Pet Mod Megas for All: V5! (Moved to V6, check post #129)

Should we distribute Gen 8 moves + TRs to NatDex mons?


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Best banner.

Also, congrats to SteelixPrismGX for winning Cursola, Emergence for winning Obstagoon, and Leonard for winning Sirfetch’d! This time, the slate is more regional variants. Galarian Weezing, Galarian Darmanitan, Galarian Rapidash, and Galarian Stunfisk. Ability level of 4 for all of them and 2 new moves for each. Oh, and one thing I forgot to mention is that you can add Gen 8 moves/TRs to NatDex mons if they’re on a slate.
 
Pokemon: Galarian Rapidash
Mega Type: Psychic/Fairy
Mega Ability: Serene Grace
Mega Stats: 65/125 (+25)/80 (+10)/100 (+20)/100 (+20)/130 (+25)
New Moves: Hurricane, Moonblast
Design: Galarian Rapidash’s hair is in a rainbow color mode constantly (less extreme than normal, though). Its tail becomes longer, and trails behind it. It also has long, glorious wings, also in rainbow color mode. Its horn has two mysterious rainbow rings that encircle it.
Competitive Niche: Serene Grace Moonblast, Psychic, and Hurricane for Special sets, with Calm Mind for setup, or Serene Grace Play Rough, Zen Headbutt, and High Horsepower for Physical sets, with Swords Dance for setup. Drops the foe’s stats, and perhaps scores some flinches.
 

Ema Skye

Work!
Mega Darmanitan-Galar
Mega Ability: Adaptability
Mega Typing: Ice/Fire

New Stats:
HP: 105 ----> 105
Attack: 140 ----> 120 (-20)
Defense: 55 ----> 75 (+20)
Special Attack: 55 ----> 115 (+60)
Special Defense: 55 ----> 75 (+20)
Speed: 95 ----> 115 (+20)
Base Stat Total: 480 ----> 580
New Moves: None
Description: Special Attacker with Fire/Ice is really cool, since there aren't many great physical Fire/Ice moves. It's an Ice-type that doesn't have to worry about Steels. But it's STABs are walled by Waters, you say? Oh, it learns Freeze-Dry. Bring a spinner and watch everything die.

Special attacker is really the only way to make it different from the base form because double CB is insane and you'd need a substantial attack stat to make up for losing it.
 

ausma

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/


Ability: Fleeting Emission (Intimidate clone that lowers the opponent's Special Attack on switch-in)

HP: 60
Atk: 90
Def: 165 (+45)
SpA: 125 (+40)
SpD: 85 (+15)
Spe: 60
New Moves: Calm Mind

Reasoning: It took a bit of thinking for me to realize, but I finally concocted something I'm genuinely interested in--this Mega Galarian Weezing. At first, I was somewhat skeptical with the general vibe of this Pokemon, as aside from Neutralizing Gas, what real niche did it have? I considered defensive potential, and then I opted for something further beyond--versatility. Not only is Mega Galarian Weezing a defensive beast with an ability that covers its otherwise middling Special Defense stat, but it now has the incredible Calm Mind to augment setup capability. It not only can be used as a defensive pivot, but it can also be a dangerous setup sweeper in the right hands. On top of activating Misty Terrain in its base form, it can support its team while being a huge wall in the process. I realized that providing it with a more efficient recovery source would be blatantly ridiculous and create an unbreakable force of nature, so I opted not to give it any better option over Pain Split. While not the best, it's there as an option, and can give it more utility in doubles. I thought turning Galarian Weezing into something of a powerhouse of a wall would make for interesting flavor given its factory/industry based inspiration.

Flavor: In its design, it's huge. Strange emissions pour out of it left and right, as more subunit heads float around them. It heavily resembles an orb-like building with the emissions shrouding it almost like a barrier. However... they look spaced out, if not content. (rough design will be posted later)

Calm Mind Sweeper

Weezing-Galar @ Weezite
Ability: Misty Surge / Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Strange Steam
- Calm Mind
- Sludge Wave / Pain Split
- Substitute / Pain Split

Weezing benefits greatly from both Levitate and Misty Surge prior to Mega Evolution, making either a viable option. Calm Mind and Strange Steam are the main name of the game, as they are the main methods of sweeping. Sludge Wave provides additional STAB coverage, however Pain Split is an option here for recovery if need be. The last slot can either go to Substitute or Pain Split if you opt for Sludge Wave. Substitute allows Weezing to get safer setup, though Pain Split also provides recovery. Any combination of these moves works great for Weezing.

Defensive Pivot

Weezing-Galar @ Weezite
Ability: Misty Surge / Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Strange Steam
- Haze / Pain Split
- Will-O-Wisp / Pain Split

As with the previous set, either Levitate or Misty Surge are viable options. Defog is fantastic as a hazard removal option, and Strange Steam allows Weezing to not be entirely passive. Depending on your ability or needs, any combination of the last 3 moves is an option. However, if you opt for Will-O-Wisp, Levitate is a must as the Misty Surge will completely blank out your Will-O-Wisp. Be sure to build to your needs! It's suggested Pain Split is used in one of the two slots so you have some moniker of a recovery.

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/


Ability: Mimicry

HP: 109
Atk: 81 (-10)
Def: 154 (+55)
SpA: 116 (+50)
SpD: 109 (+25)
Spe: 12 (-20)

New Moves: Secret Power, Nature Power (I know these moves have been removed, but this isn't cart and is based on the National Dex)

Reasoning: This thing is an absolute doozy. With terrain, though, it's a fantastic, splashable utility. Thanks to its unique ability Mimicry, it's able to adapt its type to the terrain, but the fundamental issue with this is that it lacks any kind of option to capitalize on the terrain it changes to. Enter Secret Power and Nature Power. Not only does it get Nature Power, an adaptive STAB option as it changes type, it gets the incredible utility of Secret Power to bank for status ailments. In every kind of terrain, it poses some kind of a threat. On Grassy Terrain, it has a 30% sleep move, on Misty Terrain, it's paired with mono Fairy as a type and has a useful STAB option with a 30% SpAtk lowering move, and on Electric Terrain it can provide paralysis and nail opponents with Electric STAB. Perhaps the greatest thing about this though, is that thanks to its ability, its able to change back to its incredible Water/Steel defensive typing to serve defensive utility. On top of that, this Pokemon gets other options in STAB Scald and Stealth Rock. The biggest downer for Stunfisk, however, is its lack of reliable recovery. This practically necessitates Wish support, and creates a bias toward Grassy Terrain. Truthfully, however, Mega Galarian Stunfisk's utility on terrain teams is not to be underestimated for its incredible versatility in Terrain and its general defensive potential for teams.

The change to a Water type is an interesting decision, however I wish to try and justify it. Not only does this give Stunfisk one of the best defensive types in the game, but it corresponds with the greater emphasis of terrain changing, almost like paint. Plus, it makes sense given it's based on a mudfish and how paint is water based. I wanted to give Stunfisk more of a defensive niche as well.

Flavor: Mega Galarian Stunfisk now tries to restore its very ancient fishy origins, reinstating itself back into the Water type it resembled hundreds of years ago with the energy of the terrains it surrounds itself in coloring its being. Its snaring design is still a very big component, but now the footprints etched on its face are glowing with the energy of Fairy, Psychic, Grass, and Electric types, creating almost a synonymous pattern. Its overall design is coated in artistic splashes of their respective colors, now trying to stand out as opposed to hide away in the ground. (rough design will be posted soon).

Terrain Abuser

Stunfisk-Galar @ Stunfiskite
Ability: Mimicry
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Secret Power / Thunder Wave
- Nature Power
- Scald
- Stealth Rock

This set would most likely represent the standard for most Stunfisk variants. As thanks to its two Powers, it's splashable on any kind of Terrain archetype. Its innate defensive typing couples great for most Terrain setups that require a defensive backbone of some sort when Terrain isn't up, too! Stealth Rock and Scald are natural options as well, as the latter is great utility and STAB outside of a terrain, and the former is a great utility move as a whole. Thunder Wave is also an option over Secret Power on Electric Terrain setups as it creates guaranteed paralysis over the 30% Secret Power provides. It can also work on other terrains as well, but on Grassy Terrain setups, Secret Power is always preferred for its 30% sleep chance.

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/


Ability: Chrome Mane (Flare Boost clone; different name)

HP: 65
Atk: 100
Def: 75 (+5)
SpA: 125 (+45)
SpD: 80 (+10)
Spe: 145 (+40)

New Moves: Hurricane, Ice Beam

Reasoning: Wallbreaker the Pokemon. Flare Boost is an insanely underrated ability that, in the hands of the right Pokemon, would utterly ravage opponents. Enter Mega Galarian Rapidash, a face with some nasty grace. Its ability, Chrome Mane (which is literally just Flare Boost under a prettier, more flavorful name), makes it an absolute terror with a burn. If the opponent sees one of these bad boys on your team, not only should they be more wary with their Will-O-Wisps and Scalds, but they should shiver with fear under the weight of its newly wedded Flying STAB and its beautiful new Ice Beam to pry apart the Ground Types that think they can tank a Mystical Fire. This isn't even factoring in Calm Mind...

Mega Rapidash's main weaknesses, however, are its horrid defensive typing and the Stealth Rock weakness that it can't mitigate. This makes getting it in a difficulty; though, it has utility in its regular form's Fairy typing. Switching into a Dragon move is an option, as is switching into Ground types once Rapidash Mega Evolves. Against Dragon Types that adore Ground coverage, outsmarting a zealous Dragon type user can result in catastrophe for the opponent. The user making use of Mega Rapidash can't haphazardly use it as a result, especially given the Mega stone item slot disallows it to run a Flame Orb.

Flavor: It's obvious what this is based on; an alicorn. Mega Rapidash dons its lost potential in its radiant, beautiful Mega Evolution with graceful, flowing wings that reflect its pastel mane and the psychic energy it's defined by. Additionally, its mane flows with the wind and loses the original flatness it had, spirals and curls with gradients of rainbow colors lighting its mane and tail to life. (rough design will be posted later)

Standard Wallbreaker

Rapidash-Galar @ Rapidashite
Ability: Pastel Veil
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind / Ice Beam
- Hurricane
- Mystical Fire
- Psychic

If this Rapidash were our winner, this would most likely be its standard set, and it's not hard to see why. Hurricane and Psychic are your go to STAB nukes, and Mystical Fire handles Steel types that otherwise wall Rapidash. The last move slot ultimately comes down to team comp and personal preference. If you opt to augment your fire power, Calm Mind is easily the way to go, but if you appreciate the extra coverage against Ground and Dragon types, Ice Beam is the way to go. Truthfully, it's a toss up between these 5 moves. Distribute them as you need for your team, but ultimately, the premier offensive set lies in this.

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/


Ability: Soul Heart

HP: 105
Atk: 140
Def: 40 (-15)
SpA: 140 (+110)
SpD: 40 (-15)
Spe: 115 (+20)

New Moves: Ice Shard

Reasoning: Given how much of an insanely centralizing powerhouse its regular variant is, giving Galarian Darmanitan a niche is inherently super difficult. However, probably the best way to go about it is to let it shine as a mixed attacker. Luckily, that's just what this mega is designed to do! Not only does it have phenomenal special moves, but it has unearthly coverage as a whole. A myriad of fire moves, a myriad of psychic moves, and a beautiful myriad of ice moves. The only thing it's missing is priority, and thanks to its new move in Ice Shard, it can do just that. The psychic type is completely for flavor due to its original form's Zen form, but it also justifies its new ability in Soul Heart, which allows for it to rack up Special boosts after KOing opponents. This sings in harmony with its new priority move!

All in all, this mega is a complete offensive beast, but at a cost: it is extremely frail. Despite its great base 105 HP, its defenses are now absolutely atrocious. 105/40/40 is pathetic, and Ice/Psychic is an even more pathetic defensive typing. It utterly falls to Sucker Punch, choice users, and fast sweepers. It's very similar to Mega Beedrill where if you play your cards right, this thing can punch holes into any team archetype with its brutal mixed offenses and insane coverage!

Flavor: Galarian Darmanitan when Mega Evolving reinvents its soul and combines it with its brute, unadulterated strength. Now at its physical and spiritual peak, it is ready to dominate the battle field. Akin to normal Zen Darmanitan's design, it is somewhat reclusive in its shape, but still flared and full of energy. Its arms and hands are large, disjointed, and brutal with psychic energy running through its veins. (rough design will be posted later).

Mixed Attacker

Darmanitan-Galar @ Darmanite
Ability: Gorilla Tactics
EVs: 128 Atk / 128 SpA / 252 Spe
Naive Nature
- Psychic / Work Up
- Ice Shard
- Freeze-Dry
- Earthquake / Fire Blast

This thing is an absolute powerhouse. Not only are its offenses absolutely brutal, but thanks to Soul Heart, it can snowball incredibly quickly. Fire Blast is phenomenal coverage, and Freeze Dry is a given due to its ability to nail what would normally wall it. Gorilla Tactics is preferred if you want an extra, immediate punch to a move to handle Toxapex prior to Mega Evolution; Zen Mode is completely useless. This set could run just about whatever you want and need, and it'll do work, especially with the beautiful mixed offenses Darmanitan now has. U-Turn, Psychic, Work Up, Grass Knot, Focus Blast, Stone Edge, Zen Headbutt... anything works. The stat spread is very loose, however, you can run it to nail whatever you need it to! It's an incredibly versatile set, and there would be many variants for sure.
 
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Not trying to jump ahead far, but… when we get to Mr. Rime, can somebody please write on my profile?

Mr. Rime needs Mimicry because it can already summon 2 kinds of Terrain, and its Type reeks of Jynx.
Also because MIME.
 

New Ability: Levitate / Neutralizing Gas / Misty Surge ----> Neutralizing Gas
New Typing:


New Stats:

HP: 65 ----> 65
Attack: 90 ----> 90
Defense: 120 ----> 150 (+30)
Special Attack: 85 ----> 115 (+30)
Special Defense: 70 ----> 100 (+30)
Speed: 60 ----> 70 (+10)
Base Stat Total: 490 ----> 590
New Moves: Acid Spray, Moonlight
Description/Design: Mega Galarian Weezing is very physically bulky with a decent special attack stat that prevents it from being too passive. Sludge Bomb and Strange Steam are its main STABs but it also has Fire type attacks which provide useful coverage against Steel types. It has a good selection of utility and support moves including Defog, Haze, Aromatherapy, Memento, Will-O-Wisp, and Toxic Spikes. Moonlight provides some appreciated recovery. It regains a Ground weakness from losing Levitate but Neutralizing Gas is a powerful ability for shutting down the many Pokemon that are dependent on their abilities.
Mega Galarian Weezing grows larger with more smoke stacks that now spew colorful pink and purple steam.


New Ability: Gorilla Tactics / Zen Mode ----> Sheer Force
New Typing:
---->


New Stats:

HP: 105 ----> 105
Attack: 140 ----> 160 (+20)
Defense: 55 ----> 80 (+25)
Special Attack: 30 ----> 40 (+10)
Special Defense: 55 ----> 80 (+25)
Speed: 95 ----> 115 (+20)
Base Stat Total: 480 ----> 580
New Moves: Moonblast, Play Rough
Description/Design: Mega Galarian Darmanitan is a fast wallbreaker with Sheer Force boosted Icicle Crash and Play Rough for main STABs, and Fire Punch provides coverage against Steel types. While slower than the Zen Mode form, it has greater bulk and a different typing and isn't reliant on having low HP to stay in its form.
Mega Galarian Darmanitan's crystals enlarge such that the snowball on its head is replaced by a large blue gemstone.


New Ability: Run Away / Pastel Veil / Anticipation ----> Pixilate
New Typing:


New Stats:

HP: 65 ----> 65
Attack: 100 ----> 130 (+30)
Defense: 70 ----> 85 (+15)
Special Attack: 80 ----> 80
Special Defense: 80 ----> 95 (+15)
Speed: 105 ----> 145 (+40)
Base Stat Total: 500 ----> 600
New Moves: Spirit Break, Moonlight
Description/Design: Mega Galarian Rapidash is a very fast physical attacker with Pixilated Double-Edges and Quick Attacks at its disposal. Swords Dance boosts it damage, Zen Headbutt provides a secondary STAB, and High Horsepower is good coverage against Steel types.
Mega Galarian Rapidash emits pink smoke from its body and hair, it grows a second smaller horn in front of its main one, and its hair all extend much longer and look as if they are blowing in the wind.


New Ability: Mimicry ----> Rugged Skin* (Tough Claws clone)
New Typing:


New Stats:

HP: 109 ----> 109
Attack: 81 ----> 110 (+29)
Defense: 99 ----> 130 (+31)
Special Attack: 66 ----> 66
Special Defense: 84 ----> 104 (+20)
Speed: 32 ----> 52 (+20)
Base Stat Total: 471 ----> 571
New Moves: Iron Head, High Horsepower
Description/Design: Mega Galarian Stunfisk gains a Tough Claws clone that boosts the damage of its new STABs, giving it a role as an offensive Rocks setter. Some other moveset options include Yawn, Curse, Ice Fang, and Sucker Punch.
Mega Galarian Stunfisk grows much longer jagged fins with small spines along its whole body.
 
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Mega Galarian Darmanitan
New Ability: Gorilla Tactics / Zen Mode ----> Gorilla Tactics
New Typing:
---->


New Stats:

HP: 105 ----> 105
Attack: 140 ----> 155 (+15)
Defense: 55 ----> 80 (+25)
Special Attack: 30 ----> 45 (+15)
Special Defense: 55 ----> 80 (+25)
Speed: 95 ----> 115 (+20)
Base Stat Total: 480 ----> 580
New Moves: Moonblast, Play Rough
Description/Design:
Just making sure, you know we have a new 75 base power Physical Fairy-type move called Spirit Break now, right? It's the one without a 10% chance to miss.
 

ausma

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Just making sure, you know we have a new 75 base power Physical Fairy-type move called Spirit Break now, right? It's the one without a 10% chance to miss.
I mean... it has its tradeoffs. Besides, people can opt to give their Megas what they want; that's part of the creative liberty of the Pet Mod. I get you're giving your thoughts, but, your tone is also apart of the name of the game my dude. It kinda sounds like you're projecting what you would do onto him/her as opposed to idly giving a suggestion, imo.
 
Mega Galarian-Darmanitan
Type: Ice=> Ice/Fighting
Ability: Adaptability

HP: 105
Atk: 140 => 165 (+25)
Def: 55 => 80 (+25)
SpA: 30
SpD: 55 => 75 (+20)
Spe: 95=> 120 (+30)
New Moves: Drain Punch, Thunder Punch
Description: Combine 165 attack and 120 speed with an Ice/Fighting typing and Adaptability, and you got yourselves a monstrous physical breaker.
 
Galarian Weezing: mangarrow, Emergence
Galarian Darmanitan: Ema Skye, mangarrow, Emergence
Galarian Rapidash: KeeganSkymin4444, Emergence, mangarrow
Galarian Stunfisk: mangarrow, Emergence
 

ausma

token smogon furry
is a Site Content Manageris a Top Social Media Contributoris a Top Artistis a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Team Rater Alumnusis a Smogon Discord Contributor Alumnus
OU Forum Leader
Galarian Weezing: Emergence, me
Galarian Darmanitan: Ema Skye, me, Emergence
Galarian Rapidash: KeeganSkymin 4444, me, Emergence
Galarian Stunfisk: Emergence, me
 
Galarian Weezing: Emergence, mangarrow
Galarian Darmanitan: Ema Skye, mangarrow, superstrike66
Galarian Rapidash: KeeganSkymin4444, mangarrow, Emergence
Galarian Stunfisk: mangarrow, Emergence

Don't know when to end voting but I may end it this Tuesday. In the meantime, get your votes in while you still can!
 
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Okay then, since Heavyweapons Mann isn't here to close voting and start the new slate, I figured I might as well do it now.

Emergence wins Galarian Weezing, Ema Skye wins Galarian Darmanitan, KeeganSkymin4444 wins Galarian Rapidash, and... mangarrow and Emergence are tied for Galarian Stunfisk??!! What?!

Next slate is as following (okay I'll stop with the regional evolutions):


Grapploct, Copperajah, Frosmoth

Ability limit of 4 for Grapploct and Copperajah, and 4.5 for Frosmoth. 2 new moves for each of them.
 

New Ability: Limber / Technician ----> Technician
New Typing:
----->


New Stats:

HP: 80 ----> 80
Attack: 118 ----> 148 (+30)
Defense: 90 ----> 90
Special Attack: 70 ----> 70
Special Defense: 80 ----> 90 (+10)
Speed: 42 ----> 102 (+60)
Base Stat Total: 480 ----> 580
New Moves: Aqua Jet, Poison Jab
Description/Design: New Water typing and STAB Aqua Jet with Technician. Poison Jab provides some anti-Fairy coverage. Speed is greatly increased but not amazingly high.



New Ability: Sheer Force / Heavy Metal ----> Stamina
New Typing:


New Stats:

HP: 122 ----> 122
Attack: 130 ----> 150 (+20)
Defense: 69 ----> 109 (+40)
Special Attack: 80 ----> 80
Special Defense: 69 ----> 89 (+20)
Speed: 30 ----> 50 (+20)
Base Stat Total: 500 ----> 600
New Moves: Slack Off, Bulk Up
Description/Design: Much greater physical bulk with new reliable recovery, Stamina boosts, and can set up with Bulk Up.



New Ability: Shield Dust / Ice Scales ----> Ice Scales
New Typing:


New Stats:

HP: 75 ----> 75
Attack: 65 ----> 65
Defense: 60 ----> 90 (+30)
Special Attack: 125 ----> 155 (+30)
Special Defense: 90 ----> 100 (+10)
Speed: 65 ----> 95 (+30)
Base Stat Total: 475 ----> 575
New Moves: Thunderbolt, Moonlight
Description/Design: BoltBeam combo with Quiver Dance.
 
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Ema Skye

Work!
Mega Grapploct
New Ability: Technician / Limber ----> Analytic
New Typing: Fighting/Psychic

New Stats:

HP: 80 ----> 80
Attack: 118 ----> 138 (+20)
Defense: 90 ----> 100 (+10)
Special Attack: 70 ----> 130 (+60)
Special Defense: 80 ----> 100 (+20)
Speed: 42 ----> 32 (-10)
Base Stat Total: 480 ----> 580
New Moves: Psychic, Aura Sphere
Description: Octopus are very smart do here we have PsychoPus. Strong mixed attacker that likes it when it is slow.
 
grapploct.gif

Mega Grapploct
New Ability: Limber / Technician ----> Sheer Force
New Typing: Fighting/Water

New Stats:

HP: 80 ----> 80
Attack: 118 ----> 148 (+30)
Defense: 90 ----> 120 (+30)
Special Attack: 70 ----> 90 (+20)
Special Defense: 80 ----> 120 (+40)
Speed: 42 ----> 22 (-20)
Base Stat Total: 480 ----> 580
New Moves:
Description: Sheer Force makes sense flavor-wise since it is a grappler that uses its tentacles to squeeze and strangle its opponents. Its ability also boosts the ower of its Water STAB as well as coverage such as Ice Punch and Body Slam. Stats make it enough to competently pull off a Bulk Up set with Drain Punch, Liquidation, and coverage.


copperajah.gif

Mega Copperajah
New Ability: Sheer Force / Heavy Metal ----> Full Metal Body
New Typing: Steel

New Stats:

HP: 122 ----> 122
Attack: 130 ----> 180 (+50)
Defense: 69 ----> 79 (+10)
Special Attack: 80 ----> 90 (+10)
Special Defense: 69 ----> 109 (+40)
Speed: 30 ----> 20 (-10)
Base Stat Total: 500 ----> 600
New Moves: Fire Lash
Description: Mega evolution turns Copperajah into a powerful wallbreaker courtesy of its 180 Attack and high BP coverage options such as Earthquake and Power Whip. Full Metal Body prevents Intimidate and random defense drops, while its stat spread is perfect for a Curse sweeper.


frosmoth.gif

Mega Frosmoth
New Ability: Shield Dust / Ice Scales ----> Snow Warning
New Typing: Ice/Bug

New Stats:

HP: 75 ----> 75
Attack: 65 ----> 85 (+20)
Defense: 60 ----> 100 (+40)
Special Attack: 125 ----> 145 (+20)
Special Defense: 90 ----> 90
Speed: 65 ----> 85 (+20)
Base Stat Total: 475 ----> 575
New Moves:
Description: Snow Warning allows you to set up Aurora Veil and fire off perfectly accurate Blizzards off 145 base Special Attack. Aurora Veil also helps Frosmoth a lot in setting up Quiver Dance.
 

Mega Grapploct
Ability: Guts
Type: Fighting
HP: 80 ----> 80
Attack: 118 ----> 138 (+20)
Defense: 90 ----> 125 (+35)
Special Attack: 70
Special Defense: 80 ----> 115 (+35)
Speed: 42 ----> 53 (+10)
New Moves: Knock Off, Baneful Bunker
Description: Grapploct's goal in life is to trap walls with Octolock and then beat them to death, so I focused on tanking hits and status so Octolock + Drain Punch can do their work. With Guts, Grapploct will be able to break through even Toxapex fairly reliably. Knock Off is great for taking a piece off of Corsola even though you can't trap it, while Baneful Bunker helps annoy anything that wants to switch into Octolock and U-turn out. ( Octopi with bright spots are often poisonous fwiw ).


frosmoth.gif

Mega Frosmoth
Ability: Magic Guard
Type: Ice/Bug
HP: 75 ----> 75
Attack: 65 ---->85 (+20)
Defense: 60 ----> 70 (+10)
Special Attack: 125 ----> 155 (+30)
Special Defense: 90 ----> 100 (+10)
Speed: 65 ----> 95 (+30)
New Moves: Weather Ball
Description: Fairly Straightforward, it gains Magic Guard to make up for no Heavy-Duty boosts, and Weather Ball to let it hit Steel types in Rain or Sun.


copperajah.gif

Mega Copperajah
Ability: Mold Breaker
Type: Steel/Fire
HP: 122 ----> 122
Attack: 130 ----> 150 (+20)
Defense: 69 ----> 99 (+30)
Special Attack: 80
Special Defense: 69 ----> 99 (+30)
Speed: 30 ----> 50 (+20)
Weight: 999 kg
New Moves: Wild Charge, Rock Polish
Description: Copperajah joins the ranks of Mold Breaker Stealth Rock setters and can spam Heat Crash without having to worry about the tyranny of Heatran. It's a large threat to many defensive cores now, although your choice of third or fourth attack will determine exactly which defensive pokemon it can break.
 
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