Bam! Slate time! PM your top 3 to nightsitter
The next slate appears to be Crobat, Quagsire, Unown, and Wobbuffet. Get to discussing!
Current Slate
Kingler (Kinglerite)
Type: Water -> Water/Steel
Abilities: Hyper Cutter, Shell Armor (Sheer Force) -> Weak Armor
New Moves: Iron Head
HP: 55 -> 55
Atk: 130 -> 180 (+50)
Def: 115 -> 115
SpA: 50 -> 50
SpD: 50 -> 80 (+20)
Spe: 75 -> 105 (+30)
BST: 475 -> 575
Kingler becomes a giant enemy crab. Attack its weak point for massive damage.
Competitively, Mega Kingler becomes a deadly sweeper with an opportunity cost. It has to be struck by an attack to really go wild, and a huge 180 attack backed by SD will really hurt.
Type: Water -> Water/Steel
Abilities: Hyper Cutter, Shell Armor (Sheer Force) -> Weak Armor
New Moves: Iron Head
HP: 55 -> 55
Atk: 130 -> 180 (+50)
Def: 115 -> 115
SpA: 50 -> 50
SpD: 50 -> 80 (+20)
Spe: 75 -> 105 (+30)
BST: 475 -> 575
Kingler becomes a giant enemy crab. Attack its weak point for massive damage.
Competitively, Mega Kingler becomes a deadly sweeper with an opportunity cost. It has to be struck by an attack to really go wild, and a huge 180 attack backed by SD will really hurt.
Mega Kingler
Type: Water -> Water/Ground
Ability: Hyper Cutter/Shell Armor/Sheer Force-> Water Veil
New Moves: Earthquake
HP: 55 -> 55
Atk: 130 -> 150 (+30)
Def: 115 -> 130 (+15)
SpA: 50 -> 50 (+0)
SpD: 50 -> 65 (+15)
Spe: 75 -> 115 (+40)
Flavor Concept: Kingler’s “crown” enlarges and gets jewels, and its whole body is now flecked with sand.
Competitive Concept: Already the user of moves like Mud Slap, Mud Sport, and Mud Shot, I figured Kingler is a decent choice for yet another Water/Ground menace. Earthquake was given to make it even better, and with Crabhammmer, EQ, Rock Slide, and either Swords Dance for power or Agility for speed, Kingler can wreck with that 150 attack and 115 speed. Or, if you don’t mind having no coverage, Swords Dance and Agility can be used on the same set for variety.
The defensive boost is nice, and is bolstered by great defensive typing, but that 55 HP is a real problem, and 65 Special Defense means this titan is still easily destroyed, which is why Agility is probably the way to go here. Either way, thanks to Water Veil, burns won’t be shutting down Kingler’s attack, and thanks to Hyper Cutter in its standard form, it’s even less likely to be diminished. Kingler is simple, but hey, that pincer doesn’t scream subtlety.
Type: Water -> Water/Ground
Ability: Hyper Cutter/Shell Armor/Sheer Force-> Water Veil
New Moves: Earthquake
HP: 55 -> 55
Atk: 130 -> 150 (+30)
Def: 115 -> 130 (+15)
SpA: 50 -> 50 (+0)
SpD: 50 -> 65 (+15)
Spe: 75 -> 115 (+40)
Flavor Concept: Kingler’s “crown” enlarges and gets jewels, and its whole body is now flecked with sand.
Competitive Concept: Already the user of moves like Mud Slap, Mud Sport, and Mud Shot, I figured Kingler is a decent choice for yet another Water/Ground menace. Earthquake was given to make it even better, and with Crabhammmer, EQ, Rock Slide, and either Swords Dance for power or Agility for speed, Kingler can wreck with that 150 attack and 115 speed. Or, if you don’t mind having no coverage, Swords Dance and Agility can be used on the same set for variety.
The defensive boost is nice, and is bolstered by great defensive typing, but that 55 HP is a real problem, and 65 Special Defense means this titan is still easily destroyed, which is why Agility is probably the way to go here. Either way, thanks to Water Veil, burns won’t be shutting down Kingler’s attack, and thanks to Hyper Cutter in its standard form, it’s even less likely to be diminished. Kingler is simple, but hey, that pincer doesn’t scream subtlety.
Mega Kingler
Type: Water -> Water
Abilities: Hyper Cutter/Shell Armor/Sheer Force -> Hustle
New Moves: Ice Fang
HP: 55 -> 55
Atk: 130 -> 175 (+45)
Def: 115 -> 135 (+20)
SpA: 50 -> 50
SpD: 50 -> 65 (+15)
Spe: 75 -> 95 (+20)
Design: Spikier all over with an even more oversized pincer.
It sounds like a Hustle user from the Pokedex entries that discuss it having trouble aiming its gigantic claw, so Mega Kingler is not trying to get too fancy. It's just smashing things really hard. You can boost up if you want, including patching up the accuracy with Hone Claws, but this thing will mostly be a high-risk, high-reward wallbreaker. It has a 44% chance to OHKO defensive Landorus-T after Intimidate. With a critical hit, Crabhammer OHKOs Latios. Needless to say, Kingler doesn't need much more to round out its damage potential.
Type: Water -> Water
Abilities: Hyper Cutter/Shell Armor/Sheer Force -> Hustle
New Moves: Ice Fang
HP: 55 -> 55
Atk: 130 -> 175 (+45)
Def: 115 -> 135 (+20)
SpA: 50 -> 50
SpD: 50 -> 65 (+15)
Spe: 75 -> 95 (+20)
Design: Spikier all over with an even more oversized pincer.
It sounds like a Hustle user from the Pokedex entries that discuss it having trouble aiming its gigantic claw, so Mega Kingler is not trying to get too fancy. It's just smashing things really hard. You can boost up if you want, including patching up the accuracy with Hone Claws, but this thing will mostly be a high-risk, high-reward wallbreaker. It has a 44% chance to OHKO defensive Landorus-T after Intimidate. With a critical hit, Crabhammer OHKOs Latios. Needless to say, Kingler doesn't need much more to round out its damage potential.
Deathly ♛The Kingler
Type: Water -> Water/Steel
Abilities: Hyper Cutter/Shell Armor (Sheer Force) -> Tough Claws
Movepool Additions: Bullet Punch, Ice Punch, Iron Head
HP: 55 -> 55
Atk: 130 -> 170 (+40)
Def: 115 -> 145 (+30)
SpA: 50 -> 80 (+30)
SpD: 50 -> 90 (+40)
Spe: 75 -> 35 (-40)
Design Concept: The spikes on its head grow, and seem more like a crown. Its body becomes covered in a thin metallic layer, and the metal seals the small claw together, making it more like a fist. Its large claw grows even more, but to compensate for that, its arms and legs become less spindly.
Competitive: This thing is powerful. Very powerful. It becomes the kingler of trick room teams. Sadly, trick room only lasts for a few turns, so it would be best as a late game sweeper. Without trick room support, it becomes a tank/bullet puncher. While it may not have as good of bullet punches as scizor, it is still powerful. As well as being able to hit harder than scizor can regularly.
Type: Water -> Water/Steel
Abilities: Hyper Cutter/Shell Armor (Sheer Force) -> Tough Claws
Movepool Additions: Bullet Punch, Ice Punch, Iron Head
HP: 55 -> 55
Atk: 130 -> 170 (+40)
Def: 115 -> 145 (+30)
SpA: 50 -> 80 (+30)
SpD: 50 -> 90 (+40)
Spe: 75 -> 35 (-40)
Design Concept: The spikes on its head grow, and seem more like a crown. Its body becomes covered in a thin metallic layer, and the metal seals the small claw together, making it more like a fist. Its large claw grows even more, but to compensate for that, its arms and legs become less spindly.
Competitive: This thing is powerful. Very powerful. It becomes the kingler of trick room teams. Sadly, trick room only lasts for a few turns, so it would be best as a late game sweeper. Without trick room support, it becomes a tank/bullet puncher. While it may not have as good of bullet punches as scizor, it is still powerful. As well as being able to hit harder than scizor can regularly.
Exeggutor (Exeggutite)
Type: Grass/Psychic -> Grass/Psychic
Abilities: Chlorophyll (Harvest) -> Thick Fat
New Moves: Calm Mind
HP: 95 -> 95
Atk: 95 -> 95
Def: 85 -> 125 (+40)
SpA: 125 -> 165 (+40)
SpD: 65 -> 85 (+20)
Spe: 55 -> 55
BST: 520 -> 620
A Psychic type that doesn't get Calm Mind? Better fix that. With Thick Fat, Exeggutor can use its many resistances to either set up with CM or wall with Leech Seed, Sleep Powder, and even Wish.
Type: Grass/Psychic -> Grass/Psychic
Abilities: Chlorophyll (Harvest) -> Thick Fat
New Moves: Calm Mind
HP: 95 -> 95
Atk: 95 -> 95
Def: 85 -> 125 (+40)
SpA: 125 -> 165 (+40)
SpD: 65 -> 85 (+20)
Spe: 55 -> 55
BST: 520 -> 620
A Psychic type that doesn't get Calm Mind? Better fix that. With Thick Fat, Exeggutor can use its many resistances to either set up with CM or wall with Leech Seed, Sleep Powder, and even Wish.
Mega Exeggutor
Type: Grass/Psychic -> Grass/Psychic
Ability: Chlorophyll/Harvest -> Parental Bond
New Moves: Calm Mind (why does Exeggutor not get Calm Mind?)
HP: 95 -> 95
Atk: 95 -> 115 (+20)
Def: 85 -> 120 (+35)
SpA: 125 -> 135 (+10)
SpD: 65 -> 100 (+35)
Spe: 55 -> 55 (+0)
Flavor Concept: A levitating swarm of Exeggcute hover around Exeggutor.
Competitive Concept: Poor Exeggutor. Remember when you used to be OU? When that typing was amazing, and not weak to the likes of Dark and a now-useful Bug? And even when they tried to fix you with Harvest, how the only way to improve you involved an item that replaced berries?
Well screw it, buster, you’re getting Parental Bond. With that base 135 Special Attack, surprisingly good 105 Attack, and 95/120/100 bulk, Exeggutor’s viability skyrockets thanks to this incredible ability. Giga Drain and Psyshock hit both defenses for massive damage, and while coverage is a bit of an issue, dual-hitting Ancient Power is decent, as is Sludge Bomb, and let’s not forget the nuclear option that is Leaf Storm. On the physical side, we have Seed Bomb, Zen Headbutt, and Wood Hammer, as well as, erm, Low Kick. And it can potentially hit 10 times in one turn with Barrage! Woohoo!
But that’s not all! Exeggutor still retains Sleep Powder and Leech Seed to cause mischief, and its new Calm Mind boosts its offensive might as well as its lesser defensive stat. Finally, and probably most importantly, it can run a negative nature and Trick Room to temporarily make it a speedy, bulky, high-powered monster.
So what’s keeping Exeggutor from getting the Kangaskhan kick? That awful, awful, AWFUL defensive typing, weak to Fire, Ice, Flying, Poison, Ghost, Dark, and Bug x4. It’s hard to think of a single offensive threat that doesn’t have at least one of these types in its arsenal, and given Exeggutor’s low speed, it still needs smart switching to make its presence known. Trick Room is practically a requirement if it wants to do lasting damage out there, even with that bulk on its side, and even then, the common Flying priority hurts it hard. Exeggutor is still a mon of flaws, but if you get it just right, it can devastate the opponent.
Type: Grass/Psychic -> Grass/Psychic
Ability: Chlorophyll/Harvest -> Parental Bond
New Moves: Calm Mind (why does Exeggutor not get Calm Mind?)
HP: 95 -> 95
Atk: 95 -> 115 (+20)
Def: 85 -> 120 (+35)
SpA: 125 -> 135 (+10)
SpD: 65 -> 100 (+35)
Spe: 55 -> 55 (+0)
Flavor Concept: A levitating swarm of Exeggcute hover around Exeggutor.
Competitive Concept: Poor Exeggutor. Remember when you used to be OU? When that typing was amazing, and not weak to the likes of Dark and a now-useful Bug? And even when they tried to fix you with Harvest, how the only way to improve you involved an item that replaced berries?
Well screw it, buster, you’re getting Parental Bond. With that base 135 Special Attack, surprisingly good 105 Attack, and 95/120/100 bulk, Exeggutor’s viability skyrockets thanks to this incredible ability. Giga Drain and Psyshock hit both defenses for massive damage, and while coverage is a bit of an issue, dual-hitting Ancient Power is decent, as is Sludge Bomb, and let’s not forget the nuclear option that is Leaf Storm. On the physical side, we have Seed Bomb, Zen Headbutt, and Wood Hammer, as well as, erm, Low Kick. And it can potentially hit 10 times in one turn with Barrage! Woohoo!
But that’s not all! Exeggutor still retains Sleep Powder and Leech Seed to cause mischief, and its new Calm Mind boosts its offensive might as well as its lesser defensive stat. Finally, and probably most importantly, it can run a negative nature and Trick Room to temporarily make it a speedy, bulky, high-powered monster.
So what’s keeping Exeggutor from getting the Kangaskhan kick? That awful, awful, AWFUL defensive typing, weak to Fire, Ice, Flying, Poison, Ghost, Dark, and Bug x4. It’s hard to think of a single offensive threat that doesn’t have at least one of these types in its arsenal, and given Exeggutor’s low speed, it still needs smart switching to make its presence known. Trick Room is practically a requirement if it wants to do lasting damage out there, even with that bulk on its side, and even then, the common Flying priority hurts it hard. Exeggutor is still a mon of flaws, but if you get it just right, it can devastate the opponent.
Exeggutor
Type: Grass/Psychic -> Grass/Psychic
Abilities: Chlorophyll/Harvest -> Seed Drop (Restores 25% health to the Pokemon switching in)
New Moves: N/A
HP: 95 -> 95
Atk: 95 -> 105 (+10)
Def: 85 -> 120 (+35)
SpA: 125 -> 155 (+30)
SpD: 65 -> 90 (+25)
Spe: 55 -> 55
BST: 520 -> 620
Design: Mega Exeggutor has a bunch more Exeggcutes on its tree. Some of them are on the verge of falling off.
Mega Exeggutor's main selling point is the nutritious meals it leaves for it teammates. This is especially important for a Grass type since Talonflame can come in on your strongest attack if you mispredict (although Leaf Storm still does 30-35% to it), and if you give it too many free turns it can easily wear down its checks. The ability synergizes nicely with the desire to spam Leaf Storm and switch out frequently, but Exeggutor has well-rounded enough stat boosts to not be totally predictable with its set.
Type: Grass/Psychic -> Grass/Psychic
Abilities: Chlorophyll/Harvest -> Seed Drop (Restores 25% health to the Pokemon switching in)
New Moves: N/A
HP: 95 -> 95
Atk: 95 -> 105 (+10)
Def: 85 -> 120 (+35)
SpA: 125 -> 155 (+30)
SpD: 65 -> 90 (+25)
Spe: 55 -> 55
BST: 520 -> 620
Design: Mega Exeggutor has a bunch more Exeggcutes on its tree. Some of them are on the verge of falling off.
Mega Exeggutor's main selling point is the nutritious meals it leaves for it teammates. This is especially important for a Grass type since Talonflame can come in on your strongest attack if you mispredict (although Leaf Storm still does 30-35% to it), and if you give it too many free turns it can easily wear down its checks. The ability synergizes nicely with the desire to spam Leaf Storm and switch out frequently, but Exeggutor has well-rounded enough stat boosts to not be totally predictable with its set.
Exeggutor
Type: Grass/Psychic (same)
Abilities: Chlorophyll (Harvest) -> Barrage (If Exeggutor is hit by a contact move, the attacking pokemon and Exeggutor both lose 1/16th of their health and Exeggutor's speed is increased by 1.5x) If you can't figure out why, just think of the white angry bird.
Movepool Additions: Calm Mind, Dazzling Gleam, Barrier
HP: 95 -> 95
Atk: 95 -> 95
Def: 85 -> 115 (+30)
SpA: 125 -> 155 (+30)
SpD: 65 -> 75 (+10)
Spe: 55 -> 85 (+30)
Design Concept: It becomes thinner, but with more smaller eggs and harder bark. It grows more leaves. When attacked, its eggs might fall off and explode.
Competitive: Well, the ability is definitely fascinating. A different version of weak armor where the two pokemon lose health instead of losing defense. That can be used well for both offensive and defensive, although you need a spot on your moveset for either moonlight, synthesis, or leech seed. It has pretty good defenses, meaning it can take those hits. It has a good special attack and an ability to boost speed, so it can sweep after tanking a few hits. To improve your spD and Def you can use calm mind and/or barrier, letting you take hits even more easily. In short, though, this can either be a unique wall, or it can be a set up sweeper. The choice is yours.
Type: Grass/Psychic (same)
Abilities: Chlorophyll (Harvest) -> Barrage (If Exeggutor is hit by a contact move, the attacking pokemon and Exeggutor both lose 1/16th of their health and Exeggutor's speed is increased by 1.5x) If you can't figure out why, just think of the white angry bird.
Movepool Additions: Calm Mind, Dazzling Gleam, Barrier
HP: 95 -> 95
Atk: 95 -> 95
Def: 85 -> 115 (+30)
SpA: 125 -> 155 (+30)
SpD: 65 -> 75 (+10)
Spe: 55 -> 85 (+30)
Design Concept: It becomes thinner, but with more smaller eggs and harder bark. It grows more leaves. When attacked, its eggs might fall off and explode.
Competitive: Well, the ability is definitely fascinating. A different version of weak armor where the two pokemon lose health instead of losing defense. That can be used well for both offensive and defensive, although you need a spot on your moveset for either moonlight, synthesis, or leech seed. It has pretty good defenses, meaning it can take those hits. It has a good special attack and an ability to boost speed, so it can sweep after tanking a few hits. To improve your spD and Def you can use calm mind and/or barrier, letting you take hits even more easily. In short, though, this can either be a unique wall, or it can be a set up sweeper. The choice is yours.
Mega Exeggutor
Grass/Psychic ----> Grass/Psychic
Chlorophyll/Harvest ----> Propagate (Uses Leech Seed on switch in)
95/95/85/125/65/55 ----> 95/95/125/145/105/45 (--/+10/+40/+20/+40/-10)
New Moves: Calm Mind
With increased stats, a great new ability, and a new move, Mega Exeggutor is a poweful Pokemon. Its new ability, Propagate, gives it free recovery each turn, while making sense flavourwise. Calm Mind lets Mega Exeggutor boost its lower Special Defense and its Special Attack, while also giving normal Exeggutor a buff. Even with all these boost, Mega Exeggutor still suffers from a horrible defensive typing, being weak to many attacking types like Fire, Ice, and Dark.
Grass/Psychic ----> Grass/Psychic
Chlorophyll/Harvest ----> Propagate (Uses Leech Seed on switch in)
95/95/85/125/65/55 ----> 95/95/125/145/105/45 (--/+10/+40/+20/+40/-10)
New Moves: Calm Mind
With increased stats, a great new ability, and a new move, Mega Exeggutor is a poweful Pokemon. Its new ability, Propagate, gives it free recovery each turn, while making sense flavourwise. Calm Mind lets Mega Exeggutor boost its lower Special Defense and its Special Attack, while also giving normal Exeggutor a buff. Even with all these boost, Mega Exeggutor still suffers from a horrible defensive typing, being weak to many attacking types like Fire, Ice, and Dark.
Zapdos (Zapdosite)
Type: Electric/Flying -> Electric/Fyling
Abilities: Pressure (Lightning Rod) -> Drizzle
New Moves: Hurricane
HP: 90 -> 90
Atk: 90 -> 100 (+10)
Def: 85 -> 110 (+25)
SpA: 125 -> 145 (+20)
SpD: 90 -> 115 (+25)
Spe: 100 -> 120 (+20)
BST: 580 -> 680
more like Bulky/Bird type
Type: Electric/Flying -> Electric/Fyling
Abilities: Pressure (Lightning Rod) -> Drizzle
New Moves: Hurricane
HP: 90 -> 90
Atk: 90 -> 100 (+10)
Def: 85 -> 110 (+25)
SpA: 125 -> 145 (+20)
SpD: 90 -> 115 (+25)
Spe: 100 -> 120 (+20)
BST: 580 -> 680
more like Bulky/Bird type
Mega Zapdos
Type: Electric/Flying -> Electric/Flying
Ability: Pressure/Static -> Technician
New Moves: None
HP: 90 -> 90
Atk: 90 -> 100 (+10)
Def: 85 -> 110 (+25)
SpA: 125 -> 145 (+20)
SpD: 90 -> 115 (+25)
Spe: 100 -> 120 (+20)
Flavor Concept: Zapdos is surrounded by a ring of crackling clouds (in my mind, Articuno gets a similar ring of mist and Moltres gets a ring of dark smoke).
Competitive Concept: Zapdos has a surprisingly wide variety of moves hitting the Technician threshold, including its most powerful special attack Flying STAB, the pitiful 60 BP Air Cutter (55 BP was so Gen III). But Zapdos can use the incredibly fun Ancient Power for nifty (and accurate!) Rock coverage, or Ominous Wind if you just really like Ghost attacks; either way, Zapdos’s bulk and typing mean that it can spam these 8 PP attacks with some security, meaning it’s actually feasible to get that immense +1 to all boost.
Even without that boost, Ancient Power is pretty wonderful coverage. And speaking of coverage, don’t for a second forget about Zapdos’s necessary evil ever since Gen II, the now-90 BP Hidden Power!
In terms of stats, Zapdos’s typing is bulwarked by 90/110/115 bulk, while not ignoring its great Special Attack and Speed. With Roost at the ready and an explosion of coverage options thanks to Technician, along with its still-incredible utility like Defog, Roar, Tailwind, and U-turn/Volt Switch, Mega Zapdos reclaims its legendary stature.
Type: Electric/Flying -> Electric/Flying
Ability: Pressure/Static -> Technician
New Moves: None
HP: 90 -> 90
Atk: 90 -> 100 (+10)
Def: 85 -> 110 (+25)
SpA: 125 -> 145 (+20)
SpD: 90 -> 115 (+25)
Spe: 100 -> 120 (+20)
Flavor Concept: Zapdos is surrounded by a ring of crackling clouds (in my mind, Articuno gets a similar ring of mist and Moltres gets a ring of dark smoke).
Competitive Concept: Zapdos has a surprisingly wide variety of moves hitting the Technician threshold, including its most powerful special attack Flying STAB, the pitiful 60 BP Air Cutter (55 BP was so Gen III). But Zapdos can use the incredibly fun Ancient Power for nifty (and accurate!) Rock coverage, or Ominous Wind if you just really like Ghost attacks; either way, Zapdos’s bulk and typing mean that it can spam these 8 PP attacks with some security, meaning it’s actually feasible to get that immense +1 to all boost.
Even without that boost, Ancient Power is pretty wonderful coverage. And speaking of coverage, don’t for a second forget about Zapdos’s necessary evil ever since Gen II, the now-90 BP Hidden Power!
In terms of stats, Zapdos’s typing is bulwarked by 90/110/115 bulk, while not ignoring its great Special Attack and Speed. With Roost at the ready and an explosion of coverage options thanks to Technician, along with its still-incredible utility like Defog, Roar, Tailwind, and U-turn/Volt Switch, Mega Zapdos reclaims its legendary stature.
Zapdos
Typing: Electric/Flying (same)
Ability: Pressure (Lightning Rod) -> Conduction (If targeted by an electric type attack, that attack hits the user instead)
Movepool Additions: Air Slash, Earth Power, Water Pulse
HP: 90 -> 90
Atk: 90 -> 90
Def: 85 -> 105 (+20)
SpA: 125 -> 155 (+30)
SpD: 90 -> 110 (+20)
Spe: 100 -> 130 (+30)
Design Concept: Its tail becomes a dark thunder cloud, and reaches over its back like Landorus-Therian's, with lightning bolts sticking out of it. Its beak becomes crooked, like a lightning bolt, and its feet and beak turn black, as well as the feet gaining larger talons.
Competitive: It becomes a counter to electric types, as well as being good on rain teams. It can easily best most electric types. It gets a weak water move to use on rain teams, and can easily be paired with thunder for maximum rain boosts. Enemy electric types threatening your water type team members can easily be disposed of by Zapdos.
Typing: Electric/Flying (same)
Ability: Pressure (Lightning Rod) -> Conduction (If targeted by an electric type attack, that attack hits the user instead)
Movepool Additions: Air Slash, Earth Power, Water Pulse
HP: 90 -> 90
Atk: 90 -> 90
Def: 85 -> 105 (+20)
SpA: 125 -> 155 (+30)
SpD: 90 -> 110 (+20)
Spe: 100 -> 130 (+30)
Design Concept: Its tail becomes a dark thunder cloud, and reaches over its back like Landorus-Therian's, with lightning bolts sticking out of it. Its beak becomes crooked, like a lightning bolt, and its feet and beak turn black, as well as the feet gaining larger talons.
Competitive: It becomes a counter to electric types, as well as being good on rain teams. It can easily best most electric types. It gets a weak water move to use on rain teams, and can easily be paired with thunder for maximum rain boosts. Enemy electric types threatening your water type team members can easily be disposed of by Zapdos.
Mega Zapdos
Electric/Flying -> Electric/Flying
Pressure/(Static) -> Lightning Rod
90/90/85/125/90/100 -> 90/100/95/155/100/120
Moves: None
Zapdos does his job better now that he got better bulk, better speed, better attack, and a better ability. Lightning Rod is amazing for switch-ins, plus it increases special attack. That's a lovely little ability. Don't you agree?
Electric/Flying -> Electric/Flying
Pressure/(Static) -> Lightning Rod
90/90/85/125/90/100 -> 90/100/95/155/100/120
Moves: None
Zapdos does his job better now that he got better bulk, better speed, better attack, and a better ability. Lightning Rod is amazing for switch-ins, plus it increases special attack. That's a lovely little ability. Don't you agree?
Mega Zapdos
Electric / Flying ----> Electric / Flying
Pressure / Static ----> Technician
90 / 90 / 85 / 125 / 90 / 100 (580) ----> 90 / 135 (+45) / 100 (+15) / 135 (+10) / 100 (+10) / 120 (+20) (680)
New Moves: Brave Bird, Drill Run, and Parabolic Charge
Mega Zapdos takes flight as a fast, mixed sweeper. With 135 / 135 offenses and a blistering base 120 Speed, we have a scary sweeper on our hands. Nothing resists the coverage of its STABs and Drill Run, and being able to set itself apart as one of the few viable mixed sweeping Electric-types in the game is great. Technician is the chosen ability because it makes moves such as Ancientpower, Ominous Wind, Air Cutter, Charge Beam, Parabolic Charge, and Pluck much more viable. Drill Run is for the Rock- and Steel-types that think they can switch into any Flying-type attacks.
Electric / Flying ----> Electric / Flying
Pressure / Static ----> Technician
90 / 90 / 85 / 125 / 90 / 100 (580) ----> 90 / 135 (+45) / 100 (+15) / 135 (+10) / 100 (+10) / 120 (+20) (680)
New Moves: Brave Bird, Drill Run, and Parabolic Charge
Mega Zapdos takes flight as a fast, mixed sweeper. With 135 / 135 offenses and a blistering base 120 Speed, we have a scary sweeper on our hands. Nothing resists the coverage of its STABs and Drill Run, and being able to set itself apart as one of the few viable mixed sweeping Electric-types in the game is great. Technician is the chosen ability because it makes moves such as Ancientpower, Ominous Wind, Air Cutter, Charge Beam, Parabolic Charge, and Pluck much more viable. Drill Run is for the Rock- and Steel-types that think they can switch into any Flying-type attacks.
Mega Zapdos
Type: Electric/Flying -> Electric/Flying
Ability: Pressure/Static -> Static
New Moves: None
HP: 90 -> 90
Atk: 90 -> 130 (+40)
Def: 85 -> 115 (+30)
SpA: 125 -> 135 (+10)
SpD: 90 -> 110 (+20)
Spe: 100 -> 100
Flavor Concept: Yay Zapdos finally gets Static.
Competitive Concept: Mixed tank with all-around excellent stats. MegaDos is an excellent Defogger with solid defenses and TWave/Roost/Volt Switch. Heat Wave and HP Ice can be used to take out specific ‘mons, but it’s not recommended to go super offensive.
Type: Electric/Flying -> Electric/Flying
Ability: Pressure/Static -> Static
New Moves: None
HP: 90 -> 90
Atk: 90 -> 130 (+40)
Def: 85 -> 115 (+30)
SpA: 125 -> 135 (+10)
SpD: 90 -> 110 (+20)
Spe: 100 -> 100
Flavor Concept: Yay Zapdos finally gets Static.
Competitive Concept: Mixed tank with all-around excellent stats. MegaDos is an excellent Defogger with solid defenses and TWave/Roost/Volt Switch. Heat Wave and HP Ice can be used to take out specific ‘mons, but it’s not recommended to go super offensive.
Ariados (Ariadosite)
Type: Bug/Poison -> Bug/Dark
Abilities: Swarm, Insomnia (Sniper) -> Shadow Tag
New Moves: Crunch, Taunt, Swords Dance
HP: 70 -> 70
Atk: 90 -> 110 (+10)
Def: 70 -> 85 (+15)
SpA: 60 -> 60
SpD: 60 -> 85 (+15)
Spe: 40 -> 100 (+60)
BST: 390 -> 490
Like Ledian, Ariados is a weak regional bug that needs a great ability to be usable. It becomes Dark type to parallel Ledian's Fighting type, also because spiders are scary fuckers.
With Shadow Tag, the big spider becomes a deadly trapper. It can easily set Sticky Web or try to sweep with a few boosts and STAB Sucker Punch.
Type: Bug/Poison -> Bug/Dark
Abilities: Swarm, Insomnia (Sniper) -> Shadow Tag
New Moves: Crunch, Taunt, Swords Dance
HP: 70 -> 70
Atk: 90 -> 110 (+10)
Def: 70 -> 85 (+15)
SpA: 60 -> 60
SpD: 60 -> 85 (+15)
Spe: 40 -> 100 (+60)
BST: 390 -> 490
Like Ledian, Ariados is a weak regional bug that needs a great ability to be usable. It becomes Dark type to parallel Ledian's Fighting type, also because spiders are scary fuckers.
With Shadow Tag, the big spider becomes a deadly trapper. It can easily set Sticky Web or try to sweep with a few boosts and STAB Sucker Punch.
Mega Ariados
Type: Bug/Poison -> Bug/Poison
Abilities: Swarm/Insomnia/Sniper -> Shadow Tag
New Moves: Moonlight, Taunt, Nasty Plot
HP: 70 -> 70
Atk: 90 -> 110 (+20)
Def: 70 -> 110 (+40)
SpA: 60 -> 60 (+0)
SpD: 60 -> 100 (+40)
Spe: 40 -> 40 (+0)
Flavor Concept: Ariados turns around a la Mawile, and its abdomen markings resemble a much scarier face.
Competitive Concept: Because my poor Klefki didn't make it through, I still think Shadow Tag still needs a defensive utility user. With terrific flavor and utility like Sticky Web and Toxic Spikes, Ariados is a great solution. Once those defenses are boosted to 70/110/100, and Moonlight is added to its arsenal, it can set up on many a defensive mon, particularly because of its immunity to Toxic. Taunt keeps opponents from setting up, or more importantly phazing Ariados out before it can do its work.
On top of Sticky Web and Toxic Spikes support, Ariados has Baton Pass up its spindly sleeve, and while it can't use Nasty Plot for itself, it makes for a great passing move, along with Agility and, erm, Hone Claws.
Shadow Tag's utility beyond can be used for so much more than trapping and killing, and I'd love to examine its subtleties in this meta. Klefki was the perfect candidate, but now that it's out, Ariados is the next hope!
Type: Bug/Poison -> Bug/Poison
Abilities: Swarm/Insomnia/Sniper -> Shadow Tag
New Moves: Moonlight, Taunt, Nasty Plot
HP: 70 -> 70
Atk: 90 -> 110 (+20)
Def: 70 -> 110 (+40)
SpA: 60 -> 60 (+0)
SpD: 60 -> 100 (+40)
Spe: 40 -> 40 (+0)
Flavor Concept: Ariados turns around a la Mawile, and its abdomen markings resemble a much scarier face.
Competitive Concept: Because my poor Klefki didn't make it through, I still think Shadow Tag still needs a defensive utility user. With terrific flavor and utility like Sticky Web and Toxic Spikes, Ariados is a great solution. Once those defenses are boosted to 70/110/100, and Moonlight is added to its arsenal, it can set up on many a defensive mon, particularly because of its immunity to Toxic. Taunt keeps opponents from setting up, or more importantly phazing Ariados out before it can do its work.
On top of Sticky Web and Toxic Spikes support, Ariados has Baton Pass up its spindly sleeve, and while it can't use Nasty Plot for itself, it makes for a great passing move, along with Agility and, erm, Hone Claws.
Shadow Tag's utility beyond can be used for so much more than trapping and killing, and I'd love to examine its subtleties in this meta. Klefki was the perfect candidate, but now that it's out, Ariados is the next hope!
Mega Ariados
Type: Bug/Poison -> Bug/Poison
Abilities: Swarm/Insomnia/Sniper -> Spinner (auto-Sticky Web on switch/MEvo)
New Moves: N/A
HP: 70 -> 70
Atk: 90 -> 125 (+35)
Def: 70 -> 95 (+25)
SpA: 60 -> 60
SpD: 60 -> 80 (+20)
Spe: 40 -> 50 (+10)
Ultimate support for Sticky Web teams. Attempting to Defog against this will be a losing battle over the long run. Stats, movepool, and typing kept deliberately blah to make up for the ability.
Type: Bug/Poison -> Bug/Poison
Abilities: Swarm/Insomnia/Sniper -> Spinner (auto-Sticky Web on switch/MEvo)
New Moves: N/A
HP: 70 -> 70
Atk: 90 -> 125 (+35)
Def: 70 -> 95 (+25)
SpA: 60 -> 60
SpD: 60 -> 80 (+20)
Spe: 40 -> 50 (+10)
Ultimate support for Sticky Web teams. Attempting to Defog against this will be a losing battle over the long run. Stats, movepool, and typing kept deliberately blah to make up for the ability.
Ariados
Typing: Bug/Poison -> Bug/Dark
Abilities: Swarm/Insomnia (Sniper) -> Prankster
Movepool Additions: Destiny Bond, Crunch, Dark Pulse
HP: 70 -> 70
Atk: 90 -> 100 (+10)
Def: 70 -> 110 (+40)
SpA: 60 -> 60
SpD: 60 -> 110 (+50)
Spe: 40 -> 30 (-10)
Design Concept: Its body is now wrapped in webs, forming an odd suit of armor around it. After being toyed with for so long by psychic attacks, its mind has gotten stronger and is immune to them. The hooks on the end of its legs grow bigger, and he can detach the legs at will, as they grow back quickly. Until they grow back, however, Ariados uses negative energy to move forward. Its eyes are now pitch black, and its legs have become pure white, just like the webs Ariados is wrapped in.
Competitive: It now has an ok attack, meaning it can deal some damage. But, its main usage is for prankster sticky web and destiny bond. It now has better bulk and can stall. Prankster hazards, dbond, toxic, sub, rest, and disable. With the right moves, this could be very annoying.
Typing: Bug/Poison -> Bug/Dark
Abilities: Swarm/Insomnia (Sniper) -> Prankster
Movepool Additions: Destiny Bond, Crunch, Dark Pulse
HP: 70 -> 70
Atk: 90 -> 100 (+10)
Def: 70 -> 110 (+40)
SpA: 60 -> 60
SpD: 60 -> 110 (+50)
Spe: 40 -> 30 (-10)
Design Concept: Its body is now wrapped in webs, forming an odd suit of armor around it. After being toyed with for so long by psychic attacks, its mind has gotten stronger and is immune to them. The hooks on the end of its legs grow bigger, and he can detach the legs at will, as they grow back quickly. Until they grow back, however, Ariados uses negative energy to move forward. Its eyes are now pitch black, and its legs have become pure white, just like the webs Ariados is wrapped in.
Competitive: It now has an ok attack, meaning it can deal some damage. But, its main usage is for prankster sticky web and destiny bond. It now has better bulk and can stall. Prankster hazards, dbond, toxic, sub, rest, and disable. With the right moves, this could be very annoying.
The next slate appears to be Crobat, Quagsire, Unown, and Wobbuffet. Get to discussing!