Megas For All: V4! (Voting - Lickilicky, Togekiss, Dusknoir)

Would you guys be interested if I had MFA include Gen 8 mons when it comes out?


  • Total voters
    51
Zebstrika-Mega
Ability: Sap Sipper/Motor Drive/Lightning Rod ----> Speed Boost
Typing: Electric/Fire
Stats:
HP: 75 ----> 75
Attack: 100 ----> 120 (+20)
Defense: 63 ----> 63
Special Attack: 80 ----> 120 (+40)
Special Defense: 63 ----> 63
Speed: 116 ----> 156 (+40)
Base Stat Total: 497 ----> 597
Movepool Additions: Flamethrower, Fire Blast, Flare Blitz
Description: A blazingly fast late game cleaner, which can outspeed the majority of the metagame in just one turn, Zebstrika-Mega is built around using Electric/Fire/Ice coverage, great mixed attacking stats and its speed to clear up offensive teams and take them out. Sap Sipper as a pre-mega ability is great for physically based sets, but the real deal is the specially offensive set, which utilizes Fire Blast/Thunderbolt/HP Ice's perfect coverage to tear through weakened teams. However, its 4x weakness to Ground cannot be denied, so unless Protect is being run, it is vulnerable to lures. As well as that, there are a few Pokemon that can deal with Zebstrika-Mega's lack of power, such as Heatran, Tyranitar and Gastrodon.

Seismitoad-Mega
Ability: Swift Swim/Poison Touch/Water Absorb ----> Poison Point
Typing: Poison/Ground
Stats:
HP: 105 ----> 105
Attack: 95 ----> 125 (+30)
Defense: 75 ----> 115 (+40)
Special Attack: 85 ----> 90 (+5)
Special Defense: 75 ----> 115 (+40)
Speed: 74 ----> 59 (-15)
Base Stat Total: 509 ----> 609
Movepool Additions: Gunk Shot, Stone Edge, Curse, Waterfall, Bulk Up
Description: Seismitoad's watery body turns a deep purple and grows thick and viscous. Whilst this might be unorthodox for a Stealth Rock tank, and its typing may grow more questionable, Seismitoad-Mega makes up for it for being one of the better Poison spreaders in the game, alike Muk-Alola. It also has the option of Bulk Up or Curse for a late game cleanup.

Crabominable-Mega
Ability: Hyper Cutter/Iron Fist/Anger Point ----> Adaptability
Typing: Ice/Fighting
Stats:
HP: 97 ----> 97
Attack: 132 ----> 147 (+15)
Defense: 77 ----> 132 (+55)
Special Attack: 62 ----> 72 (+10)
Special Defense: 67 ----> 107 (+40)
Speed: 43 ----> 23 (-20)
Base Stat Total: 509 ----> 609
Movepool Additions: Freeze-Dry
Description: Crabominable becomes an extremely bulky Trick Room abuser, with an absolutely nuclear 147 Attack backed by Adaptability, which is easily able to break its way through bulky cores due to its incredible STAB coverage. It also has the option of running Earthquake for Toxapex, which also hits very hard from 147 Attack. Unfortunately, due to its even lower speed, it risks getting a premature burn from Toxapex's Scald, potentially ruining its day if it doesn't invest in Speed.
 
Why are half of the Mega Zebstrikas Fighting-type?

Mega Zebstrika
Ability: Lightningrod/Motor Drive/Sap Sipper > Moxie
Type: Electric

HP: 75
Atk: 135 (+35)
Def: 90 (+27)
Sp. Atk: 75 (-5)
Sp. Def: 83 (+20)
Speed: 139 (+23)
BST: 597 (+100)

New Moves: Seed Bomb, Bullet Seed, Bulldoze, Blaze Kick, Crunch
Description: Zebstrika's horns grow much larger. Its legs are charged completely with tons of white electricity. Seed Bomb and Bullet Seed are good options for covering Ground. It is faster than even Mega Manectric. Progressively, it can sweep by boosting its Attack.
Mega Seismitoad
Ability: Hydration/Swift Swim/Water Absorb > Regenerator
Type: Water/Ground

HP: 105
Atk: 115 (+20)
Def: 100 (+25)
Sp. Atk: 110 (+25)
Sp. Def: 130 (+55)
Speed: 49 (-25)
BST: 609 (+100)

New Moves: Ice Beam, Gunk Shot, Stockpile, Swallow, Spit Up
Description: Its belly inflates to become a big one of the balls on its body. Its body is rounder in general, and darker blue. Ice Beam and Gunk Shot become more options for Grass, its only weakness. Mega Seismitoad walls out Special Attackers, and heals by switching out.

Mega Crabominable
Ability: Hyper Cutter/Iron Fist/Anger Point > Tough Claws
Type: Fighting/Ice

HP: 97
Atk: 168 (+36)
Def: 127 (+50)
Sp. Atk: 62
Sp. Def: 101 (+34)
Speed: 23 (-20)
BST: 578 (+100)

New Moves: Hammer Arm, Thunder Punch, Ice Shard, Drain Punch
Description: Its legs are the only part of its body not enlarged significantly. Its fists are what increase in size the most, becoming over double their original size. Mega Crabominable's attacks have immense power.

Zebstrika @ Zebstrikite
Ability: Sap Sipper > Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Seed Bomb / Bullet Seed
- Blaze Kick
- Crunch

Seismitoad @ Seismitoadite
Ability: Water Absorb > Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Scald
- Drain Punch
- Ice Beam / Gunk Shot
- Earthquake

Seismitoad @ Seismitoadite
Ability: Water Absorb > Regenerator
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Gunk Shot
- Earthquake
- Ice Punch

Seismitoad @ Seismitoadite
Ability: Water Absorb > Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Ice Beam
- Sludge Wave
- Earth Power
- Hydro Pump

Seismitoad @ Seismitoadite
Ability: Water Absorb > Regenerator
EVs: 252 HP / 40 Def / 216 SpD
Sassy Nature
- Stockpile
- Scald
- Swallow
- Toxic

Crabominable @ Crabominablite
Ability: Hyper Cutter > Tough Claws
EVs: 52 HP / 252 Atk / 200 SpD
Adamant Nature
- Ice Hammer
- Close Combat / Hammer Arm
- Ice Shard / Drain Punch
- Earthquake / Crabhammer
 
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Name: Zebstrika-Mega
Typing: Electric
Ability: Galvanize
Base Stats:-
HP: 75 --> 75
ATK
: 100 --> 120 (+20, total remaining: 80)
DEF: 63 --> 43 (-20, t.r.: 100)
SPA: 80 --> 130 (+50, t.r.: 50)
SPD: 63 --> 93 (+30, t.r.: 20)
SPE: 116 --> 136 (+20, t.r.: 0)
BST: 497 --> 597 (+100)
Movepool Additions: Boomburst, Psyshock
Role Identification: A blisteringly fast but equally fragile sweeper that takes advantage of a high speed and a great ability to deal tons of damage with its STAB Ate-boosted Boomburst. Give the prevo Motor Drive, switch it in on an Electric-type attack, and watch the fur fly. At base 136 speed, it outspeeds a lot of the +1 boosted tier, and at +1 the gap just gets even wider. However, its defences are pathetic by MEvo standards, especially physically, and you should definitely think twice about it - especially if you're facing off against something specially bulky that resists your STAB. Lacking reliable recovery also hurts it, and a vulnerability to hazards doesn't help either; if you're running a set involving Volt Switch, you really should think twice. It's also vulnerable to getting picked off by priority abusers, as those weak defences means it has trouble getting taking even neutral or resisted hits. Pink blobs or things with Electric-type negation (Ground-types, Volt Absorbers, &c) also give it a lot of trouble; this is not a Mega that likes getting bogged down in a protracted fight. Of particular note is Scizor, who can revenge kill it in fairly short order even with a resisted Bullet Punch, and any reasonably adept physical attacker with access to something like Aqua Jet, Extreme Speed, or Mach Punch can stop it dead.
 
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Eve

taking a break
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Typing: Electric
Ability: Galvanize
Base Stats:-
HP: 75 --> 75
ATK
: 100 --> 90 (-20, total remaining: 110)
DEF: 63 --> 63
SPA
: 80 --> 150 (+70, t.r.: 40)
SPD: 63 --> 63
SPE
: 116 --> 156 (+40, t.r.: 0)
BST: 497 --> 597 (+100)
Movepool Additions: Boomburst, Psyshock, Ice Beam
Role Identification: A blisteringly fast but equally fragile sweeper that takes advantage of a high speed and a great ability to deal tons of damage with its STAB Ate-boosted Boomburst. Give the prevo Motor Drive, switch it in on an Electric-type attack, and watch the fur fly. At base 156 speed, it outspeeds a lot of the +1 boosted tier, and at +1 the gap just gets even wider. However, its defences are pathetic by MEvo standards, and you should definitely think twice about it - especially if you're facing off against something specially bulky that resists your STAB. Lacking reliable recovery also hurts it, and a vulnerability to hazards doesn't help either; if you're running a set involving Volt Switch, you really should think twice. It's also vulnerable to getting picked off by priority abusers, as those weak defences means it has trouble getting taking even neutral or resisted hits. Pink blobs or things with Electric-type negation (Ground-types, Volt Absorbers, &c) also give it a lot of trouble; this is not a Mega that likes getting bogged down in a protracted fight.
Okay that looks kinda crazy mang
252+ SpA Galvanize Zebstrika-Mega Boomburst vs. 248 HP / 8 SpD Eviolite Chansey in Electric Terrain: 321-378 (45.6 - 53.7%) -- guaranteed 2HKO after Stealth Rock
Not entirely sure as to how Pink Blob gives it a lot of trouble. (For reference I'm running Modest because it outspeeds the entire unboosted OU list regardless, and Timid is slower than nearly all relevant scarfers anyway)
Some relevant OU Ground types:
252+ SpA Zebstrika-Mega Ice Beam vs. 252 HP / 252+ SpD Landorus-Therian: 400-472 (104.7 - 123.5%) -- guaranteed OHKO
252+ SpA Zebstrika-Mega Ice Beam vs. 0 HP / 0 SpD Excadrill: 170-201 (47 - 55.6%) -- 94.1% chance to 2HKO after Stealth Rock
252+ SpA Zebstrika-Mega Ice Beam vs. 4 HP / 0 SpD Garchomp: 548-648 (153 - 181%) -- guaranteed OHKO
252+ SpA Zebstrika Ice Beam vs. 252 HP / 4 SpD Rhyperior-Mega: 238-282 (54.8 - 64.9%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Zebstrika Hidden Power Grass vs. 0 HP / 4 SpD Mamoswine: 240-284 (66.4 - 78.6%) -- guaranteed 2HKO after Stealth Rock
They aren't switching in, regardless of terrain.

Volt Absorb is only really a relevant ability on Mega Mantine and Thundurus, the former not being common and the latter being destroyed by Ice Beam (EVs irrelevant after Stealth Rocks). Gastrodon might seem reliable, but its getting bopped by two Hidden Power Grass no matter the set (which it can afford to run imo) and so can't switch in all that safely.

You could make the "gets worn down by hazards due to using Volt Switch" argument for absolutely any Pokémon with Volt Switch or U-Turn in the game. Its still a good move, and I see no reason not to run it on such a mon. It allows it to pivot out on anything that may be able to take an attack (such as pretty much Chansey and Mantine, maybe Sp.Def Rotom-Heat too).

Weak defenses didn't hold back Pheromosa. This thing looks bulky in comparison, is stronger AND faster than Pheromosa, with a more immediate damage boosting ability. Priority abusers also aren't an overall too common occurence in OU, and most mons that are abusers of priority aren't to hard to work around or switch into. Remember, there's no reason to not switch this mon out. It doesn't need to set up. I can see it pairing best with Tapu Koko for terrain, Hawlucha to take advantage of most "switchins" and Celesteela to sit in on bulky Toxic spammers. With this collection alone, I can see it dealing with near all of its possible answers.

252+ SpA Galvanize Zebstrika Boomburst vs. 252 HP / 252+ SpD Assault Vest Magearna in Electric Terrain: 220-261 (60.4 - 71.7%) -- guaranteed 2HKO
This is scaring me a little

Overall, I don't think you need to completely re-evaluate your post. I just feel like labelling it as balanced and using Pokémon it can beat with relative ease as your example answers to it is a bit misleading, as not everyone will do as in-depth of an analysis as I will and therefore might assume you're correct. I'll be very honest, I don't think this submission is balanced, or that Boomburst makes the most sense on Zebstrika. It reminds me a lot of Reviloja's Sylveon submission in that it just kills everything.
 
It's been a while since I posted here.



Zebstrika-Mega
Ability: Lightning Rod ----> Electric Surge
Typing: Electric

Stats:

HP: 75 ----> 75
Attack: 100 ----> 152 (+52)
Defense: 63 ----> 69 (+6)
Special Attack: 80 ----> 100 (+20)
Special Defense: 63 ----> 69 (+6)
Speed: 116 ----> 132 (+16)
Base Stat Total: 497 ----> 597
Movepool Additions: Jump Kick, Play Rough
Description: Mega Zebstrika is leaner then before, and the white on it's body now glows blue.
Mega Zebstrika hits really hard with Electric-Terrain Wild Charge but even with two new moves it is very easy to wall physical sets while special ones simply don't have the power without a boosting item. It is also still very frail, making it easy to revenge kill with a scarfer.

Zebstrika @ Zebstrikite
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Volt Switch
- Play Rough
- Jump Kick
- Wild Charge

Simple physical attacker. Electric Terrain + Stab + 152 Base attack = Wild Charge will murder anything that doesn't resist or or have an immunity to it but most of what does won't take much from Play Rough or Jump Kick either.

Zebstrika @ Zebstrikite
Ability: Electric Surge
EVs: 252 SpAtk / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power Ice / Hidden Power Grass

Probably the best set for a Special Mega-Zeb, bit on the weak side because it can't have an item. Pick you hidden power based on weather you need something for Mega Swampert or not.

Zebstrika @ Zebstrikite
Ability: Electric Surge
EVs: 252 Atk / 4 SpAtk / 252 Spe
Naive Nature
- Overheat
- Play Rough
- Jump Kick
- Wild Charge

Very similar to the first set but trades the ability to pivot for a way to roast Tapu Bulu and non-Vest Tangrowth, both of which can switch in on the first set.





Crabominable-Mega
Ability: Hyper Cutter ----> Armour Plated (Solid Rock clone)
Typing: Steel/Fighting

Stats:

HP: 97 ----> 97
Attack: 132 ----> 162 (+30)
Defense: 77 ----> 107 (+30)
Special Attack: 62 ----> 62
Special Defense: 67 ----> 107 (+40)
Speed: 43 ----> 43
Base Stat Total: 487 ----> 587
Movepool Additions: Bullet Punch
Description: It moves like a tank. It hits like a tank. Basically, it is a tank. It just looks like a crab. The fur on Crabominable's body has thickened and frozen to shrug off most damage.
Between a better defensive typing, greatly improved bulk, Armour Plated and more attack than any non-mega of either of its types save Kartana, Crabominable-Mega is rather tough to take down, however it has no recovery, few good STAB moves and only Bullet Punch to remedy its low speed, which is resisted by most of the things that can threaten it.
 

Ludicrousity

You humour me greatly with your arrogance and c...
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Y'all know I love throwing curveballs around, so here is my sub

Zebstrika-Mega
Ability: Lightning Rod ----> Simple Shield (Simple + Rock head)
Typing: Electric

Stats:

HP: 75 ----> 75
Attack: 100 ----> 140 (+40)
Defense: 63 ----> 123 (+60)
Special Attack: 80 ----> 70 (-10)
Special Defense: 63 ----> 103 (+40)
Speed: 116 ----> 86 (-30)
Base Stat Total: 497 ----> 597
Movepool Additions: Trop Kick, Swords Dance, Recover
Description: Mega Zebstrika gains a fluffy coating, similar to Mega Altaria's.
Competitive Value: Now, Simple Shield might seem like a very weird choice on a Mega Zebstrika, but it was made to abuse one of the most underused Electric type moves: Charge. With Charge at it's disposal, it gains an Amnesia like status move that basically forces out a ground type on the next turn, due to a 90 BP Wild Charge off of 140 attack PLUS the Charge Boost. It also gains Swords Dance to have a +4 attack in 1 turn and Trop Kick as coverage for Ground. It's speed has been kicked down though, which allows it to be outsped fairly easily. It does gain Recover though, for reliable recovery, which is very nice.

(Charge + Recover Tank) Zebstrika @ Zebstrikite
Ability: Sap Sipper
EVs: 252 Atk / 252 Def / 4 SpD
Impish Nature
- Charge
- Wild Charge
- Recover
- Trop Kick

(Swords Dance Sweeper) Zebstrika @ Zoom Lens
Ability: Sap Sipper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flame Charge
- Wild Charge
- Double-Edge
 

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor

Mega Zebstrika
Ability:
Smiting Hooves (Stench clone that can apply to flinch moves)
Typing:

HP:
75 (+0)
Attack: 145 (+45)
Defense: 73 (+10)
Special Attack: 75 (-5)
Special Defense: 68 (+5)
Speed: 146 (+30)
New Moves: Zing-Zap, Volt Tackle, High Horsepower, Flare Blitz, Flare Kick, U-Turn, Nuzzle
Description: Smoke is being vented from its hooves, and it flashes red instead of yellow.
Competitive: While a Stench clone is by no means exciting (or particularly good), nice offensive stats alongside a buffed physical movepool allow Mega Zebstrika to act as a powerful pivot that can keep up momentum with U-Turn or punch holes with strong Electric or Fire STAB. It is, however, handily checked by grounds, as a nerfed Special Attack means a weaker HP ice.


Mega Seismitoad
Ability:
Poison Heal
Typing:

HP:
105 (+0)
Attack: 105 (+10)
Defense: 115 (+40)
Special Attack: 95 (+10)
Special Defense: 125 (+50)
Speed: 64 (-10)
New Moves: Recover, Baneful Bunker, Liquidation
Description: The light blue on its body becomes purple, with the warts now ending in spines. It is also generally thicker.
Competitive: Very bulky pivot with a powerful defensive typing and the ability to capitalize off of toxic spikes. However, its offensive stats certainly aren't turning heads and it has to try to get poisoned, as it cannot hold a toxic orb.


Mega Crabominable
Ability:
Flash Fire
Typing:

HP:
97 (+0)
Attack: 202 (+70)
Defense: 107 (+30)
Special Attack: 52 (-10)
Special Defense: 97 (+30)
Speed: 23 (-20)
New Moves: Heat Crash, Fire Punch, Ice Ball, Drain Punch, Heavy Slam
Description: The slits on its underside reveal a fire burning inside, as if it is a living furnace. It is constantly steaming, and it can cloak its fists in fire while attacking. (note: Weight increases to 677 lbs)
Competitive: HUGE attack stat, decent bulk, and a nice ability that boosts its Fire-type coverage. It's even slower, however, and has no way of fixing it, so it is still easy to revenge with its plethora of weaknesses. Great wallbreaker overall.
(I was gonna give it Ice Shard, but that felt like too much)
 
Ninetales Dragons Huge Power is a rank 5 ability, and the limit is 4.5, so you're going to have to change the ability to something else.


Mega Crabominable
New Typing: Ice/Fighting
New Ability: Hyper Cutter/Anger Point/Iron Fist ---> Iron Fist
New Stats:
HP: 97
Attack: 132 ---> 172 (+40)
Defense: 77 ---> 87 (+10)
Sp. Attack: 62 ---> 92 (+30)
Sp. Defense: 67 ---> 87 (+20)
Speed: 43
New Moves: Hammer Arm, Mach Punch, Drain Punch, Ice Shard
Description: Wallbreaker. Mach Punch and Ice Shard for priority so it can at least not be useless against more offensive teams, Hammer Arm is too obvious, as Ice Hammer is essentially an Ice-type Hammer Arm, and Drain Punch can give it sustain. Its low speed gives it problems against offense unless you run Trick Room.


Mega Seismitoad
New typing: Water/Ground ---> Water/Poison
New Ability: Poison Touch/Swift Swim/Water Absorb ---> Liquid Voice
New Stats:
HP: 105
Attack: 95
Defense: 75 ---> 100 (+25)
Sp. Attack: 85 ---> 135 (+50)
Sp. Defense: 75 ---> 100 (+25)
Speed: 74
New Moves: Boomburst, Recover
Description: Special Tank. Water/Poison is because I imagine the cyan bumps turning purple and being filled with poison. Recover is to give it sustain due to not being able to hold Leftovers, and Boomburst because it's based on a loudspeaker.


Mega Zebstrika
New Typing: Electric
New Ability: Motor Drive/Lightning Rod/Sap Sipper ---> Sheer Force
New Stats:
HP: 75
Attack: 100 ---> 129 (+29)
Defense: 63 ---> 70 (+7)
Sp. Attack: 80 ---> 125 (+45)
Sp. Defense: 63 ---> 70 (+7)
Speed: 116 ---> 130 (+14)
New moves: Icy Wind
Description: Special attacker. I gave it Icy Wind as a way to hit Ground-types without Hidden Power. Despite Attack being higher, special is better due to its special movepool actually having Sheer Force-boosted moves.
 
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earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Ninetales Dragons Huge Power is a rank 5 ability, and the limit is 4.5, so you're going to have to change the ability to something else.
Not to mention stuff like this

252+ Atk Pure Power Crabominable-Mega Close Combat vs. 248 HP / 252+ Def Skarmory: 297-349 (89.1 - 104.8%) -- guaranteed OHKO after Stealth Rock
252+ Atk Pure Power burned Crabominable-Mega Ice Hammer vs. 248 HP / 8 Def Sableye-Mega: 178-210 (58.7 - 69.3%) -- guaranteed 2HKO
252+ Atk Pure Power Crabominable-Mega Earthquake vs. 252 HP / 192+ Def Toxapex: 322-380 (105.9 - 125%) -- guaranteed OHKO
 
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Overall, I don't think you need to completely re-evaluate your post. I just feel like labelling it as balanced and using Pokémon it can beat with relative ease as your example answers to it is a bit misleading, as not everyone will do as in-depth of an analysis as I will and therefore might assume you're correct. I'll be very honest, I don't think this submission is balanced, or that Boomburst makes the most sense on Zebstrika. It reminds me a lot of Reviloja's Sylveon submission in that it just kills everything.
You raise a lot of good points, and I have adjusted the stats of the submission accordingly. I've also got rid of Ice Beam. However, Boomburst stays. If I may direct you to the Pokédex entry for Zebstrika from Pokémon Black:-

"They have lightning-like movements. When Zebstrika run at full speed, the sound of thunder reverberates."

Emphasis mine. =]
 
Ooh Boy, I had a Mega Crabominable and Mega Zebstrika stowed away for this slate. Here we go:


Mega Crabominable

Ability: Contrary
Typing:


HP: 97
Atk: 152 (+20)
Def: 97 (+20)
SpA: 62
SpD: 97 (+30)
Spe: 73 (+30)

New Moves: Mach Punch, Drain Punch, Ice Shard

Hoo boy, I may have gone a bit overboard. Sure, it looks tame at first- moderate attack for a Mega, semi-decent bulk, and rather low speed- but then you realize that it has three moves with which to abuse Contrary: Close Combat, Ice Hammer, and Superpower. Thus, if you don't prioritize taking this thing down fast, you're in for a world of hurt. Throw in reliable recovery for bulky sets and dual STAB priority for AOA, and you've got a top-tier threat! Of course, Ice/Fighting is a terrible defensive typing, so bulky sets kinda struggle, and it's pretty slow before it gets some Ice Hammer boosts.

ARMS (All-Out Offensive)
Crabominable @ Crabominabite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly
- Ice Hammer
- Superpower
- Earthquake
- Ice Shard / Mach Punch

The EVs are simple, as is the strategy: just spam Ice Hammer and Superpower, and laugh as your foe struggles to fend off your increasingly powerful Crabominable. Ice Hammer and Superpower become boosting moves thanks to Contrary, as well as being super-powerful moves in their own right. Earthquake is good coverage for Pokemon that resist your STABs, like Mega Slowbro, Tapu Fini, and UB Burst (when it comes out). The last slot is mainly your choice; Ice Shard snipes common threats like Landorus-T, Zygarde, and Garchomp, while Mach Punch helps you beat stuff like Mega Lopunny.

Mega Zebstrika

Ability: Conflagrate (Turns Normal-type Moves into Fire-type Moves and boosts them by 1.2x)
Type:


HP: 75
Atk: 130 (+30)
Def: 63
SpA: 130 (+60)
SpD: 63
Spe: 126 (+10)

New Moves: Volt Tackle, Hyper Voice, U-turn, High Horsepower

While similar to Earlio's Mega Zebstrika on paper, I think my Mega Zebstrika is much different in practice due to its ability to effectively go Physical, Special, and Mixed. It may be slightly weak for a Mega due to having mixed offenses, but with high-power STAB Moves, its relatively low Base Stats are something of a nonissue. Throw in a massive speed, and you've got a massive threat.

Black with White Stripes (Physical)
Zebstrika@ Zebstikite
Ability: Sap Sipper / Motor Dirve
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
- Volt Tackle
- Return
- High Horsepower
- U-turn

The ability you choose depends on whatever you want to switch into before you Mega Evolve: Sap Sipper boosts you Attack and lets you force a switch from a Grass-type, while Motor Drive lets you get a nice Speed boost and force out an Electric-type with the threat of a High Horsepower. Volt Tackle and Return are your twin STABs, doing massive damage after STAB and (in Return's case) the Sublimate boost. High Horsepower lets you touch Dragon-types like Zygarde, which otherwise wall this set. U-turn helps Zebstrika pivot away from bad situations.
White with Black Stripes (Special)
Zebstrika@ Zebstikite
Ability: Lightning Rod / Motor Dirve
EVs: 4 Def / 252 SpA / 252 Spe
Nature: Modest
- Thunderbolt
- Hyper Voice
- Hidden Power Ice
- Volt Switch / U-turn

Like the above set, your ability gives you a free switch in and a boost: Lightning Rod gives a Special Attack boost, while Motor Drive gives you a Speed Boost. Thunderbolt and Hyper Voice are relatively strong STABs, and Hidden Power Ice lets you KO usual counters like Landorus-T and Zygarde- the main draw of this set over the Physical set. Volt Switch gives you chip damage and lets you flee a bad matchup, but U-turn can be used instead if you fear being trapped with a Ground-type.
 
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Yung Dramps

awesome gaming
Ooh Boy, I had a Mega Crabominable and Mega Zebstrika stowed away for this slate. Here we go:


Mega Crabominable

Ability: Contrary
Typing:


HP: 97
Atk: 152 (+20)
Def: 97 (+20)
SpA: 62
SpD: 97 (+30)
Spe: 73 (+30)

New Moves: Mach Punch, Drain Punch, Ice Shard

Hoo boy, I may have gone a bit overboard. Sure, it looks tame at first- moderate attack for a Mega, semi-decent bulk, and rather low speed- but then you realize that it has three moves with which to abuse Contrary: Close Combat, Ice Hammer, and Superpower. Thus, if you don't prioritize taking this thing down fast, you're in for a world of hurt. Throw in reliable recovery for bulky sets and dual STAB priority for AOA, and you've got a top-tier threat! Of course, Ice/Fighting is a terrible defensive typing, so bulky sets kinda struggle, and it's pretty slow before it gets some Ice Hammer boosts.

ARMS (All-Out Offensive)



Mega Zebstrika

Ability: Sublimate (Turns Normal-type Moves into Fire-type Moves and boosts them by 1.2x)
Type:


HP: 75
Atk: 130 (+30)
Def: 63
SpA: 130 (+60)
SpD: 63
Spe: 126 (+10)

New Moves: Volt Tackle, Hyper Voice, U-turn, High Horsepower

While similar to Earlio's Mega Zebstrika on paper, I think my Mega Zebstrika is much different in practice due to its ability to effectively go Physical, Special, and Mixed. It may be slightly weak for a Mega due to having mixed offenses, but with high-power STAB Moves, its relatively low Base Stats are something of a nonissue. Throw in a massive speed, and you've got a massive threat.

Black with White Stripes (Physical)

White with Black Stripes (Special)
For Mega Zebby, we already have a Fire type -ate called Conflagarate, used by Mega Gourgeist. Would this Zebby use that ability?
 

Mega Zebstrika

Ability: Thunderstruck (BERSERK CLONE; +1 priority to electric moves under half health)
Type:


HP: 75
Atk: 130 (+30)
Def: 63
SpA: 100 (+20)
SpD: 63
Spe: 166 (+50)

New Moves: Volt Tackle, Nuzzle, Parabolic Charge, Foul Play

Zebstrika plays dirty. That's where it gains it's dark typing and ability. This stated ability makes for a useful tool, as you can fire off +1 priority nuzzles and parabolic charges. This is combined with a quick speed and nice attacks that allow it to fire off effective electric and dark moves. Foul Play is good for STAB while High Horsepower is a good tool in it's arsenal.
 
Ooh Boy, I had a Mega Crabominable and Mega Zebstrika stowed away for this slate. Here we go:


Mega Crabominable

Ability: Contrary
Typing:


HP: 97
Atk: 152 (+20)
Def: 97 (+20)
SpA: 62
SpD: 97 (+30)
Spe: 73 (+30)

New Moves: Mach Punch, Drain Punch, Ice Shard

Hoo boy, I may have gone a bit overboard. Sure, it looks tame at first- moderate attack for a Mega, semi-decent bulk, and rather low speed- but then you realize that it has three moves with which to abuse Contrary: Close Combat, Ice Hammer, and Superpower. Thus, if you don't prioritize taking this thing down fast, you're in for a world of hurt. Throw in reliable recovery for bulky sets and dual STAB priority for AOA, and you've got a top-tier threat! Of course, Ice/Fighting is a terrible defensive typing, so bulky sets kinda struggle, and it's pretty slow before it gets some Ice Hammer boosts.

ARMS (All-Out Offensive)



Mega Zebstrika

Ability: Conflagrate (Turns Normal-type Moves into Fire-type Moves and boosts them by 1.2x)
Type:


HP: 75
Atk: 130 (+30)
Def: 63
SpA: 130 (+60)
SpD: 63
Spe: 126 (+10)

New Moves: Volt Tackle, Hyper Voice, U-turn, High Horsepower

While similar to Earlio's Mega Zebstrika on paper, I think my Mega Zebstrika is much different in practice due to its ability to effectively go Physical, Special, and Mixed. It may be slightly weak for a Mega due to having mixed offenses, but with high-power STAB Moves, its relatively low Base Stats are something of a nonissue. Throw in a massive speed, and you've got a massive threat.

Black with White Stripes (Physical)

White with Black Stripes (Special)
Zebstrika has 80 Special Attack, so you still have +10 to give it.
 

Mega Seismitoad
- No type change.
105/95/115/115/105/74
+0/+0/+40/+30/+30/+0
Ability: One with the Ground - Recieves 1/8 recovery every turn while in terrain.
New Moves: Spikes, Gravity, All Four Terrains
What we didn't need is another Swampert-Mega. Not even a special one. Special offence was chosen to complement Swampert, but the changes are designed to let it function as a tank in the OU metagame, coring intensely well with Celesteela and Chansey, as a viable alternative to Toxapex, weaker to Kartana, but more able to handle Lando. The ability helps with this while not just being a copy of Regenerator, and requiring some clever play to use well.

An example set:

Seismitoad @ Seismite
252 HP, 252 Def, 4 SpA
- Stealth Rock
- Substitute
- Protect
- Earth Power


Mega Zebstrika
Electric/Dark
75/100/103/110/73/136
+0/+0/+40/+30/+10/+20
Ability: Conduction - Rain version of Solar Power.
New Moves: Taunt, Nasty Plot, Dark Pulse, Surf

Welcome Houndoom's Zebra twin. A brutal, fast special attacker and pivot for rain teams in place of more traditional Koko or Manectric.

A set:
Zebstrika @ Zebstrite
252 SpA, 252 Spe, 4 Def
- Volt Switch
- Thunder
- Dark Pulse
- Taunt


Mega Crabominable - No type change
97/142/117/62/117/33
+0/+10/+40/+0/+50/-10
Ability: Grapple - Partial-trapping moves last permanently and do 18% instead of 12%.
New Moves: Wrap, Ice Shard

When I first saw Crabrawler, my first thought was "oh, they're going for yet more wrestlers". Unfortunately, unlike Hawlucha and Incineroar, the final evolution didn't keep that appeal. At all. So here's my attempt to reconstruct it - an indomitable, bulky wrestler, whose locks you're never escaping from. I thought giving it priority matched with that would just be too strong, as it has a pretty intensely spammable STAB in Leglock.

A set:
Crabominable @ Crabominite
248 HP, 252 Atk, 8 SpD
- Close Combat
- Ice Hammer
- Ice Shard
- Wrap
 
Last edited:

Ludicrousity

You humour me greatly with your arrogance and c...
is a Forum Moderator Alumnus

Mega Seismitoad
- No type change.
105/95/115/115/105/74
+0/+0/+40/+30/+30/+0
Ability: One with the Ground - Recieves 1/8 recovery every turn while in terrain.
New Moves: Spikes, Gravity, All Four Terrains
What we didn't need is another Swampert-Mega. Not even a special one. Special offence was chosen to complement Swampert, but the changes are designed to let it function as a tank in the OU metagame, coring intensely well with Celesteela and Chansey, as a viable alternative to Toxapex, weaker to Kartana, but more able to handle Lando. The ability helps with this while not just being a copy of Regenerator, and requiring some clever play to use well.

An example set:

Seismitoad @ Seismite
252 HP, 252 Def, 4 SpA
- Stealth Rock
- Substitute
- Protect
- Earth Power


Mega Zebstrika
Electric/Dark
75/100/103/110/73/136
+0/+0/+40/+30/+10/+20
Ability: Conduction - Rain version of Solar Power.
New Moves: Taunt, Nasty Plot, Dark Pulse
Glittering Wave: 100 BP Water and Electric type special attack, 95% accuracy, only usable in rain.

Welcome Houndoom's Zebra twin. A brutal, fast special attacker and pivot for rain teams in place of more traditional Koko or Manectric.

A set:
Zebstrika @ Zebstrite
252 SpA, 252 Spe, 4 Def
- Volt Switch
- Thunder
- Dark Pulse
- Taunt


Mega Crabominable - No type change
97/142/117/62/117/33
+0/+10/+40/+0/+50/-10
Ability: Grapple - Partial-trapping moves last permanently.
New Moves: Wrap
Leglock - 80 BP Fighting move, Partial-Trapping.

When I first saw Crabrawler, my first thought was "oh, they're going for yet more wrestlers". Unfortunately, unlike Hawlucha and Incineroar, the final evolution didn't keep that appeal. At all. So here's my attempt to reconstruct it - an indomitable, bulky wrestler, whose locks you're never escaping from. I thought giving it priority matched with that would just be too strong, as it has a pretty intensely spammable STAB in Leglock.

A set:
Crabominable @ Crabominite
248 HP, 252 Atk, 8 SpD
- Leglock
- Ice Hammer
- Earthquake
- Stone Edge
Custom moves aren't allowed. You'll have to remove Leglock and Glittering Wave
 

Pokemon:
Zebstrika
Ability: Magnet Pull
Typing: Electric/Fire
New Stats: 75/130(+30)/63/120(+40)/63/146(+30)
New Moves: Flamethrower, Fire Blast, Flare Blitz, Zing Zap
Description: Mega Zebstrika have a great offensive typing and good offensive stats to back it up with. This can get a kill if you trap a Steel type. It can run a mix set due to its similar high offensive stats. It have high Speed but Zebstika is still frail. This pokemon still lose to some scarf pokemon above base 82 speed and speed ties with base 81 speed.
 
Zebstrika: Heavyweapons Mann, Kopelemon, Ninetails Dragons


Crabominable: Ninetails Dragons, Heavyweapons Mann, MoonlightRose


Seismitoad: Heavyweapons Mann, Exploudit, Earlio
 

Nalei

strong, wild garbage
is a Tiering Contributor Alumnus
Zebstrika: Yung Dramps, MaceMaster, Kopelemon
Crabominable: Jucherz, Ezaphs, Yung Dramps
Seismitoad: Ninetales Dragons, MaceMaster, Ezaphs
 

Nalei

strong, wild garbage
is a Tiering Contributor Alumnus
Congrats to Exploudit on winning Seismitoad, Heavyweapons Mann on his Crabominable, and Yung Dramps' Zebstrika!


Turtle Slate Redo
In this slate, I was the only one who voted, so I figure it should be redone. Additionally, Mega Torterra was a little broken and Mega Carracosta was pretty weak, so these will be their reworks. Ability limit will be 4.5 for all.​
 

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