u/Master_Armadillo736

No Guard - Houndoom

Been trying to get Houndoom to work competitively and it’s tough work.

It’s Fire/Dark type it should be strong like Incinaroar yeah? Wrong, Houndoom crumbles like a wet paper bag.

It’s not fast or overly powerful.

Mega Pyroar was probably the final nail in the coffin taking over the Sun Team Mega Houndoom Solar Power Sweeper.

What if we swapped our Early Bird ability for No Guard!

Why?

Houndoom learns Inferno - 100bp fire type move that guarantees burn. (50% acc)

Aka it’s fire type Zap Cannon

This would give Houndoom a niche as a strong burn setter. Setting burn also solves Houndooms glaring base def stat.

It could also get some moves like Iron tail, swagger and Screech as some coverage. Maybe Focus Blast?

But the main focus is Inferno

Currently no Pokemon has the combo of No Guard + Infrerno.

No Guard + Zap Cannon hasn’t been game breaking.

I think the Demon Dog Pokemon is fitting for a Hellhound that spreads burn.

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u/Master_Armadillo736 — 4 days ago

Mega Wydeer

Art: YouTube Sinpoke

MEGA WYRDEER

TYPE: Normal/Psychic

ABILITY: Resonate Surge - Activates Sound Terrain upon entry of battle.

*******

SOUND TERRAIN - Sound Terrain amplifies the effect of all sound based moves. Boosting Sound Damaging moves by 1.5x & Non-damaging moves gain +1 priority when user is in a pinch.

(Self Destruct & Explosion will be classed as sound moves when used by Normal type Mons)

Soundproof ability would be not affected by sound terrain - including self destructe and explode while under sound terrain)

*******

STATS/MEGA STATS

HP: 103/103

Atk: 105/110

Def: 72/92

Sp.Atk: 105/145

Sp.Def: 75/105

Spe: 65/70

Total: 525/625

SUMMARY

Design is based around Sound Terrain a New Terrain all together. It’s fitting as Wyrdeers antlers resemble tuning forks or antennas.

Resonant Surge would be the Signature ability for Mega Wyrdeer and Exploud.

Wyrdeer competitively currently has the niche ability to skill swap intimidate of itself and use it to boost your ally defiant and competitive ability mons.

Mega Wyrdeer is an extension of that to give it an offensive support role boosting allies but also itself to become a decent threat with STAB & Terrain boosted Hyper Voice & Psychic Noise.

In a pinch it can also use Priority Hypnosis which could be deadly.

I would consider that Sound Terrain de activates Gravity as Sound Frequency has levitation properties. This can then be a direct counter to Gravity strategy’s but also stops the possibility of the suppressive possibility of Gravity+Priority Sleep

Most Sound moves are already high accuracy.

There are likely other issues that Priority status moves potentially create so the priority effect may need to be removed.

Note that by +1 tho I mean +1 to the current priority, so Sing would go from +0 to +1 & Roar would go from -6 to -5.

Lastly I added Self Destruct & Explosion simply for the BOOM factor and to add some fun. For a balance stand point we already have Glalie STAB boosted and Snow Boosted Explosion and it’s a fun strat but not game breaking.

What are your thoughts on Mega Wyrdeer and Sound Terrain?

u/Master_Armadillo736 — 9 days ago

Mega Fearow

Art: PokemonPets

Since Bird Megas are in the spotlight, I thought I shed some light on the more forgotten ones and give some like to the original Gen1 goat.

MEGA FEAROW

Type: Normal / Flying

Ability: Vanguard (New*)

All two-turn and recharge attacks are resolved in a single turn while maintaining their original effect order & deal increased damage by 1.2x

STATS (+110 BST)

•	HP: 65

•	Atk: 120 (+30)

•	Def: 75 (+10)

•	Sp.Atk: 91 (+30)

•	Sp.Def: 71 (+10)

•	Spe: 130 (+30)

MEGA BST: 552

NOTEABLE 2-TURN MOVES

- Hyper Beams/Giga Impact (Normal)

- Blast Burn (Fire)

- Meteor Assault (Fighting)

- Meteor Beam (Rock)

- Bounce (Flying)

- Dive (Water)

- Fly (Flying)

- Sky Drop (Flying)

- Razor Wing (Flying)

- Skull Bash (Normal)

- Sky Attack (Flying)

- Future Sight (Psychic)

- Solar Beam/Blade (Grass)

Some potential function changes needed.

Future Sight - If it doesn’t land turn 1 it defaults back to hitting in turn 2 (This could be changed for Power Herb users aswell - As an overall mechanic)

So if opponent blocks turn 1 with protect or whatever, future sight wouldn’t consume a power herb but hits turn 2 like normal. (You are free to use Future Sight again in that turn)

Sky Drop would activate its pick up at the start of the turn +0priority - Then drops the target for damage at fearows rightful speed tier in that turn. (If Fearow picks up a target and between the pick and drop in that turn the targets attack will miss) aka, only attackers slower then Fearow will get off an attack. Prioirty moves will go before the pick up, so fake out, accelrock, extreme speed will deal damage)

This is the core of the whole mechanic. It’s really good vs Trick room & Tail wind as Fearow with its speed will likely go last meaning it can swipe a target up before they attack (the swoop activates instantly in the turn after priority) and then cause them to miss while in the air and then Fearow will drop them for damage.

Could be broken with repeative use, but Fearow needs a gimmick to be come viable as a Mega. (Keep in mind it’s only a 60bp move, so it’s better for stalling out trick room/tail wind turns - Tho with STAB and 1.2x multiplier it will still put on decent damage)

Note* Any move that can’t miss or No Guard users would be able to hit while being picked.

Most other moves function as normal like they would with Power Herb. Any Charge move just get the re-charge turn removed.

The 1.2x damage multiplier is an optional extra - Pending Balance. Most of this moves have 90% ACC so I think it’s a fair trade off.

SUMMARY

I think there is value in being a mixed attacker & with a mix of 2turn moves being physical or Special. I didn’t wanna min max the stats. Just more all out assault. With Birds of Prey like tactics swooping and dive bombing targets.

The goal was to create a fast aerial attacker that weaponizes moves that are normally held back by charge turns & delays. Rather than simply giving Fearow huge stats, Vanguard fundamentally just endless Power Herb.

Would this be balanced or Broken?

u/Master_Armadillo736 — 17 days ago

Mega Tropius

Potentially we could be getting something like this in Wind & Wave.

I’ve always wanted Tropius to get the ability Wind Rider in its base form. As I just think it’s such a good fit.

However for its Mega, it predicted it could become a Grass/Dragon.

So this is my prediction

MEGA TROPIUS

Type: Grass/Dragon

Ability: Triage (Triage increases the priority of HP-restoring moves to +3, when used by the ability-bearer)

HP: 99

Attack: 68 >> 83

Defense: 83 >> 103

Sp. Atk: 72 >> 87

Sp. Def: 87 >> 112

Speed: 51 >> 86

Total: 460 >> 560

It’s MEGA stats do a very Tropius things and just rise consistently but overall under whelming.

What a horrible MEGA!

The core of this design is the Ability it gains - Triage

And I want to pair it with Strength Sap

This would effectively give it priority Strength Sap to heal itself for sustain but also it practically counters any Pyschical attacker.

It has a fairly underwhelming movepool, pretty much only Giga Drain & Leech Seed work with Triage. That’s why I’m giving it Strength Sap.

This would make it competitively viable as a wall in most Sun teams or even just any team.

Possible Moveset

- Growth

- Solar Beam/Wood Hammer

- Dragon Pulse/Dragon Hammer

- Strength Sap

This again gives it the option to be good both psychically & Specially offensively. Making opponents having to guess why type your running.

Under Sun Growth would boost both attacks by +2 stages & with the ability to priority heal you could heal Tropuis get set up often!

It has common weaknesses being 4x weak to ice and 2x weak Fairy & Dragon which are very common offensive types. All 3 being more commonly Sp.Atk which I think gives opponents opportunities to snipe Tropius.

OPTIONAL

Signature Move

Banana Bomb

BP: 30

Acc: 90%

Type/ Grass

Category: Psychical

Banana Bomb deals damage for 5 turns, doubling in power each turn. The move stops if it misses on any turn. If it doesn't miss, the move will deal 30, 60, 120, 240 and 480 base power damage each turn respectively.

(Hidden ability eating a berry boost the power of this move by +1 turn)

So technically eating a berry would effectively double this moves power and adds to the sequence.

This mechanic replace the Defence Curl boost both Roll out & Ice Ball get.

Under sun with Harvest you could regenerate berries while in a Banana Bomb Spam! Raising the attack very quickly.

u/Master_Armadillo736 — 22 days ago

Mega Rhyperior

Images not mine (Just there for ideas)

MEGA RHYPERIOR

Type: Rock/Steel

Ability: Earth Eater

Restores HP when hit by a Ground-type move.

STATS:

Hp: 115

Atk: 185

Def: 150

Sp. Atk: 25

Sp.Def: 105

Spd: 65

Total: 635

New Move: (Note Worthy)

- Shift Gear

- Superpower

- Self Destruct (Maybe)

*Main one is Shift Gear

Ideal moveset

- Shift Gear

- Rock Slide/Rock Wrecker

- High Horsepower/EQ

- Heavy Slam

SUMMARY

Went with Rock/Steel type as it works best with Earth Eater. As Ground would be 4x effective vs Rock/Steel, but Earth Eater counters that!

Fighting type would still be 4x super effective, but given most Fighting type moves a physical that kinda works into the favour of Mega Rhyperior.

Overall the design is for Rhyperior to take on the form of a Heavy Duty Drill/Dozer.

Speed is at 65 to make it the awkward no good in trick room to completely take away from other defensive/slow Mega.

But instead encourage the use of Shift Gear to give it the speed it needs to sweep.

Has the raw Atk to be a threat, but with speed set up it could wipe the floor of most team.

Last thing WEIGHT: 450-550kg

Want to make it heavier to make use of heavy slam.

u/Master_Armadillo736 — 22 days ago

Skull Bash (Buff Idea) we

(Picture for those who don’t know what Skull Bash does)

For Context Skull Bash was the move I would spam on my over levelled Blastiose when I was 10.

Skull Bash has suffered from power creep, but it was never that good to begin with.

You nearly almost always just better going for an Iron Defence and then a power move to get a better result.

And 2nd problem is its distribution. It’s on hardly any normal types to make it viable.

My suggested buff

SKULL BASH

- Turn 1 raised Def by 1 stage, *+3 priority*

- Turn 2 deals damage. (Doesn’t get +3 Priority in the 2nd turn, only turn 1)

This would allow the Def boost to kick in before it’s targeted.

2nd it doesn’t take away from the Power Herb identity by just buffing up the BP or stat rise.

Power Herb Skull Bash will now Raise Def by 1 stage and hit in one move at +3 priority. AKA Extreme Speed on steroids.

Balance wise it sounds good because it can’t be spammed so it’s more about timing.

The last issue is Skull Bash is its so forgotten as a move it’s hardly learnt by any good Pokemon.

NEW Pokemon TO LEARN SKULL BASH

•	Ursuluna

•	Obstagoon

•	Raticate

•	Tauros

• Tyrantrum

• Snorlax

• Heracross

• Houndoom

Most of these are Guts users that are slow and also lack Fakeout, Extreme Speed and any real priority moves. Skull Bush becomes their move now to fill that void.

Odd selection like Tyrantrum who’s big head makes sense or Houndoom who you could associate with Hell/Death/Skulls. Both of whom could competitively use a def buff and priority move and are pokemon I like!

There could be more candidates, but do you think this would actually be viable niche buff for Skull Bash and some users?

u/Master_Armadillo736 — 28 days ago

Mega Arbok

Artwork by Bulbby Boi (Via Instagram)

Concept I Have is designed around a Mixed attacker Arbok. Adding the Ability Contrary!

85 S.Att is decent to Spam Draco Meteors from and could be fun with its Intimate entry and Snarl/Funk Shot move pool. Can be an anti fairy dragon with +2 s.att

But the real play style would be how you setup as an attacker via Scale Shot. When you Mega matters!

Scale shot before Mega and you become a fast Sweeper. But vs trick room teams you can Mega and Scale Shot to add Def buff and drop your speed.

Some varying support moves like Jaw Lock for trapping pivots, Parting Shot to make use of intimidate & moves like Glare & Toxic still available as good Status setter.

Wide Guard would be good, but I think EQ should still be a threat along with a lack of priority moves.

What do you reckon, would you like Mega Arbok?

u/Master_Armadillo736 — 1 month ago