70 (+30)

Flavor Concept: Fire moves because if Tyranitar can learn them, then this thing should too. Electric typing because of how electric it is and why the fuck is it not already that type.

Competitive Concept: The ultimate killer of Steel types. Earth Power, Fire Blast, and Thunderbolt destroy most common Steels, and Stealth Rock can be used if the opponent can't even touch Probopass.

Pro Tips: No recovery is tough, so it's important to be careful of switching Mega Probopass in and out too much. Running some speed EVs is important to avoid opposing Heatrans' supereffective attacks.

Type: Ghost -> Ghost/Electric
Ability: Pressure/Frisk -> Levitate
New Moves: Defog

HP: 45 -> 45
Atk: 100 -> 140 (+40)
Def: 135 -> 170 (+35)
SpA: 65 -> 80 (+15)
SpD: 135 -> 155 (+20)
Spe: 45 -> 35 (-10)

Flavor Concept: It's known to intercept radio signals, so I added the Electric type. Levitate because it's always shown levitating, and Defog because it can transport hazards, screens, etc. to other realms.

Competitive Concept: Just an improved Dusknoir, now with access to Defog. It can revenge kill, spread status, and annoy walls with Pain Split. It boasts three immunities, four resistances, and only two weaknesses. However, as always, Mega Dusknoir will struggle without reliable recovery.

Pro Tips: Don't forget that Excadrill has Mold Breaker.

Type: Ice/Ghost -> Ice/Ghost
Ability: Snow Cloak/Cursed Body -> Competitive
New Moves: Vacuum Wave

HP: 70 -> 70
Atk: 80 -> 92 (+12)
Def: 70 -> 92 (+22)
SpA: 80 -> 114 (+34)
SpD: 70 -> 92 (+22)
Spe: 110 -> 120 (+10)

Flavor Concept: Competition for food in snow-ridden regions is harsh, hence the ability. Froslass gets Vacuum Wave because snow travels via vacuums, I guess (it's actually for Bisharp).

Competitive Concept: I already told you. Spikes, Ghost-typing, Competitive, and excellent offensive STABs comprise the ultimate spinblocker. It can sweep many a team with a Competitive boost and a set of Spikes/Ice Beam/Shadow Ball/Vacuum Wave, though Ice Shard can be run to surprise a ScarfChomp hoping to revenge kill. However, five common weaknesses and overall average stats render Mega Froslass balanced.

Pro Tips: Full speed investment is an absolute must, but the rest of the EVs can be split between SpA and HP, depending on what you want it to beat. If your team has a Bisharp weakness, then Vacuum Wave is a necessity.

252+ SpA Mega Probopass Thunderbolt vs. 252 HP / 0 SpD Skarmory: 422-498 (126.3 - 149.1%) -- guaranteed OHKO

252+ SpA Mega Probopass Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 336-396 (95.4 - 112.5%) -- guaranteed OHKO after Stealth Rock

252+ SpA Mega Probopass Earth Power vs. 252 HP / 252+ SpD Heatran: 292-344 (75.6 - 89.1%) -- 12.5% chance to OHKO after Stealth Rock

252+ SpA Mega Probopass Fire Blast vs. 252 HP / 4 SpD Bisharp: 340-402 (101.7 - 120.3%) -- guaranteed OHKO

+2 252 SpA Mega Froslass Vacuum Wave vs. 252 HP / 4 SpD Bisharp: 428-504 (128.1 - 150.8%) -- guaranteed OHKO
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Will there be a tiebreaker for Mega Gliscor?

Type: Psychic/Fighting -> Psychic/Fighting
Ability: Steadfast/Justified -> Swordsman (Certain moves boosted by 50%, already given to Samurott)
New Moves: Mach Punch, Drain Punch, Sacred Sword

HP: 68 -> 68
Atk: 125 -> 140 (+15)
Def: 65 -> 90 (+25)
SpA: 65 -> 78 (+13)
SpD: 115 -> 140 (+25)
Spe: 80 -> 102 (+22)

Flavor Concept: It gets a bunch of slash/blade moves, so Swordsman and Sacred Sword fit pretty damn well. Mach Punch and Drain Punch because why the fuck not.

Competitive Concept: Setup sweeper with unique coverage and a stat spread fitting excellently with Bulk Up. Swords Dance backed by any three of Sacred Sword, Drain Punch, Mach Punch, Leaf Blade, Night Slash, and Psycho Cut can sweep an unprepared team. Mega Gallade can take a different route with Bulk Up, Drain Punch/Sacred Sword, and two coverage moves of choice for solid longevity and sweeping potential.

Pro Tips: Always fully invest in speed and attack (unless not using Drain Punch in Bulk Up set). While it may make more sense to load up Mega Gallade's lacking HP stat with EVs in the Bulk Up set, it's already fairly bulky and loves recovering large portions of its health with Drain Punch.

Type: Rock/Steel -> Electric/Steel
Ability: Sturdy/Magnet Pull/Sand Force -> Magnet Pull
New Moves: Flamethrower, Fire Blast

HP: 60 -> 60
Atk: 55 -> 55
Def: 145 -> 155 (+10)
SpA: 75 -> 125 (+50)
SpD: 150 -> 160 (+10)
Spe: 40 -> 70 (+30)

Flavor Concept: Fire moves because if Tyranitar can learn them, then this thing should too. Electric typing because of how electric it is and why the fuck is it not already that type.

Competitive Concept: The ultimate killer of Steel types. Earth Power, Fire Blast, and Thunderbolt destroy most common Steels, and Stealth Rock can be used if the opponent can't even touch Probopass.

Pro Tips: No recovery is tough, so it's important to be careful of switching Mega Probopass in and out too much. Running some speed EVs is important to avoid opposing Heatrans' supereffective attacks.

Type: Ghost -> Ghost/Electric
Ability: Pressure/Frisk -> Levitate
New Moves: Defog

HP: 45 -> 45
Atk: 100 -> 140 (+40)
Def: 135 -> 170 (+35)
SpA: 65 -> 80 (+15)
SpD: 135 -> 155 (+20)
Spe: 45 -> 35 (-10)

Flavor Concept: It's known to intercept radio signals, so I added the Electric type. Levitate because it's always shown levitating, and Defog because it can transport hazards, screens, etc. to other realms.

Competitive Concept: Just an improved Dusknoir, now with access to Defog. It can revenge kill, spread status, and annoy walls with Pain Split. It boasts three immunities, four resistances, and only two weaknesses. However, as always, Mega Dusknoir will struggle without reliable recovery.

Pro Tips: Don't forget that Excadrill has Mold Breaker.

Type: Ice/Ghost -> Ice/Ghost
Ability: Snow Cloak/Cursed Body -> Competitive
New Moves: Vacuum Wave

HP: 70 -> 70
Atk: 80 -> 92 (+12)
Def: 70 -> 92 (+22)
SpA: 80 -> 114 (+34)
SpD: 70 -> 92 (+22)
Spe: 110 -> 120 (+10)

Flavor Concept: Competition for food in snow-ridden regions is harsh, hence the ability. Froslass gets Vacuum Wave because snow travels via vacuums, I guess (it's actually for Bisharp).

Competitive Concept: I already told you. Spikes, Ghost-typing, Competitive, and excellent offensive STABs comprise the ultimate spinblocker. It can sweep many a team with a Competitive boost and a set of Spikes/Ice Beam/Shadow Ball/Vacuum Wave, though Ice Shard can be run to surprise a ScarfChomp hoping to revenge kill. However, five common weaknesses and overall average stats render Mega Froslass balanced.

Pro Tips: Full speed investment is an absolute must, but the rest of the EVs can be split between SpA and HP, depending on what you want it to beat. If your team has a Bisharp weakness, then Vacuum Wave is a necessity.

252+ SpA Mega Probopass Thunderbolt vs. 252 HP / 0 SpD Skarmory: 422-498 (126.3 - 149.1%) -- guaranteed OHKO

252+ SpA Mega Probopass Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 336-396 (95.4 - 112.5%) -- guaranteed OHKO after Stealth Rock

252+ SpA Mega Probopass Earth Power vs. 252 HP / 252+ SpD Heatran: 292-344 (75.6 - 89.1%) -- 12.5% chance to OHKO after Stealth Rock

252+ SpA Mega Probopass Fire Blast vs. 252 HP / 4 SpD Bisharp: 340-402 (101.7 - 120.3%) -- guaranteed OHKO

+2 252 SpA Mega Froslass Vacuum Wave vs. 252 HP / 4 SpD Bisharp: 428-504 (128.1 - 150.8%) -- guaranteed OHKO
If there's a tie, then we keep both and have an X and Y version of them, just like with Charizard.
 
Mega Gallade
psychic/fighting>>>>>>>>>>>psychic/fighting
Steadfast, Justified (Hidden)>>>>>>>>>sharpsman (raises blade related moves by 40%)
Regular: 68/125/65/65/115/80
Mega: 68/165/65/85/135/100
New moves: Sacred Sword

Just like Mega Gardevoir specializes special attacks, Mega Gallade specializes physical moves. It's ability, Swordsman, boosts the power of blade moves such as Sacred Sword, Leaf Blade, Night Slash, and Psycho Cut, the latter three scoring a higher critical hit ratio. Those blade moves can get past some of the most popular OU Pokemon such as Azumarill, Aegislash, and Bisharp.

However, all blade moves has contact, meaning it must watch out of King's Shield and Spiky Shield. Intimidate users may cut its sweep short as well. Number one counter is Talonflame with priority Brave Bird, but there may be others out.

Mega Dusknoir
Ghost>>>>>>>>>>>>Ghost
Pressure>>>>>>>>>Shadow Sneak (gives priority to Ghost typed moves)
Regular: 45/100/135/65/135/45
Mega: 45/130/170/65/170/45
New Moves: Shadow Claw, Destiny Bond

Mega Dusknoir can fill in many roles such as Pursuit trapping, Destiny Bond (one on one trade), and revenge killer. Shadow Sneak, the same name as the attack, gives +1 priority to ghost moves meaning the attack, Shadow Sneak gets +2 priority.
 
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Mega Gallade
psychic/fighting>>>>>>>>>>>psychic/fighting
Steadfast, Justified (Hidden)>>>>>>>>>sharpsman (raises blade related moves by 40%)
Regular: 68/125/65/65/115/80
Mega: 68/165/65/85/135/100
New moves: Sacred Sword

Just like Mega Gardevoir specializes special attacks, Mega Gallade specializes physical moves. It's ability, Swordsman, boosts the power of blade moves such as Sacred Sword, Leaf Blade, Night Slash, and Psycho Cut, the latter three scoring a higher critical hit ratio. Those blade moves can get past some of the most popular OU Pokemon such as Azumarill, Aegislash, and Bisharp.

However, all blade moves has contact, meaning it must watch out of King's Shield and Spiky Shield. Intimidate users may cut its sweep short as well. Number one counter is Talonflame with priority Brave Bird, but there may be others out.

Mega Dusknoir
Ghost>>>>>>>>>>>>Ghost
Pressure>>>>>>>>>Shadow Sneak (gives priority to Ghost typed moves)
Regular: 45/100/135/65/135/45
Mega: 45/130/180/45/180/45
New Moves: Shadow Claw, Destiny Bond

Mega Dusknoir can fill in many roles such as Pursuit trapping, Destiny Bond (one on one trade), and revenge killer.
On mega dusknoir you can't take out stats out of special attack..
Quote from the rules: 2. You can only take points out of speed upon Mega Evolution as there is no precedent for any Mega to lose points in anything other than speed. You may take some points out of defense but very sparingly.
 
On mega dusknoir you can't take out stats out of special attack..
Quote from the rules: 2. You can only take points out of speed upon Mega Evolution as there is no precedent for any Mega to lose points in anything other than speed. You may take some points out of defense but very sparingly.
Sorry about that; fixed. Mega Dusknoir's stats are now 45/130/170/65/170/45.
 
Mega Gardevoir
Psychic / Fighting ---> Psychic / Fighting
Steadfast / Justified ---> Pixelate
68/125/65/65/115/80 ---> 68/155(+30)/95(+30)/70(+5)/135(+20)/95(+15)
New Moves: Sacred Sword, Shadow Claw, Extreme Speed

Concept: Pseudo-Fairy STAB? Sure, why not?! It goes very nicely with the fight type and doesn't add a bullet punch weakness. The triple STAB of fairy/fight/psychic is only resisted by Aegislash and the like and there are coverage moves that will get around that.

Not much to say here, a sort of mirror to Mega Garde.


Mega Mustache
Rock / Steel ---> Rock / Electric
Sturdy / Magnet Pull / Sand Force ---> No Guard
60/55/145/75/150/40 ---> 60/55/190(+45)/115(+40)/185(+35)/20(-20)
New Moves: Incinerate, Hydro Pump

Concept: You ever want to use Zap Cannon with STAB and no accuracy issues? Mega nose can do that with forked electric and a powerful jolt! Enemies will be stunned by your never missing Zap Cannons and molten mucus (yes, molten magma. Remember, you can't spell magma without mag) to spread the burns too. Literally, when it comes in, something will get blasted and statused unless it's fire/electric or fire/ground type. That's where Hydro Pump comes in. See, this is one fucked up nose, and it drips LOTS of water. A pity it cannot also produce ice to handle all the resistant dragons, not that any of them want to be statused.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus


Mega Dusknoir
Ghost ----> Ghost / Dark
Pressure / Frisk ----> Pressure
45 / 100 / 135 / 65 / 135 / 45 (525) ----> 45 / 110 (+10) / 165 (+30) / 95 (+30) / 165 (+30) / 45 (625)
New Moves: None

A pretty straightforward Mega Dusknoir, just with an extra Dark typing to get rid of his Dark and Ghost weaknesses. With the new Dark typing and increased power, Mega Dusknoir can use Dark Pulse, Payback, and Sucker Punch with more oomph, so he can take and deliver hits pretty well. He also received a big Special Attack buff so he can use his special attacks, making Calm Mind sets a possibility, and he already has some good moves in Ice Beam and Focus Blast to make them work.
 


Mega Dusknoir
Ghost ----> Ghost / Dark
Pressure / Frisk ----> Pressure
45 / 100 / 135 / 65 / 135 / 45 (525) ----> 45 / 110 (+10) / 165 (+30) / 95 (+30) / 165 (+30) / 45 (625)
New Moves: None

A pretty straightforward Mega Dusknoir, just with an extra Dark typing to get rid of his Dark and Ghost weaknesses. With the new Dark typing and increased power, Mega Dusknoir can use Dark Pulse, Payback, and Sucker Punch with more oomph, so he can take and deliver hits pretty well. He also received a big Special Attack buff so he can use his special attacks, making Calm Mind sets a possibility, and he already has some good moves in Ice Beam and Focus Blast to make them work.
You can also add that Mega Dusknoir can use Pursuit. Since this mega is ghost and dark type, pursuit can hit fleeing opponents such as Alakazam, Gengar, etc. So with Sucker Punch and Pursuit, you are forcing the taunted pokemon to attack or flee, much like a 50/50 guess.
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
You can also add that Mega Dusknoir can use Pursuit. Since this mega is ghost and dark type, pursuit can hit fleeing opponents such as Alakazam, Gengar, etc. So with Sucker Punch and Pursuit, you are forcing the taunted pokemon to attack or flee, much like a 50/50 guess.
Dusknoir already has Pursuit though. Game Freak beat you to it.
 
Slate Time! As usual, if something's up tell me

Current Slate

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 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 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 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.

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?

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

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.

Mega Dusknoir
Typing: Ghost --> Ghost/Dark
Ability: Pressure/Frisk --> Dimension Warp (Should be in the spreadsheet as Mega Renuiclus' ability, but its an auto trick room)
Stats: 45/100/135/65/135/45 --> 45/115/165/90/165/45
New Moves: Recover, Shadow Claw, Knock Off

Now, If you look at Dusknoir's pokedex entries, pretty much all of them mention the spirit world and dusknoir bringing people to it, which I assume is an alternative dimension. Now, with the whole thing on Gallade I decided to look at the spreadsheet and look for abilities involving other dimensions. Then I came across Mega Renuclius, who had an auto trick room ability. Since Dusknoir is good in Trick room I decided to go with that. Now, since Mega Renclius is more offensive I made mega Dusknoir more defensive, explaining the stats. However, if you want to use a physical attacking dusknoir you can, since I gave it Knock Off and the move it was praying to gamefreak to give it, Shadow Claw.

Mega Dusknoir
Type: Ghost -> Ghost/Electric
Ability: Pressure/Frisk -> Levitate
New Moves: Defog

HP: 45 -> 45
Atk: 100 -> 140 (+40)
Def: 135 -> 170 (+35)
SpA: 65 -> 80 (+15)
SpD: 135 -> 155 (+20)
Spe: 45 -> 35 (-10)

Flavor Concept: It's known to intercept radio signals, so I added the Electric type. Levitate because it's always shown levitating, and Defog because it can transport hazards, screens, etc. to other realms.

Competitive Concept: Just an improved Dusknoir, now with access to Defog. It can revenge kill, spread status, and annoy walls with Pain Split. It boasts three immunities, four resistances, and only two weaknesses. However, as always, Mega Dusknoir will struggle without reliable recovery.

Pro Tips: Don't forget that Excadrill has Mold Breaker.

Mega Dusknoir
Ghost>>>>>>>>>>>>Ghost
Pressure>>>>>>>>>Shadow Sneak (gives priority to Ghost typed moves)
Regular: 45/100/135/65/135/45
Mega: 45/130/170/65/170/45
New Moves: Shadow Claw, Destiny Bond

Mega Dusknoir can fill in many roles such as Pursuit trapping, Destiny Bond (one on one trade), and revenge killer. Shadow Sneak, the same name as the attack, gives +1 priority to ghost moves meaning the attack, Shadow Sneak gets +2 priority.

Mega Dusknoir
Ghost ----> Ghost / Dark
Pressure / Frisk ----> Pressure
45 / 100 / 135 / 65 / 135 / 45 (525) ----> 45 / 110 (+10) / 165 (+30) / 95 (+30) / 165 (+30) / 45 (625)
New Moves: None

A pretty straightforward Mega Dusknoir, just with an extra Dark typing to get rid of his Dark and Ghost weaknesses. With the new Dark typing and increased power, Mega Dusknoir can use Dark Pulse, Payback, and Sucker Punch with more oomph, so he can take and deliver hits pretty well. He also received a big Special Attack buff so he can use his special attacks, making Calm Mind sets a possibility, and he already has some good moves in Ice Beam and Focus Blast to make them work.



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 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.

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 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

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.

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 Gallade
Typing: Psychic/Fighting --> Psychic/Fighting
Abillity: Steadfast/Justified --> Swordsman (Abillity description in the spreadsheet)
Stats: 68/125/65/65/115/80 --> 68/165/85/85/115/100
New Moves: Sacred Sword, Cross Poison

Here, I kinda made Mega Gallade somewhat of a mirror to Mega Gardevoir, pretty much increasing its physical/special stats by the same amount mega gardevoir gets an increase in her Special/Physical stats. I added some more slicing moves just so I could keep some creativity in Mega Gallade.

Mega Gallade
Type: Psychic/Fighting -> Psychic/Fighting
Ability: Steadfast/Justified -> Swordsman (Certain moves boosted by 50%, already given to Samurott)
New Moves: Mach Punch, Drain Punch, Sacred Sword

HP: 68 -> 68
Atk: 125 -> 140 (+15)
Def: 65 -> 90 (+25)
SpA: 65 -> 78 (+13)
SpD: 115 -> 140 (+25)
Spe: 80 -> 102 (+22)

Flavor Concept: It gets a bunch of slash/blade moves, so Swordsman and Sacred Sword fit pretty damn well. Mach Punch and Drain Punch because why the fuck not.

Competitive Concept: Setup sweeper with unique coverage and a stat spread fitting excellently with Bulk Up. Swords Dance backed by any three of Sacred Sword, Drain Punch, Mach Punch, Leaf Blade, Night Slash, and Psycho Cut can sweep an unprepared team. Mega Gallade can take a different route with Bulk Up, Drain Punch/Sacred Sword, and two coverage moves of choice for solid longevity and sweeping potential.

Pro Tips: Always fully invest in speed and attack (unless not using Drain Punch in Bulk Up set). While it may make more sense to load up Mega Gallade's lacking HP stat with EVs in the Bulk Up set, it's already fairly bulky and loves recovering large portions of its health with Drain Punch.

Mega Gallade
psychic/fighting>>>>>>>>>>>psychic/fighting
Steadfast, Justified (Hidden)>>>>>>>>>sharpsman (raises blade related moves by 40%)
Regular: 68/125/65/65/115/80
Mega: 68/165/65/85/135/100
New moves: Sacred Sword

Just like Mega Gardevoir specializes special attacks, Mega Gallade specializes physical moves. It's ability, Swordsman, boosts the power of blade moves such as Sacred Sword, Leaf Blade, Night Slash, and Psycho Cut, the latter three scoring a higher critical hit ratio. Those blade moves can get past some of the most popular OU Pokemon such as Azumarill, Aegislash, and Bisharp.

However, all blade moves has contact, meaning it must watch out of King's Shield and Spiky Shield. Intimidate users may cut its sweep short as well. Number one counter is Talonflame with priority Brave Bird, but there may be others out.

Mega Gallade
Psychic / Fighting ---> Psychic / Fighting
Steadfast / Justified ---> Pixelate
68/125/65/65/115/80 ---> 68/155(+30)/95(+30)/70(+5)/135(+20)/95(+15)
New Moves: Sacred Sword, Shadow Claw, Extreme Speed

Concept: Pseudo-Fairy STAB? Sure, why not?! It goes very nicely with the fight type and doesn't add a bullet punch weakness. The triple STAB of fairy/fight/psychic is only resisted by Aegislash and the like and there are coverage moves that will get around that.

Not much to say here, a sort of mirror to Mega Garde.



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.

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 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.

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.

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.

Mega Frosslass
Type: Same
Abillity: Snow Cloak/Cursed Body --> Magic Guard
Stats: 70/80/70/80/70/110 --> 70/90/100/95/100/125

Mega Frosslass, just like Frosslass, is sort meant to be a hazard setter. Magic Guard actually helps a lot on these types of roles. It lets Frosslass switch in and place as many hazards as possible. We all know Ice is a horrible defense typing with a stealth rock weakness, but now Frosslass can just give Stealth Rock the middle finger and help support the team. Its speed and ability can also make it somewhat of a revenge killer, although in that aspect it is rivaled by Alakazam.

Mega Froslass
Type: Ice/Ghost -> Ice/Ghost
Ability: Snow Cloak/Cursed Body -> Competitive
New Moves: Vacuum Wave

HP: 70 -> 70
Atk: 80 -> 92 (+12)
Def: 70 -> 92 (+22)
SpA: 80 -> 114 (+34)
SpD: 70 -> 92 (+22)
Spe: 110 -> 120 (+10)

Flavor Concept: Competition for food in snow-ridden regions is harsh, hence the ability. Froslass gets Vacuum Wave because snow travels via vacuums, I guess (it's actually for Bisharp).

Competitive Concept: I already told you. Spikes, Ghost-typing, Competitive, and excellent offensive STABs comprise the ultimate spinblocker. It can sweep many a team with a Competitive boost and a set of Spikes/Ice Beam/Shadow Ball/Vacuum Wave, though Ice Shard can be run to surprise a ScarfChomp hoping to revenge kill. However, five common weaknesses and overall average stats render Mega Froslass balanced.

Pro Tips: Full speed investment is an absolute must, but the rest of the EVs can be split between SpA and HP, depending on what you want it to beat. If your team has a Bisharp weakness, then Vacuum Wave is a necessity.



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 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!

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.

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.

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 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...

Mega Probopass
Typing: Rock/Steel --> Rock/Fighting
Abillity: Sturdy/Magnet Pull/Sand Veil --> Magnet Pull
Stats: 60/55/145/75/150/40 --> 60/55/170/100/175/55
New Moves: Aura Sphere, Focus Blast, Vacuum Wave

Mega Probopass here is meant to be a steel type killer. Personally, the steel type is imo probably the best defensive type in the game. Here, Mega Probopass wants to take out steel types, so much infact that it drops its own steel type for the fighting type. It can take on some of the Steel type defensive behemoths like Heatran and Ferro, and with HP Fire Skarmory and Scizor. Unfortunately, when making this I accidentally gave Mega Probopass a steel type weakness, but that is where its high defenses come in handy. To prevent another DragMag, I had to give it a Fairy Weakness, so thats partially why it is part Fighting type.

Type: Rock/Steel -> Electric/Steel
Ability: Sturdy/Magnet Pull/Sand Force -> Magnet Pull
New Moves: Flamethrower, Fire Blast

HP: 60 -> 60
Atk: 55 -> 55
Def: 145 -> 155 (+10)
SpA: 75 -> 125 (+50)
SpD: 150 -> 160 (+10)
Spe: 40 -> 70 (+30)

Flavor Concept: Fire moves because if Tyranitar can learn them, then this thing should too. Electric typing because of how electric it is and why the fuck is it not already that type.

Competitive Concept: The ultimate killer of Steel types. Earth Power, Fire Blast, and Thunderbolt destroy most common Steels, and Stealth Rock can be used if the opponent can't even touch Probopass.

Pro Tips: No recovery is tough, so it's important to be careful of switching Mega Probopass in and out too much. Running some speed EVs is important to avoid opposing Heatrans' supereffective attacks.

Mega Mustache
Rock / Steel ---> Rock / Electric
Sturdy / Magnet Pull / Sand Force ---> No Guard
60/55/145/75/150/40 ---> 60/55/190(+45)/115(+40)/185(+35)/20(-20)
New Moves: Incinerate, Hydro Pump

Concept: You ever want to use Zap Cannon with STAB and no accuracy issues? Mega nose can do that with forked electric and a powerful jolt! Enemies will be stunned by your never missing Zap Cannons and molten mucus (yes, molten magma. Remember, you can't spell magma without mag) to spread the burns too. Literally, when it comes in, something will get blasted and statused unless it's fire/electric or fire/ground type. That's where Hydro Pump comes in. See, this is one fucked up nose, and it drips LOTS of water. A pity it cannot also produce ice to handle all the resistant dragons, not that any of them want to be statused.


EDIT: Since I forgot to mention it...You're going to PM The Pizza Man starting tomorrow all your votes. But it doesn't actually begin for another 2 hours or so
 
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Retarded Question! Where do we vote?

Also OMG at the next slate. Rotom? How is that suppose to have a mega? Are we suppose to add each rotom type? We'll thats going to be alot of work but its going to be exciting :0

Also...

Uxie
Mespirit
Azelf

I got some interesting ideas for these mons :-D
 

Valmanway

My jimmies remain unrustled
is a Smogon Media Contributor Alumnus
Retarded Question! Where do we vote?

Also OMG at the next slate. Rotom? How is that suppose to have a mega? Are we suppose to add each rotom type? We'll thats going to be alot of work but its going to be exciting :0

Also...

Uxie
Mespirit
Azelf

I got some interesting ideas for these mons :-D
We PM someone when it's time to vote, and that person changes from time to time.
 
Also assuming things weren't changed, right now we're only making a Mega for Rotom of self, Ghost/Electric without the appliances. Then we'll make ones with identical stats for the rest of thwm, the difference being type and moves.
 
So no special ability for Rotom-S? As humorous as a flying type with Levitate is it is, in the end, actually worthless.
 
I think we should give all the alternate rotom forms motor drive; it makes the most sense if you think about it.
Rotom-Normal might get infiltrator because of its ability to "infiltrate" into other appliances.
Azelf, Mesprit, and Uxie should probably keep levitate.
 
Who do we PM out votes to this time?

I was thinking Prankster for normal Rotom. Feel free to go crazy because either needs everything it can get.

The trio should totally be Fairy type.
 
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