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Marowak-Mega
Ability: Rock Head / Lightning Rod / Battle Armor----> Parental Bond
Typing: Ground / Fairy
Stats:
HP: 60 ----> 60
Attack: 80 ----> 160 (+80)
Defense: 110 ----> 130 (+20)
Special Attack: 50 ----> 30 (-20)
Special Defense: 80 ----> 100 (+20)
Speed: 45 ----> 45
Base Stat Total: 425 ----> 525
Movepool Additions: Play Rough
Description: Marowak gets slightly larger, and a pink aura surrounds it. This is the aura of its mother. Marowak's mother's aura blesses it with the Fairy type and copies its attacks, thus Parental Bond.
Marowak @ Marowakinite
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake / Bonemerang
- Knock Off
- Power-Up Punch
- Play Rough
Mega Marowak is a brutal wallbreaker, boasting an incredible Attack stat of 160 and Parental Bond, buffing its damage so that it effectively has 200 Attack. But, 200 Attack is pointless if you don't have the tools to use it. Well, guess who has the tools? Did you guess Mega Marowak? You're god damn right. Mega Marowak gets a boost to its bulk, giving it an adequate 60/130/100 mixed bulk spread, and its Fairy typing just helps it even more, as Fairy is a beautiful defensive type. Now that I've convinced you it has the defensive tools, let's talk offense. You remember that brutal 160 Attack with Parental Bond, making it effectively 200? Well, Parental Bond has another neat effect. Power-Up Punch is now an extremely strong attack AND a Swords Dance in the same turn, and after this monster gets to +2, your wall will need to be thicker than a thousand clubs to survive this thing's onslaught.
Ability: Boneyard (Gale Wings Variant): Gives Priority to Bone moves, at any HP Typing: Fire/Ghost HP: 60 Attack: 100 (+20) Defense: 150 (+40) Special Attack: 20 (-30) Special Defense: 150 (+70) Speed: 45 BST: 525 (+100) Move Additions: Shore Up, Fire Lash Design: The design of Marowak itself doesn't change, but it's flaming bone turns into a bone shield, also with green fire. Description: Dear Arceus this is bulky. It is bulky because of it's amazing typing, access to Will-O-Wisp and recovery, and it's insanely high defensive stats. It also has the Bone-us (Puns) of granting all of it's bone moves priority (Shadow Bone and Bonemerang are the only major ones).
Offensive @ Marowakite A
Ability: Lightning Rod
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Shore Up
- Fire Lash
- Shadow Bone
- Bonemerang
Specially Defensive @ Marowakite A
Ability: Cursed Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Shore Up
- Shadow Bone
- Will-O-Wisp
- Fire Lash
Ability: Thick Skull (Thick Fat Variant): Reduces the damage of Ice and Dragon Type attacks by 50% Typing: Ground/Dragon HP: 60 Attack: 148 (+68) Defense: 130 (+20) Special Attack: 50 Special Defense: 117 (+37) Speed: 20 (-25) BST: 525 (+100) Move Additions: Dragon Hammer, Dragon Dance Design: The body becomes so big and bulky that it's skull around it's head breaks, revealing it's true Draconic body. The skull was very heavy. Marowak Mega is much slower and gains an insane boost in power. It likes to throw it's bulky body on the opponent as a form of attack Description: This version is now much more bulkier, as it now only has two weaknesses, being a 2x weakness in Ice due to it's ability, and a Fairy Weakness. It is now much stronger, as a +1 outdamages regular Thick Club.
Marowak @ Marowakite K
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Dragon Dance
- Dragon Hammer
- Earthquake
- Iron Head
Mega Marowak
Ability: Arena Trap Typing: Ground/Dark HP: 60 Attack: 150 (+70) Defense: 130 (+20) Special Attack: 50 Special Defense: 90 (+10) Speed: 45 New Moves: Punishment, Head Smash Description: Orphan-makers, meet your worst nightmare. With improved bulk (moreso physically), a greatly heightened Attack and an additional immunity, Mega Marowak functions as an extremely dangerous trapper. Its Speed is untouched, but does it need it? You already punish Choice item users that don't click U-turn, and if they get locked into something that can't defend itself you may find yourself facing a +6 Attack or Substitute-guarded Marowak (or god forbid both). Punishment is just aesthetically fitting, and Head Smash is a suitable egg move for the Cubone line anyway.
Mega Marowak-Alola
Ability: Parental Bond Typing: Ghost/Fire HP: 60 Attack: 110 (+40) Defense: 90 (-20) Special Attack: 100 (+40) Special Defense: 70 Speed: 95 (+50) New Moves: Shadow Sneak, Head Smash Description: Strengthened by the spirit of its mother, the Alolan Mega Marowak also strikes with a vengeance! It's not quite Mega Kangaskhan levels of threatening, but it has an expansive list of resists, can make use of both attacking stats, and can boost its Attack via Swords Dance or Power-up Punch with a transfer Cubone. Fitting its sleek build it sacrifices some defense to improve its speed, and Shadow Sneak gives it a (weak) priority move. You can even run a special or mixed set to surprise your opponent!
Ability: Tough Claws(Tough Claws Clone, except it'll turn your held item into a Thick Club at the end of the next round as well. The Mega Stone returns after battle.) Typing: Ground HP: 60 Attack: 80 --> 110 (+30) Defense: 110 --> 140 (+30) Special Attack: 50 --> 50 (+0) Special Defense: 80 --> 100 (+20) Speed: 45 --> 65 (+20) New Moves: Shore Up, Thousand Arrow, Ice Hammer Description: Self Explanatory hard hitter
Ability: Dry Skin
Typing: Fire/Ghost HP: 60 Attack: 80 --> 100 (+20) Defense: 110 --> 140 (+30) Special Attack: 50 --> 50 (+0) Special Defense: 80 --> 130 (+50) Speed: 45 --> 45
New Moves: Sacred Fire, Spirit Shackle Description: A-Mega-Wak needs to take advantage of its resistances to most water types. It can stop Manaphy cold as it gets nothing neutral against it and the rain will heal Wak as well. (Forcing Manaphy to run Shadow Ball over something more synergetic is a win in and of itself)
EDIT: The Mega stones now DOUBLE as Thick Clubs meaning they get they double Atk bonus, and can be held by Cubones to avoid Knockoff.
Mega-Marowak
Ability: Rock Head / Lightning Rod (Battle Armor) ----> Incandescent Ire (Fire-Type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's ATK is raised one stage.)[Lightning Rod alternative] Typing: Ground ----> Ground/Ghost
Stats:
HP: 60 ----> 60
Attack: 80 ----> 170 (+90) Defense: 110 ----> 120
Special Attack: 50 ----> 20 (-30) Special Defense: 80 ----> 105 (+25) Speed: 45 ----> 60 (+15) Base Stat Total: 425 ----> 525 (+100) Movepool Additions: Shadow Bone, Shadow Punch, Shadow Ball, Morning Sun Description: Kanto-Marowak becomes a huge powerhouse after mega evolving, even though Thick Club Marowak has better attack, Mega Marowak gains three immunities from Mega-Evolving and mantains his previous Electric Immunity. Also, Marowak now finally gets the ghost typing he always wanted, specially after Sun & Moon came out, as his cousin had STAB Ghost moves and Kanto Marowak didn't. Unlike many physically oriented Ghost Types, though, Mega Marowak has a good Physical STAB to make use of. Incandescent Ire allows you to possibly further boost that Attack stat. Morning Sun gives Marowak the recovery it needs to last longer on field and mantain its offensive pressure.
Alolan-Mega-Marowak
Ability: Cursed Boby / Lightning Rod (Rock Head) ----> Resistent Rod (Electric-Type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's SP DEF is raised one stage.)[Lightning Rod alternative] Typing: Fire/Ghost ----> Fire/Ghost
Stats:
HP: 60 ----> 60
Attack: 80 ----> 105 (+25) Defense: 110 ----> 120
Special Attack: 50 ----> 20 (-30) Special Defense: 80 ----> 170 (+90) Speed: 45 ----> 60 (+15) Base Stat Total: 425 ----> 525 (+100) Movepool Additions: Knock Off, Brutal Swing, Pursuit, Moonlight, Fire Punch, Thunder Punch Description: Alolan-Marowak was already a huge threat to the entire S&M because of two things: Its weird typing and weird ability, with all those factored in, Alolan-Marowak had a whopping 3 immunities, and as a common saying ou there says: if it aint broke dont fix it. So I mantained the immunities and tweaked Marowak's ability to boost SpDef instead of SpAtk, as that's his selling point. A Special wall with miserable 60/80 bulk, that's only usable due to its typing, now imagine if you somehow increased its bulk to 60/170 and left the typing unchanged? This pokémon would be very threatening to knock out and would still mantain a good defense too: 60/120 physical bulk is very good too, not to mention 105 base Atk and 60 base speed... Finally, Knock Off helps A-Marowak a lot too, as it can further increase his utility level. Moonlight gives it reliable recovery and makes Alowak even further to take down.
Special Tank
Marowak-Alola-Mega @ Alomarowakite
Ability: Incandescent Ire
EVs: 248 HP / 4 Atk / 252 SpD / 4 Spe
Careful Nature
- Fire Punch/Stealth Rock
- Shadow Bone/Stealth Rock
- Will-O-Wisp
- Moonlight
Ghost typing comes from Marowak's memorable role as the ghostly boss of Gen 1 Lavender Town.
Huge Power gives a positive nature Marowak over 600 attack without needing to boost.
60/150/120 bulk allows Marowak to attempt to set up and raise its attack even further with Swords Dance
Head Smash gives an alternative Rock type coverage move to Stone Edge, giving increased power in exchange for recoil.
Shadow Sneak is STAB and allows Marowak to bypass its low speed. Shadow Bone is an alternative, stronger STAB move that lacks priority.
Defensive typing is not great and Marowak's low speed means it will almost always have to take a hit first against offensive Pokemon. If using Head Smash, it only increases how quickly Marowak is worn down.
Mega Alolan Marowak
Type: Fire/Ghost Ability: Dancer HP: 60 (+0) Attack: 120 (+40) Defense: 95 (-15) Special Attack: 55 (+5) Special Defense: 85 (+5) Speed: 110 (+65) New Move: Shadow Sneak Description: I gave it the speed its sleek design deserves in addition to a solid attack buff to compensate for losing Thick Club. I felt like the Dancer ability fit it so well considering how you first see it in-game in the fire challenge dancing. With it, it can make pokemon like Volcarona and Dragonite think twice about setting up and can potentially sweep if they make the wrong play.
Marowak-Alola @ Marowakite-A
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Shadow Bone
- Earthquake/Bonemerang
- Swords Dance/Low Kick/Shadow Sneak
Mega Marowak
Type: Ground Ability: Technician HP: 60 (+0) Attack: 145 (+65) Defense: 130 (+20) Special Attack: 30 (-20) Special Defense: 95 (+15) Speed: 65 (+20) New Moves: Pursuit and Rock Blast Description: Marowak skillfully wields its bone and strikes out with the obscenely powerful Technician boosted Bonemerang. The added speed allows Marowak to by able to outspeed competing wallbreakers and "speedy" walls in UU while still being able to afford an adamant nature.
Marowak @ Marowakite
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bonemerang
- Rock Blast/Smack Down
- Pursuit/Swords Dance/Power-Up Punch
- Aerial Ace
Marowak-Mega
Ability: Rock Head/Lightning Rod (Battle Armor) ----> Stakeout
Typing: Ground/Dark
Stats:
HP: 60 ----> 60
Attack:80 ----> 110(+30)
Defense: 110 ----> 150 (+40)
Special Attack: 50 ----> 50
Special Defense: 80 ----> 130 (+50)
Speed: 45 ----> 25 (-20)
Base Stat Total: 425 ----> 525
Movepool Additions: Pursuit, Knock Off
Description: A slow, bulky physical powerhouse that heavily punishes switches.
Flavor: It wears heavy armor made from bones it has collected. It uses underhanded tactics to ensure easy victory, but it only fights what it believes to be evil to try to strike a blow at the ever-present evil in the world. Its skin is now slightly darker brown, and the bone club is broken at one end, but incredibly sharp.
Marowak-Alola-Mega
Ability: Lightning Rod/Cursed Body (Rock Head) ----> Pure Power
Typing: Ghost/Fire
Stats:
HP: 60 ----> 60
Attack: 80 ----> 90 (+10)
Defense: 110 ----> 110
Special Attack: 50 ----> 50
Special Defense: 80 ----> 110 (+30)
Speed: 45 ----> 105 (+60)
Base Stat Total: 425 ----> 525
Movepool Additions: Blaze Kick, Parting Shot
Description: Powerful physical sweeper with solid bulk and somewhat better than average Speed.
Flavor: It is empowered by its mother's spirit, allowing it to strike both faster and harder than ever with its bone club. It has become so consumed with willing to enact its vengeance against its mother's killer that it is now fueled only by pure spite and a drive for revenge, which it will stop at nothing to achieve. It is now black, with dual short bone clubs. The skull it wears is now more elongated and pointy, with chips in several places. The fire has basically completely consumed most of its body, and there are blue cracks with a dark blue glow emanating from them, the same as the fire on its bones.
Yes, the Megas being foils to each other was very much intentional.
I'm sorry, I missed the slate... Anyway, back to business. Thanks to anyone who voted for me, I really like the project.
Ability: Parental Bond
Typing: Ground/Fighting
HP: 60 Attack: 80 --> 130 (+50) Defense: 110 --> 140 (+30) Special Attack: 50 --> 50 (+0) Special Defense: 80 --> 90 (+10) Speed: 45 --> 55 (+10) New Moves: Mach Punch Description: Everyone, rejoice, for Marowak has found his child! And don't worry folks, cause he is ready to kick some asses. Marowak learns Focus Punch and Power-up-Punch, so Sub sets are viable. Mach Punch because the guy really needs some priority, and with EQ / Elemental Punches, he has the coverage he needs. Fighting is decent : bad weaknesses, but STABed Mach Punch and a pretty useful Dark resistance. Seems like a good check to Bisharp, so there is that, and with its good bulk it should find some opportunities.
Ability: Volt Absorb
Typing: Fire/Ghost HP: 60 Attack: 80 --> 140 (+60) Defense: 110 --> 140 (+30) Special Attack: 50 --> 50 (+0) Special Defense: 80 --> 100 (+20) Speed: 45 --> 35 (-10) New Moves: Sacred Fire, Shadow Sneak Description: The problem with doing a mega for A-Marowak is that he is already pretty good at what he does, thanks to the combination of its ability and movepool. Unlike K-Marowak, this is a straight all-around upgrade. Volt Absorb because A-Marowak kind of needs the extra health instead of useless SpAtk. Sacred Fire has a lore here : this mega is the sacred Pokemon of a tribe, and becomes its defender by m-evolving. I can see it being like a jungle guardian. Oh, and it's incredibly useful because it burns and it does damages and come on, everyone loves Sacred Fire. Shadow Sneak is there because A-Marowak appreciates the utility against offensive teams. Remember that Marowak does learn Swords Dance, so the option exists.
Parental Bond, Parental Bond, Parental Bond, Huge Power, Huge Power, Parental Bond, Huge Power, come on guys...
Ability: Rock Head
Typing: Ground / Rock
HP: 60 Atk: 80 --> 145 (+65) Def: 110 --> 145 (+35) SpA: 50 --> 50 (+0) SpD: 80 --> 80 (+0) Speed: 45 --> 45 (+0) New Moves: Accelrock, Head Smash Description: His skull becomes tougher, allowing him to use powerful Head Smash without fearing the recoil and tanking better the physical hits. Accelrock allow him to hit faster threats.
Ability: Flash Fire
Typing: Fire / Ghost HP: 60 Atk: 80 --> 115 (+35) Def: 110 --> 110 (+0) SpA: 50 --> 50 (+0) SpD: 80 --> 80 (+0) Speed: 45 --> 110 (+65) New Moves: Sacred Fire, Shadow Sneak Description: Alola Marowak has mastered his ability with his stick gaining a lot of speed, and the ability to draw the fire moves and use them to boost his offensive power. Also Sacred Fire allow him to use his good (but not huge) attack without any recoil
Mega Marowak
Ability: Battle Armor Typing: Ground/Steel HP: 60 Attack: 125 (+45) Defense: 150 (+40) Special Attack: 15 (-35) Special Defense: 130 (+50) Speed: 45 New Moves: Bullet Punch, Sacred Sword Description: Upon mega evolving, its skull becomes pure steel and it's bone becomes a sword. It hits hard physically with stab Earthquake and Iron Head. It's improved defenses make it extremely bulky and it can set up Iron Defenses without worrying about crits thanks to it's ability Battle Armor. With STAB priority Bullet Punch and Swords Dance, it can be an amazing sweeper.
Mega Marowak-Alola
Ability: Aftermath Typing: Ghost HP: 60 Attack: 50 (-30) Defense: 80 (-30) Special Attack: 130 (+80) Special Defense: 80 Speed: 125 (+80) New Moves: Destiny Bond, Confuse Ray Description: Can only mega evolve if Marowak-Alola is female. Upon mega evolving, she embodies the spirit of the Ghost of Pokemon Tower. Her stats change so that it is fast and now a special attacker. She represents a haunting spirit with moves like Hex to take advantage of crippled pokemon, and Destiny Bond to take opponent pokemon into Mega Marowak-Alola's grave with her.
Everyone's megas are so predictable. Mine will be different.
Mega Marowak
Type: Ground
Ability: Battle Armor
HP: 60
Attack: 80 -> 130 (+50)
Defense: 110 -> 160 (+50)
Special Attack: 50
Special Defense: 80
Speed: 45
Huge Power? Parental Bond? Just no. Mega Marowak is covered in bones, giving it the ability Battle Armor (GODAMMIT FARTFART2 JUST POSTED A MEGA MAROWAK WITH BATTLE ARMOR AS I WAS WRITING THIS). Who needs speed? My Mega Marowak focuses on physical bulk and power. 'Nuff said.
Mega Alolan Marowak
Type: Ghost / Fire
Ability: Flash Fire
HP: 60
Attack: 80 -> 130 (+50)
Defense: 110
Special Attack: 50
Special Defense: 80 -> 130 (+50)
Speed: 45
Mega Alolan Marowak is more specially bulky than Mega Marowak. It doesn't have as much power but is more bulky and it comes with a free Fire immunity.
Both can mega-evolve while holding Thick Club and knowing a "Bone" move (so their Attack is still doubled).
Mega Marowak Type: Ground / Normal
Ability: Arena Trap Stats:
HP 60 ATK 80 (+30)=>110 DEF 110 (+20)=>130 SPA 50 (+10)=>60 SPD 80 (+30)=>110 SPE 45 (+10)=>55 New Moves: Hammer Arm, Icicle Spear Description: WIP
Mega Marowak Alola Type: Fire / Ghost Ability: Shadow Tag Stats:
HP 60 ATK 80 (+20)=>100 DEF 110 (+10)=>120 SPA 50 SPD 80 (+10)=>90 SPE 45 (+60)=>105 New Moves: Shadow Sneak, Fire Spin Description: WIP
Mega Alolan Marowak
Ability: Lightning Rod ----> Parental Bond Typing: Ghost/Normal
HP: 60 ----> 60 (+0) Attack: 80 ----> 120 (+40) Defense: 110 ----> 110 (+0) Special Attack: 50 ----> 120 (+70) Special Defense: 80 ----> 80 (+0) Speed: 45 ----> 35 (-10) Base Stat Total: 425 ----> 525 (+100) Movepool Additions: Shadow Sneak Description: Alolan Marowak becomes darker and more defensive of it's pack (Cubone.) Because of that, it gets the ability Parental Bond. It gains boosts in its Attack and Special Attack. It also drops the Fire type and adds the Normal type, which gives it a unique type combination. However, it only gains one new move Shadow Sneak, but it allows it to become a bulk revenge killer. It can be exploited by fast special Ghost types, like Froslass, but they can't switch in on a Shadow Sneak. Bulky Dark types can also counter it, especially those with Sucker Punch, as it can OHKO/2HKO Marowak. While it would be very good, I don't think it would be broken.
Parental Bond makes sense on Marowak, but I'd preferred if it remained exclusive to Kkhan. Now to compensate for the loss of Thick Club, I've given Marowak huge attack buffs alongwith Adaptability, which can be very threatening. It's my first try so please point out if something ain't right. Anyways, here is my entry!
Mega Marowak
Type: Ground/Fairy Ability: Adaptability
HP: 60 ----> 60 (+0) Attack: 80 ----> 165 (+75) Defense: 110 ----> 120 (+10) Special Attack: 50 ----> 30 (-20) Special Defense: 80 ----> 90 (+10) Speed: 45 ----> 60 (+25) Base Stat Total: 425 ----> 525 (+100)
New Moves: Play Rough, Thousand Arrows, Agility
Upon mega-evolving using the Marowakite, the regular Marowak become acts as a Fairy, a guardian to it's orphaned child, unlike the Marowak encountered by trainers at Lavender Tower. Boasting a sky-high attack stat and Adaptability, this Pokemon hits really hard. Agility can be used to increase it's speed. Ground and Fairy provides decent synergy with Ground hitting Steel, Poison and Fire super-effectively, which Fairy types struggle with. Also gets Thousand Arrows to deal with Pokemon like Skarm or Rotom-W (I always thought Bonemerang and Bone Rush should be able to hit Flying types, but that's not allowed so)
Mega Marowak-A
Type: Ghost/Fire Ability: Adaptability
HP: 60 ----> 60 (+0) Attack: 80 ----> 150 (+70) Defense: 110 ----> 80 (-30) Special Attack: 50 ----> 30 (-20) Special Defense: 80 ----> 80 (0) Speed: 45 ----> 125 (+80) Base Stat Total: 425 ----> 525 (+100)
New Moves: Bulk Up
Alolan Marowak, retains it's Fire/Ghost typing. Desperate for revenge against those who killed it, this Pokemon sheds it's bones for increased speed, at the cost of lowering it's defenses. Adaptability allows it to hit hard and due to it's Ghost typing, finds good neutral coverage. Access to WoW helps it mitigate it's somewhat low defense. Due to a good defensive typing it can proceed to setup with SD/Bulk Up.
Type: Ground/Ghost Ability: Spirit Armor: When this Pokemon is hit by a move that makes contact, place a Curse on the user (if this is not passable as a clone, make it an Iron Barbs variation).
New moves: Moonlight, Shadow Bone, Phantom Force, Shadow Ball
Mega Marowak smashes a hole in its skull, releasing the spirit of its mother. The spirit swirls around its body, protecting it from further harm. The spirit also, however, hinders its movements, slowing it down. Mega Marowak is capable of of being a powerful wall, but lacking the ability to hold Leftovers and having a less than ideal defensive typing hinders it from being too dominating. Still, 60/150/130 bulk with recovery in Moonlight (though low PP) is nothing to sneeze at.
Type: Ghost/Fire Ability: Spirit Leak: When this Pokemon is hit by a physical move, its Defense is decreased by one stage and its Attack in increased by two stages (essentially Weak Armor but +2 Atk instead of +2 Spe).
Mega Alolan Marowak sheds a large part of its shell, allowing the blue fire of its mothers spirit to leak out. The lighter body makes it much faster and the power of its mother makes it stronger. It does have to give up some defensive abilities for this, however. Access to Swords Dance and priority in Shadow Sneak, as well as a good offensive typing might make Mega Alolan Marowak a formidable wall breaker and sweeper. It also has potential for a Double Dance set with SD and Agility with Dual STABs (potentially Shadow Sneak > Shadow Bone) to easily sweep a weakened team. However, low bulk after Mega Evolving makes it prone to priority like Shadow Sneak and Aqua Jet, both of which its weak to. Be careful though: not killing it with one of these priority moves will activate Spirit Leak, skyrocketing its Attack.
Marowak-Mega
Ability: Rock Head / Lightning Rod / Battle Armor----> Parental Bond
Typing: Ground / Fairy
Stats:
HP: 60 ----> 60
Attack: 80 ----> 160 (+80)
Defense: 110 ----> 130 (+20)
Special Attack: 50 ----> 30 (-20)
Special Defense: 80 ----> 100 (+20)
Speed: 45 ----> 45
Base Stat Total: 425 ----> 525
Movepool Additions: Play Rough
Description: Marowak gets slightly larger, and a pink aura surrounds it. This is the aura of its mother. Marowak's mother's aura blesses it with the Fairy type and copies its attacks, thus Parental Bond.
Marowak @ Marowakinite
Ability: Battle Armor
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake / Bonemerang
- Knock Off
- Power-Up Punch
- Play Rough
Mega Marowak is a brutal wallbreaker, boasting an incredible Attack stat of 160 and Parental Bond, buffing its damage so that it effectively has 200 Attack. But, 200 Attack is pointless if you don't have the tools to use it. Well, guess who has the tools? Did you guess Mega Marowak? You're god damn right. Mega Marowak gets a boost to its bulk, giving it an adequate 60/130/100 mixed bulk spread, and its Fairy typing just helps it even more, as Fairy is a beautiful defensive type. Now that I've convinced you it has the defensive tools, let's talk offense. You remember that brutal 160 Attack with Parental Bond, making it effectively 200? Well, Parental Bond has another neat effect. Power-Up Punch is now an extremely strong attack AND a Swords Dance in the same turn, and after this monster gets to +2, your wall will need to be thicker than a thousand clubs to survive this thing's onslaught.
I guess I'll vote excluding mine for now and change it if you made a mistake :P
Marowak: AD Thunderboy, MaceMaster, Laughing X-Naut
Alolan Marowak: AD Thunderboy, Ema Skye, MaceMaster
Got both of yours in there now. For Dilasc it seems I quoted David's twice instead of quoting yours and idk how I missed yours X-Naut since you were second.
Ugh, this sort of logic popped up during the first slate that Megas For All v3 had... Not only that, but Huge/Pure Power would simply compensate for the loss of Thick Club - standard Marowak would be an Uber by that logic. Also, neither Marowak gets Power-up Punch or Super Fang, thus depriving it of the sets that got Mega Kang into Ubers.
Ugh, this sort of logic popped up during the first slate that Megas For All v3 had... Not only that, but Huge/Pure Power would simply compensate for the loss of Thick Club - standard Marowak would be an Uber by that logic. Also, neither Marowak gets Power-up Punch or Super Fang, thus depriving it of the sets that got Mega Kang into Ubers.
It's also a boring and, evidently, generic approach to making a mega Marowak. They're all pretty much the same and honestly not that exciting.
Huge Power with the stats people have been providing (120+ attack with Huge Power is absurd). Standard Marowak would not be uber as it lacks the stats to compete, and it's also vulnerable to Knock Off/Trick/Switcheroo. The Megas have, conveniently, fixed the stat problem with buffed speed, and it gets to keep the item.
Regarding Parental Bond, Marowak gets Seismic Toss. 200 damage a turn is absolutely absurd with the bulk increases people are giving it.
Mega-Marowak
Ability: Rock Head / Lightning Rod (Battle Armor) ----> Incandescent Ire (Fire-Type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's ATK is raised one stage.)[Lightning Rod alternative] Typing: Ground ----> Ground/Ghost
Stats:
HP: 60 ----> 60
Attack: 80 ----> 170 (+90) Defense: 110 ----> 120
Special Attack: 50 ----> 20 (-30) Special Defense: 80 ----> 105 (+25) Speed: 45 ----> 60 (+15) Base Stat Total: 425 ----> 525 (+100) Movepool Additions: Shadow Bone, Shadow Punch, Shadow Ball, Morning Sun Description: Kanto-Marowak becomes a huge powerhouse after mega evolving, even though Thick Club Marowak has better attack, Mega Marowak gains three immunities from Mega-Evolving and mantains his previous Electric Immunity. Also, Marowak now finally gets the ghost typing he always wanted, specially after Sun & Moon came out, as his cousin had STAB Ghost moves and Kanto Marowak didn't. Unlike many physically oriented Ghost Types, though, Mega Marowak has a good Physical STAB to make use of. Incandescent Ire allows you to possibly further boost that Attack stat. Morning Sun gives Marowak the recovery it needs to last longer on field and mantain its offensive pressure.
Mega Alolan Marowak
Type: Fire/Ghost Ability: Dancer HP: 60 (+0) Attack: 120 (+40) Defense: 95 (-15) Special Attack: 55 (+5) Special Defense: 85 (+5) Speed: 110 (+65) New Move: Shadow Sneak Description: I gave it the speed its sleek design deserves in addition to a solid attack buff to compensate for losing Thick Club. I felt like the Dancer ability fit it so well considering how you first see it in-game in the fire challenge dancing. With it, it can make pokemon like Volcarona and Dragonite think twice about setting up and can potentially sweep if they make the wrong play.
Marowak-Alola @ Marowakite-A
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Shadow Bone
- Earthquake/Bonemerang
- Swords Dance/Low Kick/Shadow Sneak
Mega Marowak
Type: Ground Ability: Technician HP: 60 (+0) Attack: 145 (+65) Defense: 130 (+20) Special Attack: 30 (-20) Special Defense: 95 (+15) Speed: 65 (+20) New Moves: Pursuit and Rock Blast Description: Marowak skillfully wields its bone and strikes out with the obscenely powerful Technician boosted Bonemerang. The added speed allows Marowak to by able to outspeed competing wallbreakers and "speedy" walls in UU while still being able to afford an adamant nature.
Marowak @ Marowakite
Ability: Battle Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bonemerang
- Rock Blast/Smack Down
- Pursuit/Swords Dance/Power-Up Punch
- Aerial Ace
Bugs! Golisopod, Araquanid and Vikavolt haven't made big waves in OU, but they brim with potential as Megas. Golisopod and Vikavolt will get ability rankings of 4, while Araquanid will get an ability rank of 4.5, considering its lower BST and reliance on Water Bubble. (Btw, ability rankings for gen 7 abilities should be decided within the next few days)
That brings me to another topic: the MFA council is looking for one or two extra members since a lot of us are inactive or busy at the moment. The council is responsible for balancing Megas, helping run the thread, deciding on slates, etc. There aren't any specific qualifications, but it'd be best if you were contributing to the project for at least a couple months. The current council is listed in the OP (plus acestriker19). If you're interested in being part of the council, please PM us.
Mega Golisopod
Ability: Tough Claws
Typing: Bug/Water
Stats: 75 HP / 155 Atk (+30) / 140 Def / 60 SpA / 130 SpD (+40) / 70 Spe (+30)
New Moves: Close Combat
No idea on a description but this feels totally obvious. I guess it's littler claws grow?
Mega Araquanid
Ability: Drizzle
Type: Bug/Water
Stats: 68 HP / 100 Atk (+30) / 132 Def (+40) / 100 SpA (+50) / 132 SpD / 22 Spe (-20)
New Moves: Weather Ball
The bubbles on its legs have grown much larger, which also slows it down. The bubble has grown much larger around its head as well. When it walks, it makes puddles.
Mega Vikavolt
Ability: No Guard
Type: Bug/Electric
Stats: 77 HP / 130 Atk (+60) / 100 Def (+10) / 145 SpA / 100 SpD (+25) / 48 Spe (+5)
New Moves: Megahorn, Hurricane
The mandibles have grown even larger and now resemble a large horn. The shell on its blue wings have been shattered and it is capable of flying faster.
HP: 77 ----> 77
Attack: 70 ----> 77 (+7)
Defense: 90 ----> 111 (+21)
Special Attack: 145 ----> 185 (+40)
Special Defense: 75 ----> 110 (+35)
Speed: 43 ----> 40 (-3)
Base Stat Total: 500 ----> 600
Movepool Additions: Hyper Voice
Description: Its mandibles grow larger, and it develops a thick shell. It no longer needs to fly that much, so its wings are now much smaller and underdeveloped.
In competitive, it's a bulky, special attacking monster with Galvanize-boosted Hyper Voice off 185 base Special Attack
So remember how the Pokedex says this thing is fast? Well it was obviously talking about its Mega (even though Megas have their own Pokedex entries now, but whatever). With an almost ridiculous boost in Speed, Vikavolt speeds past even the likes of Mega Beedrill, Mega Sceptile and Accelgor and with Sheer Force, which boosts both Thunderbolt and Bug Buzz, and a high Special Attack stat, it has the power to take out its opponents as well. Its design becomes much, much slimmer, becoming aerodynamic and sleek. This does cause Vikavolt to lose some bulk though, and a lack of priority means that opposing priority such as Accelerock or Aqua Jet can easily pick it off.
This is what happens when Golisopod decides to stay and fight in stead of flee. Upon mega evolving, its shell grows stronger and encompasses its entire body, notably it claws, giving it a Fighting typing and greatly increasing its bulk at the cost of speed. While it doesn't have any reliable recovery, it makes up for this with Adaptability Drain Punch and Leech Life coming off of 150 base Attack. It also has access to priority options such as Aqua Jet, First Impression and Sucker Punch to make up for its low speed. And when all else fails, Adaptability However, it doesn't have an amazing STAB combination, leaving it unable to hurt Pokemon like Celesteela and Skarmory a lot. And when it isn't doing much damage, it isn't healing either. Nevertheless, this has the potential to become a great wallbreaker and wall.
Mega Araquanid Ability: Bubble Trap (Arena Trap, but Water types are immune in stead of Flying-types. If this is not allowed, I'd like to give it Multiscale) Typing: Bug/Water Stats:
HP: 68 --> 68 Atk: 70 --> 50 (-20) Def: 92 --> 172 (+80) SpA: 50 --> 50 SpD: 132 --> 172 (+30) Spe: 42 --> 52 (+10) BST: 454 --> 554 (+100) New moves: Whirlpool, Perish Song, Stockpile, Recover
This. This is the most annoying trapper the world has ever seen. If it comes in on a Pokemon that can't hurt it a lot (which is anything that doesn't hit it super effectively, basically), it sets up Stockpiles and then it's never gonna die. However, it is unable to do anything back to anything, esspecially with a lack of offensive boosting moves like Calm Mind or Swords Dance.
Design wise, the bubble on its head goes around its entire body, and gets tentacle-like extensions. Araquanid itself rolls up into a ball, protecting its innards, thus becoming bulkier. It gains speed because it rolls around.
Stats: 75 / 150 (+25) / 180 (+40) / 60 (+0) / 125 (+35) / 40 (+0) [BST 630 (+100)] Movepool Additions: Slack Off Description (Competitive): Golisopod takes a more defensive route in its mega while still having a good offensive stat. With titanic 180 Defense and Intimidate this thing can switch int basically any physical attacker it wants. 125 SpDef is nothing to scoff at either, although it is let down a bit by its low SpDef. Slack Off allows it to work as a wall that can set up Spikes for the team, or it can use an SD set, abusing its ability and bulk to find a spot to set up.
Slurpuff Mega Ability: Water Bubble Typing:
Stats: 68 / 90 (+20) / 122 (+30) / 70 (+20) / 172 (+40) / 32 (-10) [BST 654 (+100)] Movepool Additions: Curse, Recover Description (Competitive): Mega Araquanid keeps its old ability due to it being fantastic while gaining a decent boost to its attack and good bulk. 172 SpDef is really good, although not as impressive when you look at its low HP. The main thing holding this thing back is that its non Water-type moves hit fairly weak, leaving it walled by many Water resists. It can use its bulk and power to set up Bulk Ups.
Galvantula Mega Ability: No Guard Typing:
Stats: 77 / 80 (+10) / 140 (+50) / 165 (+20) / 115 (+40) / 23 (-20) [BST 600 (+100)] Movepool Additions: Focus Blast Description (Competitive): It now becomes a powerufl railgun, blasting its opponents with No Guard Zap Cannons. It can take hits thanks to its decent 77/140/115 bulk and destroy them back. Focus Blast gives it really good coverage, and it wont miss thanks to No Guard. Its speed takes a hit, though, making Agility even worse than it was before it got this Mega. Overall a bulky attacker that could be an all-star in Trick Room teams.
Mega Vikavolt
Ability: Strong Jaws (Bug Bite is now a biting move [this change would affect only Vikavolt as no other Strong Jaw pokemon learn Bug Bite]) Typing: Bug/Electric HP: 77 (+0) Attack: 145 (+75) Defense: 95 (+5) Special Attack: 115 (-30) Special Defense: 85 (+10) Speed: 83 (+40) New Moves: Thunder Fang and Swords Dance Description: Vikavolt transitions from a special to a phsyical attacker, utilizing its massive jaws. Has great STABs, boosting options and has some nice tech.
Mega Araquanid
Ability: Water Bubble Typing: Water/Bug HP: 68 (+0) Attack: 115 (+45) Defense: 112 (+20) Special Attack: 50 (+0) Special Defense: 168 (+35) Speed: 42 (+0) New Moves: Sticky Web and Aqua Jet Description: A super tanky web setter that still holds a massive offensive presence due to its ability.
Araquanid @ Araquanidite
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Liquidation
- Leech Life
- Aqua Jet
- Sticky Web
Mega Golisopod
Ability: Tough Claws Typing: Bug/Water HP: 75 (+0) Attack: 165 (+40) Defense: 160 (+20) Special Attack: 65 (+5) Special Defense: 120 (+30) Speed: 45 (+5) Description: A terrifyingly powerful tank with 3 viable priority moves.
Golisopod @ Golisopodite
Ability: Emergency Exit
EVs: 248 HP / 252 Atk / 8 Spe
- First Impression
- Leech Life
- Liquidation
- Aqua Jet/Sucker Punch
Mega Golisopod
Ability: Rattled Typing: Bug/Water HP: 75 Attack: 155 (+30) Defense: 170 (+30) Special Attack: 60 Special Defense: 100 (+10) Speed: 70 (+30) New Moves: Superpower, U-turn Description: Even a Mega Evolution wasn't enough to cure Golisopod of its cowardice, but now that weakness has been turned into an advantage. Rattled brings its speed above everything but fast Choice Scarf wielders, and with base 170 Defense it becomes an excellent Knock Off punisher. The new ability also opens up the possibility of Swords Dance, but it can still be used as a priority pivot if you see fit. Superpower seems like logical coverage while U-turn allows it to continue making tactical retreats without Emergency Exit.
Mega Araquanid
Ability: Water Bubble Typing: Water/Bug HP: 68 Attack: 120 (+50) Defense: 92 Special Attack: 70 (+20) Special Defense: 142 (+10) Speed: 62 (+20) New Moves: Aqua Jet, Ice Fang Description: Araquanid was clearly made with Water Bubble in mind (hence the new physical Bug and Water STABs), and this Mega Evolution helps it to do that better and to fill in holes. Aqua Jet grants priority while Ice Fang provides coverage. Pretty much everything that Mega Araquanid can't break through is an opportunity to set up Sticky Web.
Mega Vikavolt
Ability: Analytic Typing: Bug/Electric HP: 77 Attack: 70 Defense: 120 (+30) Special Attack: 185 (+40) Special Defense: 95 (+20) Speed: 53 (+10) New Moves: Ice Beam, Overheat Description: While this doesn't quite rectify Vikavolt's speed problem, it is going to hurt when your get the opportunity to attack. Analytic punishes switching hard and its coverage is now much better with an option to blast Electric resists that can take bug and a Magnezone nuke. What little speed it did gain, it can now use to outpace everything non-scarfed with a Timid nature if you still want to run Agility.