Friday, March 6, 2015

Hey look, I made up some megas!

I've wanted to do this for a while, and I suppose now is the time. I've drawn inspiration from a bunch of sources, be it existing moves (like for Shadow Tag and Magic Bounce), stuff from Conquest, the TCG, Smogon's theorymon stuff, and so on. Obviously I have no idea whether such things would be total gamebreakers, because most of the Pokémon I gave megas to were crappy enough that it's hard to tell the line between viable and broken (Gamefreak definitely found that out the hard way with the likes of Kangaskhan and Mawile).

EDIT, 9:48 PM EST: Added Mega Golem. I totally forgot to write it down, sorry!

#012 - MEGA BUTTERFREE
Type: Bug/Flying
Ability: Butterfly Effect (Automatic Tailwind)
60 HP, 45 Atk, 90 Def, 130 SA, 100 SD, 70 Spd

#022 - MEGA FEAROW
Type: Normal/Flying
Ability: Sweeping Gale (Automatic Defog, applied before hazard damage)
65 HP, 120 Atk, 95 Def, 61 SA, 91 SD, 110 Spd

#024 - MEGA ARBOK
Type: Poison/Dark
Ability: Frighten (Opponents' speed is dropped by one stage)
60 HP, 145 Atk, 99 Def, 35 SA, 109 SD, 90 Spd

#040 - MEGA WIGGLYTUFF
Type: Normal/Fairy
Ability: Confidence (The defense corresponding to the opponent's highest attack stat is raised by one level)
140 HP, 60 Atk, 85 Def, 115 SA, 90 SD, 45 Spd

#059 - MEGA ARCANINE
Type: Fire
Ability: Intimidate
90 HP, 130 Atk, 130 Def, 110 SA, 90 SD, 105 Spd

#062 - MEGA POLIWRATH
Type: Water/Fighting
Ability: No Guard
90 HP, 125 Atk, 115 Def, 70 SA, 100 SD, 110 Spd

#076 - MEGA GOLEM
Type: Rock/Ground
Ability: 100 Gs (Automatic Gravity)
80 HP, 150 Atk, 160 Def, 45 SA, 115 SD, 45 Spd

#110 - MEGA WEEZING
Type: Poison/Steel
Ability: Levitate
65 HP, 90 Atk, 150 Def, 105 SA, 120 SD, 60 Spd

#124 - MEGA JYNX
Type: Ice/Psychic
Ability: Reset Curse (Resets all opponents' stat changes)
65 HP, 50 Atk, 85 Def, 135 SA, 105 SD, 115 Spd

#192 - MEGA SUNFLORA
Type: Grass
Ability: Flower Field (Automatic Grassy Terrain)
75 HP, 15 Atk, 145 Def, 135 SA, 145 SD, 10 Spd

#295 - MEGA EXPLOUD
Type: Normal
Ability: No Guard
104 HP, 71 Atk, 103 Def, 121 SA, 103 SD, 88 Spd

#330 - MEGA FLYGON
Type: Ground/Dragon
Ability: Sand Guard (Both defenses are boosted by 50% in a sandstorm)
80 HP, 140 Atk, 110 Def, 60 SA, 110 SD, 120 Spd

#337 - MEGA LUNATONE
Type: Rock/Psychic
Ability: Lunar Armor (Automatic Light Screen)
70 HP, 55 Atk, 95 Def, 115 SA, 125 SD, 90 Spd

#338 - MEGA SOLROCK
Type: Rock/Psychic
Ability: Solar Armor (Automatic Reflect)
70 HP, 115 Atk, 125 Def, 55 SA, 95 Def, 90 Spd

#350 - MEGA MILOTIC
Type: Water/Fairy
Ability: Multiscale
95 HP, 70 Atk, 109 Def, 130 SA, 155 SA, 81 Spd

#358 - MEGA CHIMECHO
Type: Psychic
Ability: Twisting Chime (Automatic Trick Room)
65 HP, 50 Atk, 120 Def, 125 SA, 110 SD, 55 Spd

#405 - MEGA LUXRAY
Type: Electric/Dark
Ability: Strong Jaw
80 HP, 150 Atk, 89 Def, 95 SA, 89 SD, 120 Spd

#416 - MEGA VESPIQUEN
Type: Bug/Flying
Ability: Hivemind (Attack Order always crits, Defend Order also boosts speed, Heal Order heals 75%)
70 HP, 120 Atk, 122 Def, 60 SA, 122 SD, 80 Spd

#419 - MEGA FLOATZEL
Type: Water
Ability: Freezing Point (Water moves become super-effective against Grass, Flying and Dragon)
85 HP, 135 Atk, 85 Def, 85 SA, 80 SD, 125 Spd

#426 - MEGA DRIFBLIM
Type: Ghost/Flying
Ability: Inverse Barrier (Weaknesses become resistances and vice versa)
150 HP, 70 Atk, 94 Def, 110 SA, 94 SD, 80 Spd

#429 - MEGA MISMAGIUS
Type: Ghost/Fairy
Ability: Levitate
60 HP, 60 Atk, 70 Def, 135 SA, 135 SD, 135 Spd

#452 - MEGA DRAPION
Type: Poison/Dark
Ability: Vanguard (Damage is increased by 30% if the user moves first in a turn)
70 HP, 110 Atk, 130 Def, 70 SA, 115 SD, 105 Spd

#488 - MEGA CRESSELIA
Type: Psychic/Fairy
Ability: Lunar Power (Moonblast deals 25% more damage, Moonlight heals 66% regardless of weather, Lunar Dance raises the recipient's defenses)
120 HP, 70 Atk, 150 Def, 105 SA, 150 SD, 105 Spd

#528 - MEGA SWOOBAT
Type: Psychic/Flying
Ability: Simple
67 HP, 27 Atk, 115 Def, 87 SA, 95 SD, 134 Spd

#542 - MEGA LEAVANNY
Type: Bug/Grass
Ability: Regrowth (All attacks heal by 33% of the damage done)
75 HP, 133 Atk, 100 Def, 70 SA, 110 SD, 112 Spd

#569 - MEGA GARBODOR
Type: Poison
Ability: Garbotoxin (The abilities of all Pokémon on the field are cancelled out as long as the user is on the field, except Slow Start, Truant, Defeatist and Garbotoxin)
80 HP, 125 Atk, 112 Def, 60 SA, 112 SD, 85 Spd

#618 - MEGA STUNFISK
Type: Ground/Electric
Ability: Amp Field (Automatic Electric Terrain)
109 HP, 66 Atk, 104 Def, 151 SA, 109 SD, 32 Spd

#626 - MEGA BOUFFALANT
Type: Normal
Ability: Gold Breaker (Attacks deal 50% more damage to mega evolutions)
95 HP, 150 Atk, 105 Def, 30 SA, 95 SD, 115 Spd

#668 - MEGA PYROAR
Type: Normal/Fire
Ability: Fearsome Mane (Mega evolutions deal 50% less damage)
86 HP, 68 Atk, 102 Def, 139 SA, 96 SD, 116 Spd

#671 - MEGA FLORGES
Type: Fairy/Grass
Ability: Regenerator
78 HP, 75 Atk, 108 Def, 122 SA, 164 SD, 105 Spd

31 comments:

  1. I do have a point about your ability choice for Exploud. While No Guard is tempting for the 100% accurate Fail Blast, the main draw to Exploud is STAB Boomburst and its base form has Scrappy to stop ghosts switching into it. I think keeping Scrappy on Mega Exploud is also a viable option.

    ReplyDelete
    Replies
    1. Doesn't prevent base Exploud from existing. I specifically wanted something that learned a wide array of inaccurate special moves to give No Guard to, and settled on Exploud.

      Delete
  2. Pretty cool list. I would have just given stunfisk water absorb. It honestly should get it normally cause it lives in water and is a fish. Also, FREEZING POINT IS OP!!! Another thing I would like to say is, I am only really a fan of giving mega evolutions to pokemon who can't evolve, because sometimes the problems of some pokemon could be solved with normal evolution. It also pretty much locks them out of evolving ever, which sucks considering the power creep.

    ReplyDelete
  3. Wow, these are pretty interesting. I've been wanting to do something like this myself for a while now; perhaps I should get back to it.

    ReplyDelete
  4. I thought about an auto trick room inducer before, I also thought of an auto gravity inducer but I haven't looked into the implications on the meta game. Also, imagine perma trick room. That would be absurd.

    ReplyDelete
    Replies
    1. Shit, I forgot auto-Gravity! That's something I wanted to do! It's not too late to do it, is it?

      Delete
  5. Hey Slowflake, your fondness for tanks is showing. Haha.

    These are pretty cool. One change that I would make is take an extra 50 speed from Mega Chimecho, and add +20 to SA, +15 to defense, and +15 to special defense. If it's going to use an auto Trick Room, might as well let it fly with that gimmick as much as possible. Plus, it needs the extra boost, because it starts as Chimecho.

    ReplyDelete
    Replies
    1. Here's the problem, though: it's called doubles and triples. Trick Room is MUCH better there than in singles, and having an auto-inducer is going to be worth it so much if it's anywhere near average. My first draft for it has 145 SA and 35 speed, but then I figured it was almost too perfect, especially for doubles and triples. I just changed it to 125 SA and 55 speed, but any more and this might be excessive.

      And hey, you can't blame me for wanting more defensive megas. Most of what we have now is bone-crushing, soul-destroying offense.

      Delete
    2. I forget that doubles and up exist sometimes. I don't even consider those metagames when thinking about the competitive use of a Pokemon.

      Delete
  6. And there was I hoping to make some megas myself. I'm particularly interested in Mega Cresselia myself.

    ReplyDelete
  7. Don't forget Defeatist with Garbotoxin.

    ReplyDelete
    Replies
    1. Mega Garbodor powerful enough to stop the Primal Legendaries confirmed. #Garbodor2stronk

      Delete
    2. Okay, so let's say a Primal switches in on Garbodor. What does Garbodor do? It's still only good enough to put down hazards and throw the occasional Gunk Shot. That's why I really had no qualms doing this.

      Delete
    3. A Gunk Shot that Primal Groudon can still take like a champ, then proceed to gleefully impale a garbage bag on stalagmites...

      Delete
    4. Yeah, that. I think this Mega Garbodor could work against a weird mishmash of threats that share little in common, kinda like Chesnaught.

      Delete
  8. would have given motor drive to mega luxray myself, otherwise everything is perfect!! -is a HUGE luxray fan boy-

    ReplyDelete
    Replies
    1. Motor Drive would be sort of redundant with 120 speed, and Strong Jaw would be so much more useful, since all of its big moves are the biting ones.

      Delete
    2. whoops! didn't see the speed boost you gave it. also, i would've made Arcanine fire/fighting

      Delete
  9. Why did you decide to give intimidate to Mega Arcanine and not something like reckless or moxie? More curious than anything else

    ReplyDelete
    Replies
    1. I just wanted something to have double Intimidate on, and Arcanine was always sort of an underperformer despite its beefy stats, so why not?

      Delete
  10. I once did theorizing, with someone else, about a Mega Farfetch'd that gets all 100 points in Attack and has Huge Power.

    After a Swords Dance, and using Return/SD/Night Slash/Quick Attack, there is nothing outside of Ubers that it cannot either OHKO, or 2HKO and survive the one hit it will take. It was scary as shit.

    ReplyDelete
  11. Ok, these are well thought out, but you fucked up lunatone and solrock. The sun is the source of light so it would have light screen, whereas the moon just Reflects the light.

    I'm sorry, that just really bugged me.

    ReplyDelete
    Replies
    1. Hmm. Do I want better-rounded defenses, or putting all my eggs in one basket? I need to think.

      Delete
    2. I was only half serious, but that is a legitimate question. I think "well rounded" would fit better, given Gamefreak's habits regarding Doubles synergy.

      Delete
  12. I'll add to this. Here's a mega I've come up with and I'd like opinions on.

    #635: MEGA HYDREIGON
    Type: Dragon/Dark
    Ability: Sheer Force
    92HP, 105 atk, 110 def, 155 SA, 110 SD, 128 Spd

    ReplyDelete
    Replies
    1. Broken as holy fucking balls. This would be quickbanned SO HARD. A monstrosity on par with Mega Salamence for sure.

      Delete
  13. #166: MEGA LEDIAN
    type:bug/fighting
    Ability:Iron Fist
    55hp, 130atk, 50def, 15SA, 100SD, 140spd

    ReplyDelete
    Replies
    1. Pretty interesting... not quite the offensive oomph Beedrill has, but still something for lower tiers.

      Delete
  14. Give me that Mega Bouffalant. I want it so bad.

    ReplyDelete