Megas For All V2 (Induction Phase)

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Hariyama

Fighting -> Fighting/Dark

Thick Fat/Guts /Sheer Force -> Hustle

144 -> 144

120 -> 155 (+35)

60 -> 95 (+35)

40 -> 40 (0)

60 -> 50 (-10)

50 -> 90 (+40).

Mega Hariyama is an offense threat with a major boost to his attack and speed. Hustle increased his attack but lower his accuracy. Hariyama gain the dark type
 
Jirachi
Type: Steel/Psychic --> Steel/Fairy
Ability: Serene Grace --> Regenerator
Stats: 100/110/120/140/120/110
Moonblast is a level-up move.
Regenerator synergizes well with two "signature" moves of Jirachi: Doom Desire and Wish. Jirachi can come in, perform of these two moves, then U-turn or switch out to keep momentum and either support the team or do damage to the opposition. The Fairy type fits with the whole Wish and pixie theme perfectly.
 
Mega Jirachi

Type: Steel/Psychic ----> Steel/Psychic

Abilities: Serene Grace ----> Hibernate (User takes 25% damage when asleep; see spreadsheet for more info)

New Moves: None

100/100/100/100/100/100 ----> 100/120/120/120/120/120 (--/+20/+20/+20/+20/+20)

Based on Jirachi’s movie appearance and Pokedex entries stating that Jirachi sleeps for a thousand years, Hibernate is a perfect ability for it. With Hibernate, Jirachi only takes 25% damage from all attacks, meaning that a RestTalk set would be very effective. Jirachi can even use Calm Mind with RestTalk to become similar to Crocune, boosting up while asleep and gradually becoming more powerful.
 
Oh look, I actually had time today to do my job here! That's a surprise. PM votes to nightsitter



Current Slate

Mega Gorebyss
Type: Water -> Water/Psychic
Abilities: Swift Swim -> Benthic (Water moves are super effective against Grass)
New Moves: Psyshock

HP: 55 -> 55
Atk: 84 -> 94 (+10)
Def: 105 -> 135 (+30)
SpA: 114 -> 134 (+20)
SpD: 75 -> 100 (+25)
Spe: 52 -> 67 (+15)
BST: 485 -> 585

Mega Huntail and Mega Gorebyss are pretty similar, both gaining a secondary typing corresponding to a few level-up moves they learn, both maintaining the same defensive and Speed boosts (in order to be slow enough to take a hit without lowered defenses and fast enough to outspeed a lot after a Shell Smash) and both gaining +20 to their higher attacking stat and +10 to the lower one.

Their shared ability's based off the idea that these two Pokemon live at extreme oceanic depths, so the water they use for their attacks is not going to be the type of water plants appreciate (due to the extreme temeperature gradients found near hydrothermal vents). Competitively, the Freeze Dry-esque effect for their Water moves allows both Mega Huntail and Mega Gorebyss to effectively run SmashPass + dual STAB without having to worry as much about coverage.

252+ SpA Benthic Gorebyss Surf vs. 252 HP / 168 SpD Ferrothorn: 254-300 (72.1 - 85.2%)

Mega Gorebyss
Type: Water -> Water/Fire
Abilities: Swift Swim -> Hydrothermal (All of this Pokemon's water-type moves have a 30% chance to burn the opponent)
New Moves: Fire Blast, Giga Drain, Recover

HP: 55 -> 55
Atk: 84 -> 89 (+5)
Def: 105 -> 125 (+20)
SpA: 114 -> 139 (+25)
SpD: 75 -> 105 (+30)
Spe: 52 -> 72 (+20)
BST: 485 -> 585

"Its pink body becomes more vivid with the rise of water temperatures in the springtime." - HG/SS Pokedex.
"Although Gorebyss is the very picture of elegance and beauty while swimming, it is also cruel. When it spots prey, this Pokémon inserts its thin mouth into the prey's body and drains the prey of its body fluids." Sapphire Pokedex.

MegaGorebyss becomes a better Volcanion stat-wise with a more restricted fire movepool and the inability to hold an item. Giga Drain is a great coverage move and it makes MegaGorebyss last longer in battle. MGorebyss is a tank that can cripple physical attackers with its ability, force them to switch and set up Shell Smash. Sadly, it can only choose 4 moves out of many good special and status moves.

Gorebyss
Type: Water -> Water/Ground
Abilities: Swift Swim (Hydration) -> Water Absorb
New Moves: Earth Power, Recover, Wild Charge

HP: 55 -> 55
Atk: 84 -> 84
Def: 105 -> 105
SpA: 114 -> 149 (+35)
SpD: 75 -> 75
Spe: 52 -> 117 (+65)

Flavor Concept: It grows sleeker yet more ominous, and it is surrounded by a thin cloud of dirt.

Competitive Concept: Now a counter to Mega Huntail, it already has a niche if the opponent has one. Anyways, it has two immunities and one weakness, so if it had better defensive stats, it would be very strong. It is just a semi-fast sweeper as of now.





Mega Huntail
Type: Water -> Water/Dark
Abilities: Swift Swim/Water Veil -> Benthic (Water moves are super effective against Grass)
New Moves: Dark Pulse

HP: 55 -> 55
Atk: 104 -> 124 (+20)
Def: 105 -> 135 (+30)
SpA: 94 -> 104 (+10)
SpD: 75 -> 100 (+25)
Spe: 52 -> 67 (+15)
BST: 485 -> 585

Mega Huntail and Mega Gorebyss are pretty similar, both gaining a secondary typing corresponding to a few level-up moves they learn, both maintaining the same defensive and Speed boosts (in order to be slow enough to take a hit without lowered defenses and fast enough to outspeed a lot after a Shell Smash) and both gaining +20 to their higher attacking stat and +10 to the lower one.

Their shared ability's based off the idea that these two Pokemon live at extreme oceanic depths, so the water they use for their attacks is not going to be the type of water plants appreciate (due to the extreme temperature gradients found near hydrothermal vents). Competitively, the Freeze Dry-esque effect for their Water moves allows both Mega Huntail and Mega Gorebyss to effectively run SmashPass + dual STAB without having to worry as much about coverage.

+2 252 Atk Benthic Huntail Waterfall vs. 252 HP / 252+ Def Chesnaught: 318-374 (83.6 - 98.4%)

Mega Huntail
Type: Water -> Water/Dark
Abilities: Swift Swim/Water Veil -> Strong Jaw
New Moves: Thunder Fang, Fire Fang, Aqua Jet

HP: 55 -> 55
Atk: 104 -> 129 (+25)
Def: 105 -> 125 (+20)
SpA: 94 -> 99 (+5)
SpD: 75 -> 105 (+30)
Spe: 52 -> 72 (+20)
BST: 485 -> 585

Huntail's jaws are scarier than MegaSharpedo's. 'Nuff said.

MegaHuntail becomes a straight-forward set-up sweeper, with enough power to easily 2HKO Skarmory at +2 attack with Crunch, Waterfall or Fire Fang. 'Nuff said.

Huntail
Type: Water -> Water/Electric
Abilities: Swift Swim (Water Veil) -> Dirt Pile (Read OP)
New Moves: Earth Power, Recover, Wild Charge

HP: 55 -> 55
Atk: 104 -> 104
Def: 105 -> 140 (+35)
SpA: 94 -> 94
SpD: 75 -> 140 (+65)
Spe: 52 -> 52

Flavor Concept: Its body design becomes overcharged with electricity, and its body forms into the shape of a lightningbolt.

Competitive Concept:Now very bulky, it can be an amazing shell smasher. 55/140/140 bulk is fairly good, but imagine if it had 100 hp o.- Anyways, it can be easily canceled out by an unaware mon or by gorebyss.





Hariyama (Hariyamite)
Type: Fighting -> Fighting/Rock
Abilities: Thick Fat, Guts (Sheer Force) -> Solid Rock
New Moves: Stealth Rock, Drain Punch

HP: 144 -> 144
Atk: 120 -> 150 (+30)
Def: 60 -> 100 (+40)
SpA: 40 -> 40
SpD: 60 -> 100 (+40)
Spe: 50 -> 40 (-10)
BST: 474 -> 574

Hariyama is hard as rock according to the pokedex. It becomes incredibly bulky with 144/100/100 defenses, and is no slacker offensively with 150 Atk. Stealth Rock and Drain Punch are valuable assets for anything built like it. Hopefully Drain Punch isn't considered too much recovery, as it's not exactly reliable.
While Fighting/Rock is excellent offensively, it comes with a fair share of weaknesses which Solid Rock mitigates to an extent.
Some support options to highlight are Fake Out, Knock Off, and even Force Palm with its 30% chance of causing paralysis (even to Ground types).

252 SpA Life Orb Greninja Hydro Pump vs. 252 HP / 0 SpD Solid Rock Hariyama: 312-368 (63.4 - 74.7%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Solid Rock Hariyama: 359-423 (72.9 - 85.9%) -- guaranteed 2HKO
252+ Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 4 Def Hariyama: 384-452 (78 - 91.8%) -- guaranteed 2HKO
252 Atk Garchomp Earthquake vs. 252 HP / 4 Def Solid Rock Hariyama: 253-301 (51.4 - 61.1%) -- guaranteed 2HKO
252 Atk Life Orb Terrakion Close Combat vs. 252 HP / 4 Def Solid Rock Hariyama: 398-468 (80.8 - 95.1%) -- guaranteed 2HKO

Mega Hariyama
Type: Fighting -> Fighting/Steel
Abilities: Thick Fat/Guts/Sheer Force -> Thick Fat
New Moves: Slack off

HP: 144-> 144
Atk: 120 -> 120 (+0)
Def: 60 -> 105 (+45)
SpA: 40 -> 40 (+0)
SpD: 60 -> 105 (+45)
Spe: 50 -> 60 (+10)
BST: 474 -> 574
Hariyama gains balls of steel, better known as a better defensive typing fighting/steel. Hariyama becomes bulkier and goes the defensive route with upgraded defenses and a slightly upgraded speed tier. I gave him reliable recovery so he can actually act as a wall without leftovers, and thick fat removes his fire weakness and he now 4x resists ice.

Mega Hariyama
Type: Fighting -> Fighting/Rock
Abilities: Thick Fat/Guts/Sheer Force -> Gale Punch (Gives priority to "Punch" moves. Sucker Punch is not boosted)
New Moves: Hammer Arm, Drain Punch

HP: 144-> 144
Atk: 120 -> 140 (+20)
Def: 60 -> 95 (+35)
SpA: 40 -> 40 (+0)
SpD: 60 -> 95 (+35)
Spe: 50 -> 60 (+10)
BST: 474 -> 574
Concept: So, basically his hair become longer and some other aesthetic changes.

Motivation: I think that everyone who's trying to use Hariyama in competitive, is using him as a NU Conkeldurr, because they have the same ability and a pretty similar moveset. So the most obvious way to create a Mega Hariyama would be by increasing his "Conkeldurrness". Because of this I really wanted to be original and to try to make an ipothetical MHariyama a new Fighting-Type Talonflame. In fact, because of his new ability that has the same effect of Talonflame's but a really bigger extension, I think that Hariyama would become a perfect Mega Priority Puncher. I added the rock type to give him some weaknesses to not be OP. The ability gives also a priority boost move that is Power-Up Punch. I think that this one would be a perfect moveset for him:
Hariyama @ Hariyamite
Ability: Thick Fat
EVs: 252 HP/252 Atk/4 SpD
Adamant Nature
- Power-Up Punch
- Hammer Arm
- Thunder Punch/Ice Punch/Fire Punch
- Fake Out/Knock Off
Some calcs:
Defensive:
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Hariyama: 246-289 (50 - 58.7%) -- guaranteed 2HKO
252+ Atk Mawile Play Rough vs. 252 HP / 0 Def Hariyama: 254-300 (51.6 - 60.9%) -- guaranteed 2HKO

Offensive:
252 Atk Hariyama Thunder Punch vs. 0 HP / 4 Def Talonflame: 228-270 (76.7 - 90.9%) -- guaranteed 2HKO
+1 252+ Atk Hariyama Thunder Punch vs. 0 HP / 0 Def Keldeo: 312-368 (96.5 - 113.9%) -- 75% chance to OHKO

Hariyama
Type: Fighting -> Fighting/Normal
Abilities: Thick Fat, Guts (Sheer Force) -> Sumo Force (The user's attack is doubled but all of its moves have -1 priority.)
New Moves: Stomp, Slack Off

HP: 144 -> 144
Atk: 120 -> 120 (+0)
Def: 60 -> 95 (+35)
SpA: 40 -> 70 (+30)
SpD: 60 -> 95 (+35)
Spe: 50 -> 50 (+0)
BST: 474 -> 574

With its new ability, Hariyama becomes stronger than MegaMawile by completely sacrificing moving first (ever). Normal type gives it STAB Fake Out, which now has the same priority as ExtremeSpeed. STAB Return also packs a punch. Normal priority Bullet Punch can be used, but it's highly not recommended because of Hariyama's terrible speed. Focus Punch already has -3 priority, so -4 wouldn't hinder it at all, therefore a SubPunch set would be the best (or SubAnything for that matter). MegaHariyama isn't made to last long in battle, but I gave Slack Off to make it less predictable and last a little longer. MegaHariyama is also an effective fragile-lead crippler.
252+ Atk Sumo Force Hariyama Focus Punch vs. 252 HP / 252+ Def Skarmory: 288-340 (86.2 - 101.7%) -- 12.5% chance to OHKO
252+ Atk Sumo Force Hariyama Fake Out vs. 4 HP / 0 Def Greninja: 189-223 (66 - 77.9%) -- guaranteed 2HKO

Mega Hariyama
Type: Fighting -> Fighting
Abilities: Thick Fat/Guts/Sheer Force -> Inner Peace (defensive Analytic: reduces damage by 30% when user moves last)
New Moves: Drain Punch (how does the bulkiest Fighting type not get Drain Punch?)

HP: 144 -> 144
Atk: 120 -> 140 (+20)
Def: 60 -> 100 (+40)
SpA: 40 -> 40 (+0)
SpD: 60 -> 100 (+40)
Spe: 50 -> 50 (+0)

Flavor Concept: Hariyama used Bulk Up!

Competitive Concept: Mega Hariyama is a hell of a tank, with 144/100/100 defenses and an ability that reduces damage even further against most opponents. He can bulk up even further with, well, Bulk Up, and with Drain Punch to heal itself, Knock Off for coverage and great utility, and a coverage move (Poison Jab is probably best, hitting all but Toxicroak neutrally; Bullet Punch may not allow for its ability's defensive boost but priority still has its uses) it's durable as hell. Its biggest weakness, status, drastically improves its base form thanks to Guts. Or you can go with Thick Fat for easy switches on Fire or Ice.

Mega Hariyama
Type: Fighting -> Fighting
Abilities: Thick Fat/Guts/Sheer Force -> Sumo Tactics (Whenever this Pokemon is damaged by a contact attack, its contact attacks double in power for one turn)
New Moves: Drain Punch

HP: 144 -> 144
Atk: 120 -> 150 (+30)
Def: 60 -> 150 (+90)
SpA: 40 -> 40 (+0)
SpD: 60 -> 40 (-20)
Spe: 50 -> 50 (+0)

Flavor Concept: Hariyama turns into a massive physical sumo wrestler, capable of turning away any physical attack but weak against even the most pathetic special assault.

Competitive Concept: Mega Hariyama is a powerful physical tank that not only safeguards against physical attackers but actually DISSUADES them from attacking for fear of an effective +2 attack backed up by a 150 Attack stat. In addition, any physical attacker which lacks a ghost-type teammate has to walk the line when switching out, as the switch-in could potentially be eating an absurdly powerful Focus Punch. For reference:

252+ 150 Atk Sumo Tactics Hariyama Focus Punch vs. 0 HP / 0 Def Mew: 298-351 (87.3 - 102.9%) -- 18.8% chance to OHKO

Damn.

Hariyama

Fighting -> Fighting/Dark

Thick Fat/Guts /Sheer Force -> Hustle

144 -> 144

120 -> 155 (+35)

60 -> 95 (+35)

40 -> 40 (0)

60 -> 50 (-10)

50 -> 90 (+40).

Mega Hariyama is an offense threat with a major boost to his attack and speed. Hustle increased his attack but lower his accuracy. Hariyama gain the dark type





Jirachi (Jirachinite)
Type: Steel/Psychic -> Steel/Fairy
Abilities: Serene Grace -> Serene Grace
New Moves: Play Rough

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 120 (+20)
SpA: 100 -> 120 (+20)
SpD: 100 -> 120 (+20)
Spe: 100 -> 120 (+20)
BST: 600 -> 700

Jirachi regains an excellent defensive typing, losing its weaknesses to Dark and Ghost that came with the Steel nerf. It also gets Fairy STAB which makes it much more viable, however lack of an item can hurt. A great 120 Speed makes paraflinch and CM sets that much more threatening. Play Rough is for new physical STAB, and has a 20% chance of lowering Attack.

Mega Jirachi

Type: Steel/Psychic -> Steel/Psychic

Abilities: Serene Grace -> Upon a Star (When Jirachi Mega-Evolves or switches in, it automatically uses wish at 50% power.)

New Moves:


HP: 100 -> 100

Atk: 100 -> 100 (+0)

Def: 100 -> 135 (+35)

SpA: 100 -> 120 (+20)

SpD: 100 -> 135 (+35)

Spe: 100 ->110 (+10)

BST: 600 -> 700


With its new ability, Mega Jirachi becomes an excellent defensive pivot as it is able to automatically restore its own health or its teammates just by switching in and out. To prevent this from becoming too overbearing (seeing as one could switch in, get the auto-wish, use wish, then U turn out to restore 75% to the next pokemon) it retains its Steel/Psychic typing with its weaknesses to the ever common dark and ghost type attacks, despite the temptation to make this thing part fairy type.

Mega Jirachi
Type: Steel/Psychic -> Steel/Psychic
Abilities: Serene Grace -> Wishmaker (automatic Healing Wish after fainting)
New Moves: N/A

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 130 (+30)
SpA: 100 -> 120 (+20)
SpD: 100 -> 130 (+30)
Spe: 100 -> 100
BST: 600 -> 700

Mega Jirachi gets very defensive and supportive. With 100/130/130 defenses, Wish, and good Speed, Steel/Fairy might make it too difficult to take down. You can let something punch holes in an opponent's team early in the game, bring in Mega Jirachi to spread some status and wall some things, and once it faints you can bring back the sweeper to clean up.

As an idea of its bulk, this Mega Jirachi with max HP and a Bold nature survives CB Flare Blitz from Talonflame:
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 4+ Def Jirachi: 338-402 (83.6 - 99.5%)

With 120 Special Attack, Mega Jirachi can function as a dangerous Calm Minder and the 120 attack means that even an uninvested Iron Head will do respectable damage.

Jirachi (Jirachinite)
Type: Steel/Psychic -> Steel/Psychic
Abilities: Serene Grace -> Desire Bringer (Allows the immediate use of a move that charges on the first turn or takes two turns to hit.)
New Moves: Sky Attack

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 120 (+20)
SpA: 100 -> 120 (+20)
SpD: 100 -> 120 (+20)
Spe: 100 -> 120 (+20)
BST: 600 -> 700

Desire Bringer makes Doom Desire and Future Sight more useful. Sky Attack is also a great move combined with its ability, and since Jirachi is based off of a falling star, it makes sense. Wish is affected by the ability as well, and it is a reliable recovery.

Mega Jirachi
Type: Steel/Psychic -> Steel/Psychic
Abilities: Serene Grace -> Doom Prediction (Whenever this Pokemon switches in/Mega evolves, a 3-turn Perish Count is enacted upon the opponent.)

HP: 100 -> 100
Atk: 100 -> 120 (+20)
Def: 100 -> 120 (+20)
SpA: 100 -> 120 (+20)
SpD: 100 -> 120 (+20)
Spe: 100 -> 120 (+20)
BST: 600 -> 700

Flavor Concept: Doom Desire, the viable version.

Competitive Concept: Mega Jirachi is pretty much the ultimate counter-sweep safeguard. With buffs to its defensive stats and a good defensive typing, setup sweepers are likely to get stopped in their tracks without running through the team unless they have a move that OHKOs.

Mega Jirachi
Type: Steel/Psychic -> Steel/Psychic
Ability: Serene Grace -> Sweet Dreams (See spreadsheet for description)
New Moves: None

HP: 100 -> 100
Atk: 100 -> 140 (+40)
Def: 100 -> 115 (+15)
SpA: 100 -> 140 (+40)
SpD: 100 -> 115 (+15)
Spe: 100 -> 90 (-10)

Flavor Concept: Jirachi sleeps for a thousand years.

Competitive Concept: Jirachi now with more power and slightly improved recovery! Despite only having two moveslots to work with outside of Rest and Sleep Talk, Jirachi can inflict decent damage with its neat coverage moves while tanking hit after hit from the opponent.

Jirachi
Type: Steel/Psychic --> Steel/Fairy
Ability: Serene Grace --> Regenerator
Stats: 100/110/120/140/120/110
Moonblast is a level-up move.
Regenerator synergizes well with two "signature" moves of Jirachi: Doom Desire and Wish. Jirachi can come in, perform of these two moves, then U-turn or switch out to keep momentum and either support the team or do damage to the opposition. The Fairy type fits with the whole Wish and pixie theme perfectly.

Mega Jirachi

Type: Steel/Psychic ----> Steel/Psychic

Abilities: Serene Grace ----> Hibernate (User takes 25% damage when asleep; see spreadsheet for more info)

New Moves: None

100/100/100/100/100/100 ----> 100/120/120/120/120/120 (--/+20/+20/+20/+20/+20)

Based on Jirachi’s movie appearance and Pokedex entries stating that Jirachi sleeps for a thousand years, Hibernate is a perfect ability for it. With Hibernate, Jirachi only takes 25% damage from all attacks, meaning that a RestTalk set would be very effective. Jirachi can even use Calm Mind with RestTalk to become similar to Crocune, boosting up while asleep and gradually becoming more powerful.
 
I don't know if this officially starts the discussion (It did on the original thread,) but I am going to give my thoughts on them anyways.
Illumise+Volbeat: Typing Changed to electric/bug. Special/Physical tanks probably. And Illumise will definitely get tail glow and volbeat will get wish.
Kecleon: An ability to change its type to the opponent's move right before it gets hit. That will be cool. I doubt I will change the typing, as it would just revert to one type anyways. Physical attacker/disruptor.
Lumineon: Water/Flying with probably either lightning rod or drizzle. It will also get hurricane. That definitely won't be too OP as I would have to invest 40 into spA to make it have 109. Maybe I'll get creative and give it an ability to boost its spA or the power of its moves. I don't know much about what to do with this guy.
 
There was an X version and a Y version of Lumineon. One had Quiver Dance and Simple, and the other had Tail Glow. Of course, base forms get moves too, which meant the Simple variant also got Tail Glow and was deemed broken. I think that's how it went, anyway.
 
There was an X version and a Y version of Lumineon. One had Quiver Dance and Simple, and the other had Tail Glow. Of course, base forms get moves too, which meant the Simple variant also got Tail Glow and was deemed broken. I think that's how it went, anyway.
In that case, do you also know what happened to the alternate variant of Garbodor? There were two, one the Poison/Steel with Filter, the other the Poison/Dark with Regenerator. I don't see that second one at all.

EDIT: So I went through the old thread and realized that one of the Mega Garbodor's seems to have gotten got dropped, but it was the wrong one. Mine was dropped. If possible, could we add mine back into the OP? I'm going to search for it, one sec...

EDIT 2: Here it is:
TheTraininator said:
Type: Poison -> Poison/Dark
Ability: Stench/Weak Armor/Aftermath -> Regenerator
New Moves: Stealth Rock, Sucker Punch, Fire Blast

HP: 80 -> 80 (+0)
Atk: 95 -> 115 (+20)
Def: 82 -> 122 (+40)
SpA: 60 -> 90 (+30)
SpD: 82 -> 112 (+30)
Spe: 75 -> 55 (-20)

Not only does this help improve Garbodor's prominent niche of entry hazard setter, it also adds a heck of a lot more versatility and longevity to it. I gave it an added Dark typing because A) the concept of an evil trashbag amuses me and B) because it is such a great and under represented type, (only being weak to ground.) It also actually naturally had a lot of good Dark STABS to abuse like Payback and Dark Pulse, so it makes sense. The added bulk and regenerator help it come in throughout the match to set up hazards, (as with Stealth Rock in its movepool now, it has all of them except Sticky Web.) The added offenses help it actually hit back when needed to, either with powerful Gunk Shots and Paybacks or the new Fire Blast and boosted special attack to roast the Ferrothorns who think they can hazard trade. Heck, with Sucker Punch, it can even pull of a great Curse sweep. This garbage bag is very versatile and very deadly, so be careful what you throw out - it might come right back. With a vengeance.
 
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There was an X version and a Y version of Lumineon. One had Quiver Dance and Simple, and the other had Tail Glow. Of course, base forms get moves too, which meant the Simple variant also got Tail Glow and was deemed broken. I think that's how it went, anyway.
Yeah, that probably would've been fine on its own but the non-Simple one was Water/Electric and transferred Thunderbolt in addition to Tail Glow.
 
Yeah, each was fine on their own but effectively anything that gets Simple really can't win along with something that doesn't get Simple... It'll be a train wreck.
 
Heyy sorry for the delay; I've had quite the busy day.

Gorebyss: GG Unit
Mega Gorebyss
Type: Water -> Water/Psychic
Abilities: Swift Swim -> Benthic (Water moves are super effective against Grass)
New Moves: Psyshock

HP: 55 -> 55
Atk: 84 -> 94 (+10)
Def: 105 -> 135 (+30)
SpA: 114 -> 134 (+20)
SpD: 75 -> 100 (+25)
Spe: 52 -> 67 (+15)
BST: 485 -> 585

Mega Huntail and Mega Gorebyss are pretty similar, both gaining a secondary typing corresponding to a few level-up moves they learn, both maintaining the same defensive and Speed boosts (in order to be slow enough to take a hit without lowered defenses and fast enough to outspeed a lot after a Shell Smash) and both gaining +20 to their higher attacking stat and +10 to the lower one.

Their shared ability's based off the idea that these two Pokemon live at extreme oceanic depths, so the water they use for their attacks is not going to be the type of water plants appreciate (due to the extreme temeperature gradients found near hydrothermal vents). Competitively, the Freeze Dry-esque effect for their Water moves allows both Mega Huntail and Mega Gorebyss to effectively run SmashPass + dual STAB without having to worry as much about coverage.

252+ SpA Benthic Gorebyss Surf vs. 252 HP / 168 SpD Ferrothorn: 254-300 (72.1 - 85.2%)


Huntail: GG Unit
Mega Huntail
Type: Water -> Water/Dark
Abilities: Swift Swim/Water Veil -> Benthic (Water moves are super effective against Grass)
New Moves: Dark Pulse

HP: 55 -> 55
Atk: 104 -> 124 (+20)
Def: 105 -> 135 (+30)
SpA: 94 -> 104 (+10)
SpD: 75 -> 100 (+25)
Spe: 52 -> 67 (+15)
BST: 485 -> 585

Mega Huntail and Mega Gorebyss are pretty similar, both gaining a secondary typing corresponding to a few level-up moves they learn, both maintaining the same defensive and Speed boosts (in order to be slow enough to take a hit without lowered defenses and fast enough to outspeed a lot after a Shell Smash) and both gaining +20 to their higher attacking stat and +10 to the lower one.

Their shared ability's based off the idea that these two Pokemon live at extreme oceanic depths, so the water they use for their attacks is not going to be the type of water plants appreciate (due to the extreme temperature gradients found near hydrothermal vents). Competitively, the Freeze Dry-esque effect for their Water moves allows both Mega Huntail and Mega Gorebyss to effectively run SmashPass + dual STAB without having to worry as much about coverage.

+2 252 Atk Benthic Huntail Waterfall vs. 252 HP / 252+ Def Chesnaught: 318-374 (83.6 - 98.4%)


Hariyama: JayHankEdLyon
Mega Hariyama
Type: Fighting -> Fighting
Abilities: Thick Fat/Guts/Sheer Force -> Inner Peace (defensive Analytic: reduces damage by 30% when user moves last)
New Moves: Drain Punch (how does the bulkiest Fighting type not get Drain Punch?)

HP: 144 -> 144
Atk: 120 -> 140 (+20)
Def: 60 -> 100 (+40)
SpA: 40 -> 40 (+0)
SpD: 60 -> 100 (+40)
Spe: 50 -> 50 (+0)

Flavor Concept: Hariyama used Bulk Up!

Competitive Concept: Mega Hariyama is a hell of a tank, with 144/100/100 defenses and an ability that reduces damage even further against most opponents. He can bulk up even further with, well, Bulk Up, and with Drain Punch to heal itself, Knock Off for coverage and great utility, and a coverage move (Poison Jab is probably best, hitting all but Toxicroak neutrally; Bullet Punch may not allow for its ability's defensive boost but priority still has its uses) it's durable as hell. Its biggest weakness, status, drastically improves its base form thanks to Guts. Or you can go with Thick Fat for easy switches on Fire or Ice.


Jirachi: nightsitter
Mega Jirachi
Type: Steel/Psychic -> Steel/Psychic
Ability: Serene Grace -> Sweet Dreams (See spreadsheet for description)
New Moves: None

HP: 100 -> 100
Atk: 100 -> 140 (+40)
Def: 100 -> 115 (+15)
SpA: 100 -> 140 (+40)
SpD: 100 -> 115 (+15)
Spe: 100 -> 90 (-10)

Flavor Concept: Jirachi sleeps for a thousand years.

Competitive Concept: Jirachi now with more power and slightly improved recovery! Despite only having two moveslots to work with outside of Rest and Sleep Talk, Jirachi can inflict decent damage with its neat coverage moves while tanking hit after hit from the opponent.

This means it's time for submissions! The next slate is Illumise, Volbeat, Kecleon, and Lumineon
 
Volbeat
Bug -> Bug/Fire
Illuminate/ Swarm/Prankstar -> Chlorophyll
New Moves: Fire punch, Flare Blitz
Hp: 65 -> 65
Atk: 73 -> 113 (+40)
Def: 55 -> 70 (+15)
SpA: 47 -> 47 (0)
SpD: 75 -> 105 (+30)
Spd:85 -> 100 (+15)
Competitive Concept: Mega Volbeat became a Bug/Fire type with Chlorophyll. You can set up sunny day before you mega and go from there. Mega volbeat gain a major boost in attack.

Illumise
Bug -> Bug/Water
Oblivious/Tinted Lens/Prankstar -> Swift Swim
New Moves: Scald, Hydro Pump
Hp: 65 -> 65
Atk: 47 -> 47 (0)
Def: 55 -> 70 (+15)
SpA: 73 -> 113 (+40)
SpD: 75 -> 105 (+30)
Spd: 85 -> 100 (+15)
Competitive Concept: Mega Illumise became a Bug/Water type with Swift Swim. You can set up Rain dance before you mega and go from there. Mega Illumise gains a major boost in Special attack.
 
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Mega Kecleon
Type: Normal -> Normal
Abilities: Colour Change/ Protean -> Protean
New Moves: Dragon Claw, Iron Head

HP: 60 -> 60
Atk: 90 ->90 (+0)
Def: 70 -> 95 (+25)
SpA: 60 -> 60 (+0)
SpD: 120 -> 130 (+10)
Spe: 40 -> 105 (+65)
BST: 440 -> 540

Kecleon has greatly increased speed so that it finally can viably use protean to its advantage without relying on priority! I gave it base 105 speed so that it outruns the very crowded 100 tier with threats like Mega Charizard (X or Y) and Mega gardevoir in it, allowing Kelceon to play mind games with its opponent by being able to change its typing to resist whatever moves are being thrown at it. However in order to be fast enough to do this it must sacrifice some bulk so prediction is key with using Mega Kecleon as it isn’t really bulky enough to be taking powerful unresisted attacks. I gave it Dragon Claw and Iron Head because between the Dragon and Steel typings, only ground, fighting, dark, and ghost go unresisted (Kecleon is a lizard so dragon claw kind of make sense flavour wise, as for Iron head… shhh just go with it). You could choose to cover dark and ghost by going with sucker punch for a move slot, or toxic to cover fighting (Recover as a bonus also covers ghost).
 
Volbeat (Volbeatite)
Type: Bug -> Bug/Electric
Abilities: Illuminate, Swarm (Prankster) -> Prankster
New Moves: Swords Dance, X-scissor

HP: 65 -> 65
Atk: 73 -> 123 (+50)
Def: 55 -> 75 (+20)
SpA: 47 -> 47
SpD: 75 -> 75
Spe: 85 -> 115 (+30)
BST: 400 -> 500

Despite being the one with Tail Glow, Volbeat has an awful Special Attack. However, its Attack can be salvaged. Keeping Prankster, Volbeat becomes a monster able to create set-up opportunities or use Baton Pass. Bug/Electric is a fitting and unique typing for the lightning bug, granting is secondary STAB and resistances to Electric and Steel, as well as a useful immunity to paralysis. Its offensive options consist of X-scissor, Thunder Punch, Brick Break, and Ice Punch

+2 252 Atk Volbeat Brick Break vs. 248 HP / 0 Def Heatran: 300-354 (77.9 - 91.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Volbeat X-Scissor vs. 252 HP / 252+ Def Slowbro: 338-402 (85.7 - 102%) -- 12.5% chance to OHKO
+1 252 Atk Volbeat Ice Punch vs. 252 HP / 252+ Def Landorus-T: 364-432 (95.2 - 113%) -- 75% chance to OHKO

Illumise (Illumisenite)
Type: Bug -> Bug/Fairy
Abilities: Oblivious, Tinted Lens (Prankster) -> Prankster
New Moves: Quiver Dance, Psychic

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 85 (+30)
SpA: 73 -> 123 (+50)
SpD: 75 -> 85 (+10)
Spe: 85 -> 95 (+10)
BST: 400 -> 500

The unique Bug/Fairy typing grants Illumise STAB on Dazzling Gleam as well as Bug and Dark resistances and an immunity to Dragon at the cost of Poison and Steel weaknesses.

Kecleon (Kecleonite)
Type: Normal -> Normal
Abilities: Color Change (Protean) -> Protean
New Moves: Curse, U-turn

HP: 60 -> 60
Atk: 90 -> 120 (+30)
Def: 70 -> 110 (+40)
SpA: 60 -> 70 (+10)
SpD: 120 -> 140 (+20)
Spe: 40 - > 40
BST: 440 -> 540

Kecleon acts as a more support-oriented user or Protean, a role which Recover and now a slow U-turn allow it to excel at. As every attack is a STAB, it has a deceptive amount of power. Its extensive support options include Thunder Wave, Trick Room, Disable, Fake Out, and Magic Coat. It can also act as an effective user of Curse, which patches up its lower Defense.

Lumineon (Lumineonite)
Type: Water -> Water/Fairy
Abilities: Swift Swim, Storm Drain (Water Veil) -> Magic Bounce
New Moves: Dazzling Gleam, Quiver Dance

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 96 (+20)
SpA: 69 -> 119 (+50)
SpD: 86 -> 96 (+10)
Spe: 91 -> 111 (+20)
BST: 460 -> 560
 
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TIP: Before submitting a Mega Evolution, make sure it can compete in a metagame with the rest of your submissions. Steel/Fairy Jirachi with Regenerator and universally improved stats will always be better than a slightly-improved Volbeat with mediocre stats. Also, try to avoid submitting new abilities on every single Pokemon in a single slate. Abilties previously created in this project are encouraged, however.
Type: Bug -> Bug/Fire
Ability: Oblivious/Tinted Lens/Prankster -> Ignate (See spreadsheet for description.
New Moves: Bulk Up, Extreme Speed

HP: 65 -> 65
Atk: 47 -> 102 (+55)
Def: 55 -> 55
SpA: 73 -> 73
SpD: 75 -> 90 (+15)
Spe: 85 -> 115 (+30)

Flavor Concept: Illumise’s glowing tail ignites. It flies around at alarmingly fast speeds, hence Extreme Speed. Bulk Up because it can protect itself by gaining small amounts of muscle (lol).

Competitive Concept: Late game sweeper requiring massive support, but with huge payoff. Bulk Up patches Mega Illumise’s lacking Defense stat while bolstering Ignate-boosted Extreme Speed to crazy levels of power. This little firefly can destroy most Pokemon with ES/Ice Punch/ThunderPunch, but is absolutely rocked by Talonflame, Azumarill, Tyranitar, and Stealth Rock.
Type: Bug -> Bug/Electric
Ability: Illuminate/Swarm/Prankster -> Adaptability
New Moves: None

HP: 65 -> 65
Atk: 73 -> 73
Def: 55 -> 70 (+15)
SpA: 47 -> 102 (+55)
SpD: 75 -> 75
Spe: 85 -> 115 (+30)

Flavor Concept: Volbeat adapts to its electricity-based name and movepool by gaining the Electric type.

Competitive Concept: Tail Glow Sweeper with incredible power and decent coverage. Thunderbolt and Bug Buzz are necessities, hitting for massive damage, while the final moveslot can be taken up by Shadow Ball, Dazzling Gleam, or Hidden Power to round out the coverage.
Type: Normal -> Normal/Ghost
Ability: Color Change/Protean -> Initial Velocity (Moves with increased priority hit with double power)
New Moves: Mach Punch

HP: 60 -> 60
Atk: 90 -> 135 (+45)
Def: 70 -> 100 (+30)
SpA: 60 -> 60
SpD: 120 -> 135 (+15)
Spe: 40 -> 50 (+10)

Flavor Concept: Mega Kecleon gets the Ghost-type for its apparition-like abilities to change type and therefore substance. It also gets four different Ghost-type moves by level-up. Initial velocity and Mach Punch are added because of Kecleon’s association with priority moves, namely Fake Out, Sucker Punch, and Shadow Sneak.

Competitive Concept: Hella revenge killer. Fake Out/Shadow Sneak/Mach Punch should form the crux of most sets, each with 80 BP before STAB. Recover, Sucker Punch, or one of many coverage moves can occupy the final moveslot.
Type: Water -> Water
Ability: Swift Swim/Storm Drain/Water Veil -> Volt Absorb
New Moves: Heal Bell, Recover, Volt Switch

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 106 (+30)
SpA: 69 -> 90 (+21)
SpD: 86 -> 125 (+39)
Spe: 91 -> 101 (+10)

Flavor Concept: Lumineon is known to control electricity and can already U-Turn, so Recover, Volt Absorb, and Volt Switch were added. Heal Bell because it's a peaceful Pokemon (but mostly 'cause it's a cool move).

Competitive Concept: Bulky check to BoltBeam with many good switch-in opportunities. When in battle, it has fast utility off of base 101 speed and moves like VoltTurn and Heal Bell. Defog/Scald and Recover will probably take up the other two moveslots, but Ice Beam is another viable option.
 
Kecleon
Type: Normal
Ability: Color Change/Protean --> Protean
Stats: 60/130(+40)/100(+30)/60/130(+10)/60(+20)
New Moves: +Agility +Drain Punch +Aqua Tail
Here's hoping that the elemental punches and Knock Off are moves tutors once again in ORAS (If Knock Off doesn't become a move tutor again, Aqua Tail (or Drain Punch if it becomes a tutor move again instead) should be replaced with Knock Off). This basically makes Kecleon better than it is since it already had one solid niche. Agility can compensate for its mediocre speed, but will probably be used in favor of a bulky Power-up Punch set if it does want to sweep. Kecleon can also play tank thanks it its improved bulk and access to Recover and Drain Punch.
 
Well, I suppose I could resubmit my Lumineon that tied last time. Yes, word for word, C&P ahoy.

Water/Electric
Swift Swim/Storm Drain/Water Veil(hidden) → Lightningrod


69/69/76/69/86/91 (460)>>>69/69/96(+20)/115(+46)/89/125(+34) (560)
New Moves: Tail Glow, Discharge, Psyshock


Don't fuck with the fish that glows electric. Lumineon is a destroyer with a glow going, much like Manaphy. Unlike Manaphy, it doesn't habve triple digits in... any of its defensive stats, but it hits harder and is faster. and the dual STAB is practically going to ensure targets that live are burnt or stunned. Sadly Discharge is your best secondary STAB, even with its awesome PRZ rate.

Scald breaks things!

+3 252+ SpA Mega Lumineon Scald vs. 252 HP / 4 SpD Blissey: 253-298 (35.4 - 41.7%) -- 83.4% chance to 3HKO after Leftovers recovery

That becomes a pure 2HKO with another Glow, and as you douse it, it will burn! Then again, just use Psyshock. This simple 3 move setup has few resistors. Mostly psychic resistant dragons... none of which want to switch in on Ice Beam.

252+ SpA Lumineon Ice Beam vs. 4 HP / 0 SpD Latias: 158-188 (52.3 - 62.2%) -- guaranteed 2HKO That's without the boost. Granted, Draco has a very small chance of not OHKOing a Lum with only 4 health EVs, but you're not staying in in that case.

Nothing is very safe!
+3 252+ SpA Lumineon Psyshock vs. 252 HP / 0 Def Mega Venusaur: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
+3 252+ SpA Lumineon Ice Beam vs. 4 HP / 0 SpD Multiscale Dragonite: 492-580 (151.8 - 179%) -- guaranteed OHKO
+3 252+ SpA Lumineon Scald vs. 4 HP / 0 SpD Garchomp: 376-444 (105 - 124%) -- guaranteed OHKO


This is an age where Lumineon's magic glowing... uh, glow, can kill many things!



Type: Normal
Ability: Color Change/Protean --> Blending In (Type becomes that of user's Hidden Power. Normal moves become that type [no power boost].)
HP: 60 -> 60
Atk: 90 -> 125 (+35)
Def: 70 -> 105 (+35)
SpA: 60 -> 60
SpD: 120 -> 145 (+25)
Spe: 40 -> 30 (-10)
Stats: 60/125(+35)/105(+35)/60/150(+30)/30(-10)
New Moves: +Play Rough +Coil +Quick Attack

Concept: A fairly simple concept. Kecleon can leave you wondering to NO END what its type is, all while getting STAB Quick Attack and the ability to coil its tail up and unleash a powerful Sucker Punch. It's rough and rowdy when it plays. Be careful though, you will need to mess with your EVs to get it to to fit your team... it's also slow as hell.
 
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Lumineon
Type: Water --> Water/Electric
Ability: Swift Swim/Storm Drain/Water Veil (HA) --> Swift Swim
Stats: 69/69/96(+20)/129(+60)/96(+10)/101(+10)
New Moves: +Volt Switch +Hurricane +Thunder
Mega Lumineon is designed as a rain sweeper for rain teams. With highly increased Sp. Attack and a slight increase in speed, it can sweep with ThunderCane and Scald as well as provide Defog support for rain teams if necessary. Since it already has Swift Swim in the base form, it does not need to be in Mega form to take full advantage of the speed it gets, though Storm Drain can also be helpful pre-Evolution.
 

Cookie Butter

formerly the someone
Type: Bug -> Bug/Fairy
Ability: Oblivious/Tinted Lens/Prankster -> Pixilate
New Moves: Hyper Voice, Quiver Dance

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 65 (+10)
SpA: 73 -> 113 (+40)
SpD: 75 -> 95 (+20)
Spe: 85 -> 115 (+30)

Flavor Concept: MegaIllumise's body doesn't produce aromas strong enough to attract the waggish MegaVolbeat, so it decides to use its sounds and dances to attract them.

Competitive Concept: MegaIllumise is a simple set up sweeper. It serves as a great partner to any Pokemon checked/countered by fighting types. It is also a great Pokemon against baton passers, since it can use Quiver Dance while the opponent uses Substitute, and then ignore the Substitute with Hyper Voice.

Calcs:
MegaIllumise vs MegaGoodra (180 SpDef)
252+ SpA Pixilate Illumise Hyper Voice vs. 252 HP / 252+ SpD Goodra: 180-212 (46.8 - 55.2%) -- 69.5% chance to 2HKO
+1 252+ SpA Pixilate Illumise Hyper Voice vs. 252 HP / 252+ SpD Goodra: 270-318 (70.3 - 82.8%) -- guaranteed 2HKO

MegaIllumise vs MegaClaydol (170 SpDef)
+1 252+ SpA Pixilate Illumise Hyper Voice vs. 252 HP / 252+ SpD Claydol: 141-166 (43.5 - 51.2%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ SpA Illumise Giga Drain vs. 252 HP / 252+ SpD Claydol: 120-142 (37 - 43.8%) -- 99.8% chance to 3HKO after Leftovers recovery

You can also Quiver Dance with Prankster Illumise then Mega Evolve.

Type: Bug -> Bug/Electric
Ability: Illuminate/Swarm/Prankster -> Prankster
New Moves: Volt Switch, Electrify

HP: 65 -> 65
Atk: 73 -> 73
Def: 55 -> 105 (+40)
SpA: 47 -> 57 (+10)
SpD: 75 -> 115 (+40)
Spe: 85 -> 95 (+10)

Competitive Concept: Volbeat becomes a better baton passer, probably the best in the game. With the addition of Electrify to its movepool, it can resist any moves the opponents use. It also previously had Thunder Wave and Encore, which are also quite annoying. It can also Volt Switch in case of Taunt.
Calcs: Volt Switch in case of MegaMespirit's Overwhelm
+3 0 SpA Volbeat Volt Switch vs. 0 HP / 0 SpD Mesprit: 100-118 (33.2 - 39.2%) -- 99.8% chance to 3HKO

Type: Water -> Water/Bug
Ability: Swift Swim/Storm Drain/Water Veil -> Luminescence (User's special moves have a 30% chance of lowering the opponent's accuracy)
New Moves: Quiver Dance, Bug Buzz, Heal Order

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 96 (+20)
SpA: 69 -> 99 (+30)
SpD: 86 -> 116 (+30)
Spe: 91 -> 111 (+20)

Flavor Concept: Since Lumineon is a glowing butterflyfish, I believe Water/Bug with a Flash-based ability fits quite nicely.

Competitive Concept: Lumineon serves as a special tank. With Quiver Dance and Heal Order, it lasts long in battle and I believe it can pull off sweeps. Bug Buzz is a new, reliable STAB move. It's possible to run a Whirlpool/Quiver Dance/Heal Order/filler set.
 
That hariyama would be nearly impossible to kill in the first place, but it now also has drain punch and 140 attack. I believe this is way too strong. I did some calcs and found that it couldn't touch non-mega'd illumise, but still, if it is against anything that its attacks are super effective against or it gets some bulk ups in, it could deal a ton of damage.

252+ Atk Hariyama Drain Punch vs. 248 HP / 0 Def Illumise: 114-135 (34.2 - 40.5%) -- guaranteed 3HKO
252+ Atk Hariyama Knock Off vs. 248 HP / 0 Def Illumise: 133-157 (39.9 - 47.1%) -- guaranteed 3HKO
252+ Atk Hariyama Poison Jab vs. 248 HP / 0 Def Illumise: 164-193 (49.2 - 57.9%) -- 96.9% chance to 2HKO

Type: Bug -> Bug/Electric
Abilities: Oblivious/Tinted Lens (Prankster) -> Multiscale
Movepool Additions: Tail Glow (obtained via event, not available with baton pass), Quiver Dance (obtained via event, not available with baton pass), Vacuum Wave

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 105 (+50)
SpA: 73 -> 98 (+25)
SpD: 75 -> 105 (+30)
Spe: 85 -> 80 (-5)


Flavor Concept: It draws in volbeat with its glowing tail for tail glow. That same thing for multiscale, but instead of scales, it is a swarm of volbeat. And wynaut throw quiver dance in too? It grows larger, until it dwarfs volbeat.

Competitive Concept: Take a hit and set up. It can now survive a 252+ choice banded infernape's flare blitz. Omg. It gains no added weaknesses from electric type, but it does gain a neutrality to flying and ground. Quiver dance for speed or tail glow for immediate power to use for vacuum wave.


Type: Bug -> Bug/Electric
Abilities: Illuminate/Swarm (Prankster) -> Adaptability
Movepool Additions: Wish, Quiver Dance (obtained via event, not available with baton pass), Wild Charge
HP: 65 -> 65
Atk: 73 -> 143 (+70)
Def: 55 -> 40 (-15)
SpA: 47 -> 47
SpD: 75 -> 60 (-15)
Spe: 85 -> 145(+60)

Flavor Concept: It becomes a guardian of illumise and also becomes quite self destructive. It is a bug, and bugs can adapt to things.

Competitive Concept: Compared to this guy, glass cannons are made of steel. This thing hits hard, is fast, and it would take a miracle for it to survive a hit. Powerful stab wild charge and U-turn are amazing. Bolt strike for a last resort or if you know it will kill, and U-turn for its primary move, switching out into a bulky 'mon like chansey. It is so weak that rocky helmet OHKOs it.


Type: Normal (same)
Ability: Color Change (Protean) -> Changeling (Color change, but type change activates before getting hit; reverse protean. Normal type moves change to this type.)
New Moves: Coil, Extreme Speed, Play Rough

HP: 60 -> 60
Atk: 90 -> 130 (+40)
Def: 70 -> 110 (+40)
SpA: 60 -> 60
SpD: 120 -> 140 (+20)
Spe: 40 -> 40

Flavor Concept: Better version of color change. Play rough to add coverage and Espeed to make it useful. Coil because of its tail. Its tail unravels, revealing barbs on the inside of it. The tail constantly whips around, causing other pokemon to stay away from kecleon.

Competitive: Kecleon + Zygarde = Mega Kecleon. One of the uncommon users of Coil + Espeed, and it has an ability that makes it resist a lot of moves, while making it weak to types such as ghost and dragon. If you are good at predicting things, then this is the pokemon for you. Otherwise, leave this poor little guy alone, or he will destroy you with Espeed.


Type: Water -> Water/Flying
Abilities: Swift Swim/Storm Drain (Water Veil) -> Water Dwelling (Takes 30% less damage in rain)
New Moves: Quiver Dance, Hurricane, Recover

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 96 (+20)
SpA: 69 -> 119 (+50)
SpD: 86 ->96 (+10)
Spe: 91 -> 111 (+20)

Flavor Concept: It can learn defog and a couple of flying type moves, so why not water/flying? Recover because... wynaut? Hurricane and quiver dance are pretty obvious.

Competitive: It was previously meant to be a rain abuser, but now it is a... Rain abusing setting up tank? Anyways, it has the moves and the ability to abuse rain as a tank, with quiver dance, scald, and hurricane. Also, its last move can be recover/ice beam/rain dance.
 
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That hariyama would be nearly impossible to kill in the first place, but it now also has drain punch and 140 attack. I believe this is way too strong. I did some calcs and found that it couldn't touch non-mega'd illumise, but still, if it is against anything that its attacks are super effective against or it gets some bulk ups in, it could deal a ton of damage.

252+ Atk Hariyama Drain Punch vs. 248 HP / 0 Def Illumise: 114-135 (34.2 - 40.5%) -- guaranteed 3HKO
252+ Atk Hariyama Knock Off vs. 248 HP / 0 Def Illumise: 133-157 (39.9 - 47.1%) -- guaranteed 3HKO
252+ Atk Hariyama Poison Jab vs. 248 HP / 0 Def Illumise: 164-193 (49.2 - 57.9%) -- 96.9% chance to 2HKO

Type: Bug -> Bug/Electric
Abilities: Oblivious/Tinted Lens (Prankster) -> Multiscale
Movepool Additions: Tail Glow (obtained via event, not available with baton pass), Quiver Dance (obtained via event, not available with baton pass), Vacuum Wave

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 105 (+50)
SpA: 73 -> 98 (+25)
SpD: 75 -> 105 (+30)
Spe: 85 -> 80 (-5)


Flavor Concept: It draws in volbeat with its glowing tail for tail glow. That same thing for multiscale, but instead of scales, it is a swarm of volbeat. And wynaut throw quiver dance in too? It grows larger, until it dwarfs volbeat.

Competitive Concept: Take a hit and set up. It can now survive a 252+ choice banded infernape's flare blitz. Omg. It gains no added weaknesses from electric type, but it does gain a neutrality to flying and ground. Quiver dance for speed or tail glow for immediate power to use for vacuum wave.


Type: Bug -> Bug/Electric
Abilities: Illuminate/Swarm (Prankster) -> Adaptability
Movepool Additions: Wish, Quiver Dance (obtained via event, not available with baton pass), Bolt Strike (If you guys are against bolt strike, it can have wild charge instead.)

HP: 65 -> 65
Atk: 73 -> 143 (+70)
Def: 55 -> 40 (-15)
SpA: 47 -> 47
SpD: 75 -> 60 (-15)
Spe: 85 -> 145(+60)

Flavor Concept: It becomes a guardian of illumise and also becomes quite self destructive. It is a bug, and bugs can adapt to things.

Competitive Concept: Compared to this guy, glass cannons are made of steel. This thing hits hard, is fast, and it would take a miracle for it to survive a hit. Powerful stab bolt strike and U-turn are amazing. Bolt strike for a last resort or if you know it will kill, and U-turn for its primary move, switching out into a bulky 'mon like chansey.


Type: Normal (same)
Ability: Color Change (Protean) -> Changeling (Color change, but type change activates before getting hit; reverse protean. Normal type moves change to this type.)
New Moves: Coil, Extreme Speed, Play Rough

HP: 60 -> 60
Atk: 90 -> 130 (+40)
Def: 70 -> 110 (+40)
SpA: 60 -> 60
SpD: 120 -> 140 (+20)
Spe: 40 -> 40

Flavor Concept: Better version of color change. Play rough to add coverage and Espeed to make it useful. Coil because of its tail. Its tail unravels, revealing barbs on the inside of it. The tail constantly whips around, causing other pokemon to stay away from kecleon.

Competitive: Kecleon + Zygarde = Mega Kecleon. One of the uncommon users of Coil + Espeed, and it has an ability that makes it resist a lot of moves, while making it weak to types such as ghost and dragon. If you are good at predicting things, then this is the pokemon for you. Otherwise, leave this poor little guy alone, or he will destroy you with Espeed.


Type: Water -> Water/Flying
Abilities: Swift Swim/Storm Drain (Water Veil) -> Water Dwelling (Takes 30% less damage in rain)
New Moves: Quiver Dance, Hurricane, Recover

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 96 (+20)
SpA: 69 -> 119 (+50)
SpD: 86 ->96 (+10)
Spe: 91 -> 111 (+20)

Flavor Concept: It can learn defog and a couple of flying type moves, so why not water/flying? Recover because... wynaut? Hurricane and quiver dance are pretty obvious.

Competitive: It was previously meant to be a rain abuser, but now it is a... Rain abusing setting up tank? Anyways, it has the moves and the ability to abuse rain as a tank, with quiver dance, scald, and hurricane. Also, its last move can be recover/ice beam/rain dance.
Definitely Wild Charge instead of Bolt Strike for Volbeat. Thundurus didn't even get it and it's the Bolt Strike Pokemon.
 
Mega Illumise
Type: Bug -> Bug/Electric
Ability: Oblivious/Tinted Lens/Prankster -> Prankster
New Moves: Power Split, Quiver Dance, Copycat

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 90 (+35)
SpA: 73 -> 93 (+20)
SpD: 75 -> 110 (+35)
Spe: 85 -> 95 (+10)

It can Prankster pass Quiver Dances while also serving as a one-stop shop for insurance against set-up sweepers. In addition to the usual Thunder Wave and Encore, Power Split severely neuters an opponent's attacking stats if you use 0 IVs and a reducing nature and allows a BP recipient to take a much lighter hit.
Mega Pinsir Return (248 attack after Power Split) vs. 248 HP / 252+ Def Mega Illumise: 117-138 (35.1 - 41.4%)

Since Volbeat and Illumise are these dancing Bug Pokemon, Volbat takes the lead (Me First) while Illumise follows (Copycat). Prankster Copycat can allow Illumise to do some cool stuff like set up entry hazards, revenge kill something that just used a powerful move, or repeat a Bug Buzz or Thunderbolt of its own with increased priority.




Mega Volbeat
Type: Bug -> Bug/Electric
Ability: Illuminate/Swarm/Prankster -> Prankster
New Moves: Power Split, Me First

HP: 65 -> 65
Atk: 73 -> 73
Def: 55 -> 90 (+35)
SpA: 47 -> 67 (+20)
SpD: 75 -> 110 (+35)
Spe: 85 -> 95 (+10)

Mega Volbeat can Prankster pass Tail Glows with increased bulk while also serving as a one-stop shop for insurance against set-up sweepers. In addition to the usual Thunder Wave and Encore, Power Split severely neuters an opponent's attacking stats if you use 0 IVs and a reducing nature and allows a BP recipient to take a much lighter hit.
Mega Pinsir Return (248 attack after Power Split) vs. 248 HP / 252+ Def Mega Volbeat: 117-138 (35.1 - 41.4%)

Since Volbeat and Illumise are these dancing Bug Pokemon, Volbat takes the lead (Me First) while Illumise follows (Copycat). Prankster Me First can allow Volbeat to thwart revenge kills from faster Special attackers.

+3 252+ SpA Volbeat Me First Psychic vs. 0 HP / 0 SpD Landorus: 316-372 (99 - 116.6%) -- 93.8% chance to OHKO
 
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Submit votes to nightsitter!


Current Slate

Illumise
Bug -> Bug/Water
Oblivious/Tinted Lens/Prankstar -> Swift Swim
New Moves: Scald, Hydro Pump
Hp: 65 -> 65
Atk: 47 -> 47 (0)
Def: 55 -> 70 (+15)
SpA: 73 -> 113 (+40)
SpD: 75 -> 105 (+30)
Spd: 85 -> 100 (+15)
Competitive Concept: Mega Illumise became a Bug/Water type with Swift Swim. You can set up Rain dance before you mega and go from there. Mega Illumise gains a major boost in Special attack.

Illumise (Illumisenite)
Type: Bug -> Bug/Fairy
Abilities: Oblivious, Tinted Lens (Prankster) -> Prankster
New Moves: Quiver Dance, Psychic

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 85 (+30)
SpA: 73 -> 123 (+50)
SpD: 75 -> 85 (+10)
Spe: 85 -> 95 (+10)
BST: 400 -> 500

The unique Bug/Fairy typing grants Illumise STAB on Dazzling Gleam as well as Bug and Dark resistances and an immunity to Dragon at the cost of Poison and Steel weaknesses.

Mega Illumise
Type: Bug -> Bug/Fire
Ability: Oblivious/Tinted Lens/Prankster -> Ignate (See spreadsheet for description.
New Moves: Bulk Up, Extreme Speed

HP: 65 -> 65
Atk: 47 -> 102 (+55)
Def: 55 -> 55
SpA: 73 -> 73
SpD: 75 -> 90 (+15)
Spe: 85 -> 115 (+30)

Flavor Concept: Illumise’s glowing tail ignites. It flies around at alarmingly fast speeds, hence Extreme Speed. Bulk Up because it can protect itself by gaining small amounts of muscle (lol).

Competitive Concept: Late game sweeper requiring massive support, but with huge payoff. Bulk Up patches Mega Illumise’s lacking Defense stat while bolstering Ignate-boosted Extreme Speed to crazy levels of power. This little firefly can destroy most Pokemon with ES/Ice Punch/ThunderPunch, but is absolutely rocked by Talonflame, Azumarill, Tyranitar, and Stealth Rock.

Mega Illumise
Type: Bug -> Bug/Fairy
Ability: Oblivious/Tinted Lens/Prankster -> Pixilate
New Moves: Hyper Voice, Quiver Dance

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 65 (+10)
SpA: 73 -> 113 (+40)
SpD: 75 -> 95 (+20)
Spe: 85 -> 115 (+30)

Flavor Concept: MegaIllumise's body doesn't produce aromas strong enough to attract the waggish MegaVolbeat, so it decides to use its sounds and dances to attract them.

Competitive Concept: MegaIllumise is a simple set up sweeper. It serves as a great partner to any Pokemon checked/countered by fighting types. It is also a great Pokemon against baton passers, since it can use Quiver Dance while the opponent uses Substitute, and then ignore the Substitute with Hyper Voice.

Calcs:
MegaIllumise vs MegaGoodra (180 SpDef)
252+ SpA Pixilate Illumise Hyper Voice vs. 252 HP / 252+ SpD Goodra: 180-212 (46.8 - 55.2%) -- 69.5% chance to 2HKO
+1 252+ SpA Pixilate Illumise Hyper Voice vs. 252 HP / 252+ SpD Goodra: 270-318 (70.3 - 82.8%) -- guaranteed 2HKO

MegaIllumise vs MegaClaydol (170 SpDef)
+1 252+ SpA Pixilate Illumise Hyper Voice vs. 252 HP / 252+ SpD Claydol: 141-166 (43.5 - 51.2%) -- guaranteed 3HKO after Leftovers recovery
+1 252+ SpA Illumise Giga Drain vs. 252 HP / 252+ SpD Claydol: 120-142 (37 - 43.8%) -- 99.8% chance to 3HKO after Leftovers recovery

You can also Quiver Dance with Prankster Illumise then Mega Evolve.

Illumise
Type: Bug -> Bug/Electric
Abilities: Oblivious/Tinted Lens (Prankster) -> Multiscale
Movepool Additions: Tail Glow (obtained via event, not available with baton pass), Quiver Dance (obtained via event, not available with baton pass), Vacuum Wave

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 105 (+50)
SpA: 73 -> 98 (+25)
SpD: 75 -> 105 (+30)
Spe: 85 -> 80 (-5)


Flavor Concept: It draws in volbeat with its glowing tail for tail glow. That same thing for multiscale, but instead of scales, it is a swarm of volbeat. And wynaut throw quiver dance in too? It grows larger, until it dwarfs volbeat.

Competitive Concept: Take a hit and set up. It can now survive a 252+ choice banded infernape's flare blitz. Omg. It gains no added weaknesses from electric type, but it does gain a neutrality to flying and ground. Quiver dance for speed or tail glow for immediate power to use for vacuum wave.

Mega Illumise
Type: Bug -> Bug/Electric
Ability: Oblivious/Tinted Lens/Prankster -> Prankster
New Moves: Power Split, Quiver Dance, Copycat

HP: 65 -> 65
Atk: 47 -> 47
Def: 55 -> 90 (+35)
SpA: 73 -> 93 (+20)
SpD: 75 -> 110 (+35)
Spe: 85 -> 95 (+10)

It can Prankster pass Quiver Dances while also serving as a one-stop shop for insurance against set-up sweepers. In addition to the usual Thunder Wave and Encore, Power Split severely neuters an opponent's attacking stats if you use 0 IVs and a reducing nature and allows a BP recipient to take a much lighter hit.
Mega Pinsir Return (248 attack after Power Split) vs. 248 HP / 252+ Def Mega Illumise: 117-138 (35.1 - 41.4%)

Since Volbeat and Illumise are these dancing Bug Pokemon, Volbat takes the lead (Me First) while Illumise follows (Copycat). Prankster Copycat can allow Illumise to do some cool stuff like set up entry hazards, revenge kill something that just used a powerful move, or repeat a Bug Buzz or Thunderbolt of its own with increased priority.





Volbeat
Bug -> Bug/Fire
Illuminate/ Swarm/Prankstar -> Chlorophyll
New Moves: Fire punch, Flare Blitz
Hp: 65 -> 65
Atk: 73 -> 113 (+40)
Def: 55 -> 70 (+15)
SpA: 47 -> 47 (0)
SpD: 75 -> 105 (+30)
Spd:85 -> 100 (+15)
Competitive Concept: Mega Volbeat became a Bug/Fire type with Chlorophyll. You can set up sunny day before you mega and go from there. Mega volbeat gain a major boost in attack.

Volbeat (Volbeatite)
Type: Bug -> Bug/Electric
Abilities: Illuminate, Swarm (Prankster) -> Prankster
New Moves: Swords Dance, X-scissor

HP: 65 -> 65
Atk: 73 -> 123 (+50)
Def: 55 -> 75 (+20)
SpA: 47 -> 47
SpD: 75 -> 75
Spe: 85 -> 115 (+30)
BST: 400 -> 500

Despite being the one with Tail Glow, Volbeat has an awful Special Attack. However, its Attack can be salvaged. Keeping Prankster, Volbeat becomes a monster able to create set-up opportunities or use Baton Pass. Bug/Electric is a fitting and unique typing for the lightning bug, granting is secondary STAB and resistances to Electric and Steel, as well as a useful immunity to paralysis. Its offensive options consist of X-scissor, Thunder Punch, Brick Break, and Ice Punch

+2 252 Atk Volbeat Brick Break vs. 248 HP / 0 Def Heatran: 300-354 (77.9 - 91.9%) -- guaranteed 2HKO after Leftovers recovery
+2 252 Atk Volbeat X-Scissor vs. 252 HP / 252+ Def Slowbro: 338-402 (85.7 - 102%) -- 12.5% chance to OHKO
+1 252 Atk Volbeat Ice Punch vs. 252 HP / 252+ Def Landorus-T: 364-432 (95.2 - 113%) -- 75% chance to OHKO

Mega Volbeat
Type: Bug -> Bug/Electric
Ability: Illuminate/Swarm/Prankster -> Adaptability
New Moves: None

HP: 65 -> 65
Atk: 73 -> 73
Def: 55 -> 70 (+15)
SpA: 47 -> 102 (+55)
SpD: 75 -> 75
Spe: 85 -> 115 (+30)

Flavor Concept: Volbeat adapts to its electricity-based name and movepool by gaining the Electric type.

Competitive Concept: Tail Glow Sweeper with incredible power and decent coverage. Thunderbolt and Bug Buzz are necessities, hitting for massive damage, while the final moveslot can be taken up by Shadow Ball, Dazzling Gleam, or Hidden Power to round out the coverage.

Mega Volbeat
Type: Bug -> Bug/Electric
Ability: Illuminate/Swarm/Prankster -> Prankster
New Moves: Volt Switch, Electrify

HP: 65 -> 65
Atk: 73 -> 73
Def: 55 -> 105 (+40)
SpA: 47 -> 57 (+10)
SpD: 75 -> 115 (+40)
Spe: 85 -> 95 (+10)

Competitive Concept: Volbeat becomes a better baton passer, probably the best in the game. With the addition of Electrify to its movepool, it can resist any moves the opponents use. It also previously had Thunder Wave and Encore, which are also quite annoying. It can also Volt Switch in case of Taunt.
Calcs: Volt Switch in case of MegaMespirit's Overwhelm
+3 0 SpA Volbeat Volt Switch vs. 0 HP / 0 SpD Mesprit: 100-118 (33.2 - 39.2%) -- 99.8% chance to 3HKO

Volbeat
Type: Bug -> Bug/Electric
Abilities: Illuminate/Swarm (Prankster) -> Adaptability
Movepool Additions: Wish, Quiver Dance (obtained via event, not available with baton pass), Wild Charge
HP: 65 -> 65
Atk: 73 -> 143 (+70)
Def: 55 -> 40 (-15)
SpA: 47 -> 47
SpD: 75 -> 60 (-15)
Spe: 85 -> 145(+60)

Flavor Concept: It becomes a guardian of illumise and also becomes quite self destructive. It is a bug, and bugs can adapt to things.

Competitive Concept: Compared to this guy, glass cannons are made of steel. This thing hits hard, is fast, and it would take a miracle for it to survive a hit. Powerful stab wild charge and U-turn are amazing. Bolt strike for a last resort or if you know it will kill, and U-turn for its primary move, switching out into a bulky 'mon like chansey. It is so weak that rocky helmet OHKOs it.

Mega Volbeat
Type: Bug -> Bug/Electric
Ability: Illuminate/Swarm/Prankster -> Prankster
New Moves: Power Split, Me First

HP: 65 -> 65
Atk: 73 -> 73
Def: 55 -> 90 (+35)
SpA: 47 -> 67 (+20)
SpD: 75 -> 110 (+35)
Spe: 85 -> 95 (+10)

Mega Volbeat can Prankster pass Tail Glows with increased bulk while also serving as a one-stop shop for insurance against set-up sweepers. In addition to the usual Thunder Wave and Encore, Power Split severely neuters an opponent's attacking stats if you use 0 IVs and a reducing nature and allows a BP recipient to take a much lighter hit.
Mega Pinsir Return (248 attack after Power Split) vs. 248 HP / 252+ Def Mega Volbeat: 117-138 (35.1 - 41.4%)

Since Volbeat and Illumise are these dancing Bug Pokemon, Volbat takes the lead (Me First) while Illumise follows (Copycat). Prankster Me First can allow Volbeat to thwart revenge kills from faster Special attackers.

+3 252+ SpA Volbeat Me First Psychic vs. 0 HP / 0 SpD Landorus: 316-372 (99 - 116.6%) -- 93.8% chance to OHKO





Mega Kecleon
Type: Normal -> Normal
Abilities: Colour Change/ Protean -> Protean
New Moves: Dragon Claw, Iron Head

HP: 60 -> 60
Atk: 90 ->90 (+0)
Def: 70 -> 95 (+25)
SpA: 60 -> 60 (+0)
SpD: 120 -> 130 (+10)
Spe: 40 -> 105 (+65)
BST: 440 -> 540

Kecleon has greatly increased speed so that it finally can viably use protean to its advantage without relying on priority! I gave it base 105 speed so that it outruns the very crowded 100 tier with threats like Mega Charizard (X or Y) and Mega gardevoir in it, allowing Kelceon to play mind games with its opponent by being able to change its typing to resist whatever moves are being thrown at it. However in order to be fast enough to do this it must sacrifice some bulk so prediction is key with using Mega Kecleon as it isn’t really bulky enough to be taking powerful unresisted attacks. I gave it Dragon Claw and Iron Head because between the Dragon and Steel typings, only ground, fighting, dark, and ghost go unresisted (Kecleon is a lizard so dragon claw kind of make sense flavour wise, as for Iron head… shhh just go with it). You could choose to cover dark and ghost by going with sucker punch for a move slot, or toxic to cover fighting (Recover as a bonus also covers ghost).

Kecleon (Kecleonite)
Type: Normal -> Normal
Abilities: Color Change (Protean) -> Protean
New Moves: Curse, U-turn

HP: 60 -> 60
Atk: 90 -> 120 (+30)
Def: 70 -> 110 (+40)
SpA: 60 -> 70 (+10)
SpD: 120 -> 140 (+20)
Spe: 40 - > 40
BST: 440 -> 540

Kecleon acts as a more support-oriented user or Protean, a role which Recover and now a slow U-turn allow it to excel at. As every attack is a STAB, it has a deceptive amount of power. Its extensive support options include Thunder Wave, Trick Room, Disable, Fake Out, and Magic Coat. It can also act as an effective user of Curse, which patches up its lower Defense.

Mega Kecleon
Type: Normal -> Normal/Ghost
Ability: Color Change/Protean -> Initial Velocity (Moves with increased priority hit with double power)
New Moves: Mach Punch

HP: 60 -> 60
Atk: 90 -> 135 (+45)
Def: 70 -> 100 (+30)
SpA: 60 -> 60
SpD: 120 -> 135 (+15)
Spe: 40 -> 50 (+10)

Flavor Concept: Mega Kecleon gets the Ghost-type for its apparition-like abilities to change type and therefore substance. It also gets four different Ghost-type moves by level-up. Initial velocity and Mach Punch are added because of Kecleon’s association with priority moves, namely Fake Out, Sucker Punch, and Shadow Sneak.

Competitive Concept: Hella revenge killer. Fake Out/Shadow Sneak/Mach Punch should form the crux of most sets, each with 80 BP before STAB. Recover, Sucker Punch, or one of many coverage moves can occupy the final moveslot.

Kecleon
Type: Normal
Ability: Color Change/Protean --> Protean
Stats: 60/130(+40)/100(+30)/60/130(+10)/60(+20)
New Moves: +Agility +Drain Punch +Aqua Tail
Here's hoping that the elemental punches and Knock Off are moves tutors once again in ORAS (If Knock Off doesn't become a move tutor again, Aqua Tail (or Drain Punch if it becomes a tutor move again instead) should be replaced with Knock Off). This basically makes Kecleon better than it is since it already had one solid niche. Agility can compensate for its mediocre speed, but will probably be used in favor of a bulky Power-up Punch set if it does want to sweep. Kecleon can also play tank thanks it its improved bulk and access to Recover and Drain Punch.

Kecleon
Type: Normal
Ability: Color Change/Protean --> Blending In (Type becomes that of user's Hidden Power. Normal moves become that type [no power boost].)
HP: 60 -> 60
Atk: 90 -> 125 (+35)
Def: 70 -> 105 (+35)
SpA: 60 -> 60
SpD: 120 -> 145 (+25)
Spe: 40 -> 30 (-10)
Stats: 60/125(+35)/105(+35)/60/150(+30)/30(-10)
New Moves: +Play Rough +Coil +Quick Attack

Concept: A fairly simple concept. Kecleon can leave you wondering to NO END what its type is, all while getting STAB Quick Attack and the ability to coil its tail up and unleash a powerful Sucker Punch. It's rough and rowdy when it plays. Be careful though, you will need to mess with your EVs to get it to to fit your team... it's also slow as hell.

Kecleon
Type: Normal (same)
Ability: Color Change (Protean) -> Changeling (Color change, but type change activates before getting hit; reverse protean. Normal type moves change to this type.)
New Moves: Coil, Extreme Speed, Play Rough

HP: 60 -> 60
Atk: 90 -> 130 (+40)
Def: 70 -> 110 (+40)
SpA: 60 -> 60
SpD: 120 -> 140 (+20)
Spe: 40 -> 40

Flavor Concept: Better version of color change. Play rough to add coverage and Espeed to make it useful. Coil because of its tail. Its tail unravels, revealing barbs on the inside of it. The tail constantly whips around, causing other pokemon to stay away from kecleon.

Competitive: Kecleon + Zygarde = Mega Kecleon. One of the uncommon users of Coil + Espeed, and it has an ability that makes it resist a lot of moves, while making it weak to types such as ghost and dragon. If you are good at predicting things, then this is the pokemon for you. Otherwise, leave this poor little guy alone, or he will destroy you with Espeed.





Lumineon (Lumineonite)
Type: Water -> Water/Fairy
Abilities: Swift Swim, Storm Drain (Water Veil) -> Magic Bounce
New Moves: Dazzling Gleam, Quiver Dance

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 96 (+20)
SpA: 69 -> 119 (+50)
SpD: 86 -> 96 (+10)
Spe: 91 -> 111 (+20)
BST: 460 -> 560

Mega Lumineon
Type: Water -> Water
Ability: Swift Swim/Storm Drain/Water Veil -> Volt Absorb
New Moves: Heal Bell, Recover, Volt Switch

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 106 (+30)
SpA: 69 -> 90 (+21)
SpD: 86 -> 125 (+39)
Spe: 91 -> 101 (+10)

Flavor Concept: Lumineon is known to control electricity and can already U-Turn, so Recover, Volt Absorb, and Volt Switch were added. Heal Bell because it's a peaceful Pokemon (but mostly 'cause it's a cool move).

Competitive Concept: Bulky check to BoltBeam with many good switch-in opportunities. When in battle, it has fast utility off of base 101 speed and moves like VoltTurn and Heal Bell. Defog/Scald and Recover will probably take up the other two moveslots, but Ice Beam is another viable option.

Lumineon
Type: Water --> Water/Electric
Ability: Swift Swim/Storm Drain/Water Veil (HA) --> Swift Swim
Stats: 69/69/96(+20)/129(+60)/96(+10)/101(+10)
New Moves: +Volt Switch +Hurricane +Thunder
Mega Lumineon is designed as a rain sweeper for rain teams. With highly increased Sp. Attack and a slight increase in speed, it can sweep with ThunderCane and Scald as well as provide Defog support for rain teams if necessary. Since it already has Swift Swim in the base form, it does not need to be in Mega form to take full advantage of the speed it gets, though Storm Drain can also be helpful pre-Evolution.

Lumineon
Water/Electric
Swift Swim/Storm Drain/Water Veil(hidden) → Lightningrod


69/69/76/69/86/91 (460)>>>69/69/96(+20)/115(+46)/89/125(+34) (560)
New Moves: Tail Glow, Discharge, Psyshock


Don't fuck with the fish that glows electric. Lumineon is a destroyer with a glow going, much like Manaphy. Unlike Manaphy, it doesn't habve triple digits in... any of its defensive stats, but it hits harder and is faster. and the dual STAB is practically going to ensure targets that live are burnt or stunned. Sadly Discharge is your best secondary STAB, even with its awesome PRZ rate.

Scald breaks things!

+3 252+ SpA Mega Lumineon Scald vs. 252 HP / 4 SpD Blissey: 253-298 (35.4 - 41.7%) -- 83.4% chance to 3HKO after Leftovers recovery

That becomes a pure 2HKO with another Glow, and as you douse it, it will burn! Then again, just use Psyshock. This simple 3 move setup has few resistors. Mostly psychic resistant dragons... none of which want to switch in on Ice Beam.

252+ SpA Lumineon Ice Beam vs. 4 HP / 0 SpD Latias: 158-188 (52.3 - 62.2%) -- guaranteed 2HKO That's without the boost. Granted, Draco has a very small chance of not OHKOing a Lum with only 4 health EVs, but you're not staying in in that case.

Nothing is very safe!
+3 252+ SpA Lumineon Psyshock vs. 252 HP / 0 Def Mega Venusaur: 366-432 (100.5 - 118.6%) -- guaranteed OHKO
+3 252+ SpA Lumineon Ice Beam vs. 4 HP / 0 SpD Multiscale Dragonite: 492-580 (151.8 - 179%) -- guaranteed OHKO
+3 252+ SpA Lumineon Scald vs. 4 HP / 0 SpD Garchomp: 376-444 (105 - 124%) -- guaranteed OHKO


This is an age where Lumineon's magic glowing... uh, glow, can kill many things!

Mega Lumineon
Type: Water -> Water/Bug
Ability: Swift Swim/Storm Drain/Water Veil -> Luminescence (User's special moves have a 30% chance of lowering the opponent's accuracy)
New Moves: Quiver Dance, Bug Buzz, Heal Order

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 96 (+20)
SpA: 69 -> 99 (+30)
SpD: 86 -> 116 (+30)
Spe: 91 -> 111 (+20)

Flavor Concept: Since Lumineon is a glowing butterflyfish, I believe Water/Bug with a Flash-based ability fits quite nicely.

Competitive Concept: Lumineon serves as a special tank. With Quiver Dance and Heal Order, it lasts long in battle and I believe it can pull off sweeps. Bug Buzz is a new, reliable STAB move. It's possible to run a Whirlpool/Quiver Dance/Heal Order/filler set.

Lumineon
Type: Water -> Water/Flying
Abilities: Swift Swim/Storm Drain (Water Veil) -> Water Dwelling (Takes 30% less damage in rain)
New Moves: Quiver Dance, Hurricane, Recover

HP: 69 -> 69
Atk: 69 -> 69
Def: 76 -> 96 (+20)
SpA: 69 -> 119 (+50)
SpD: 86 ->96 (+10)
Spe: 91 -> 111 (+20)

Flavor Concept: It can learn defog and a couple of flying type moves, so why not water/flying? Recover because... wynaut? Hurricane and quiver dance are pretty obvious.

Competitive: It was previously meant to be a rain abuser, but now it is a... Rain abusing setting up tank? Anyways, it has the moves and the ability to abuse rain as a tank, with quiver dance, scald, and hurricane. Also, its last move can be recover/ice beam/rain dance.
 
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