Mega Pokémon

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Joining the League
Creating a Squad
Signature Moves
Pokémon Level Acquisition
Conducting a Battle
Levels & Points
ASB Poké Mart
Gym Leaders
Attack Descriptions
What Constitutes an Attack?
General Rules for Attacks
Glossary and Definitions
Species Characteristics
Mega Pokémon
Ghost Pokémon Information
Legendary Pokémon
Special Matches
Referee List
League Table

Getting Them

Much like in the games, Pokémon require an attachable item to enter their mega form. These are specific to the mega form, and are purchasable via the Pokémart for 20 SP each. Each member is granted on free Mega Token which they may claim from the Pokémart. Like other tokens, they must be attached via the Hidden Power thread.

Using Them

When a Pokémon with mega token attached is in battle, you may transform them into their mega form. This works exactly how conventional switching works; it must be the first thing you do that round, does not count as a move and (if going second) allows your opponent a re-order. In their mega form, the Pokémon gets an updated SC (listed below). In addition, they count as level ups. Whilst this means they get the boost associated with being a level higher, it also means that if you use a combination of megas and normal level ups, they have a chance at disobedience. Pokémon who are already a level up before they change form can disobey regardless of whether another level up/mega has been bought to battle. Once in their mega form, a Pokémon cannot change back unless KO'd. Only one Mega may be used per trainer, per battle. As a quick note for gym leaders; in order to use a mega Pokémon in gym defences, both its normal and mega form must be of the relevant type.

Mega Pokémon Species Characteristics

[Mega]: Pokémon in their Mega Form are considered one level higher than their base form. In Mega Form, they therefore have all the benefits and drawbacks of uplevels. If a Pokémon which is already an uplevel Mega Evolves, it can trigger disobedience on its own. Transforming to Mega works like conventional switching; it does not cost a move, but must be the first thing done in a round and (if done going second) allows the opponent a re-order. Once in this form, Pokémon may not change back until they faint.

Abomasnow (Grass/Ice): Abomasnow are able to disguise themselves well in blizzards and snowy areas. Their Hail attack is far more effective than normal, starting faster and dealing mild damage to any non Ice-types on the field for each round it is in effect. Like a Tyranitar uses sand, Abomasnow can generate a hailstorm from its own body and can thus use the technique indoors. Their Blizzard attack takes slightly less energy than normal. In its Mega Form, Abomasnow is larger and bulkier than normal in exchange for being slightly slower. Abomasnow's attacks are all somewhat more powerful and it is slightly more resistant to both physical and special blows, but its bulky, heavy form does not allow for a significant range of movement. Against any Pokémon that would reasonably be afraid of MegaAbomasnow, a MegaAbomasnow's fear-inducing attacks are more effective.

Absol (Dark): Due to their ability to predict disasters, Absol have a faster reaction time to large-scale attacks such as Earthquake and Blast Burn. This does not guarantee escape but increases the odds of dodging. Absol are considered symbols of woe amongst Pokémon and people, particularly when seen at night, so they may make opponents feel uneasy. In its Mega Form Absol's reaction time increases greatly, allowing it to more easily evade attacks, especially those that are high powered or particularly threatening or dangerous.

Aerodactyl (Rock/Flying): Aerodactyl are a terrifying sight and its fear-inducing attacks are more effective. Aerodactyl's biting moves are 1.2x more powerful than those of other Pokémon. Though not particularly agile, Aerodactyl are powerful fliers. They use less energy when carrying other Pokémon and can lift 1.5x the weight that most other Flying-type Pokémon could. In its Mega Form Aerodactyl gains a number of sharp spikes, making physical contact and grabbing/wrap attacks painful for the Pokémon wrapping it. These spikes also increase the power of its physical contact attacks, increasing them by 10%, as well as giving them the potential to pierce or slash.

Aggron (Steel/Rock): Aggron can see in the dark. Due to their exceptional hardness, they will not take recoil damage from attacks they use and are highly resistant to physical moves, taking only 80% damage. In its Mega Form Aggron's body hardens ito a carapace of high strength metal, becoming a pure Steel type. It is fairly resistant to physical strikes, and only powerful physical attacks will deal noticeable damage to them.

Alakazam (Psychic): Alakazam emit special alpha waves as a by-product of its psychic abilities. These waves induce headaches and will disrupt the concentration of Pokémon within 5 feet of it. Alakazam's telekinetic abilities allow it to lift Pokémon twice as heavy as normal for no increased energy cost. An Alakazam has one of the most acute minds amongst Pokémon, with the exception of some legendaries. Thus, they are difficult to deceive or outwit and any mentally effecting attack will be less effective and less likely to succeed against one. They are also more resistant (but not completely immune) to sleep-inducing attacks. Alakazam can see in the dark. In its Mega Form, it gains extremely potent telekinetic abilities and is capable of having full, unobstructed Psychic "vision" of its surroundings, regardless Dark energy that might normally block it. It can also levitate without using energy and use its telekinesis to lift objects of almost any size for relatively low amounts of energy.

Ampharos (Electric): An Ampharos's pelt is slightly charged and any Pokémon not resistant to electricity who comes into physical contact with Mareep has a 10% chance of flinching. Mareep, Flaaffy, and Ampharos have the ability to use the balls on their tails as lights. While not as powerful as a Flash attack, they light up the arena without blinding opponents or allies, and doing so takes almost no energy to maintain. It is considered one move for a Mareep/Flaaffy/Ampharos to light its tail. This will, however, make it a more obvious target for Pokémon who can see in dark areas. In its Mega Form, Ampharos gains an additional Dragon typing and a far greater range of control and power of it's illumination ability. The buildup of energy in its wool also causes it to be in a permanent state of Charge.

Banette (Ghost): Banette are nearly always solid, but can become ethereal or invisible for short periods of time. They levitate by default. Their Curse attack only cuts a quarter of their health as opposed to half, but the target will take the damage it would have taken if Banette had sacrificed half of their health. Banette's Curse does not fade away at all if Banette is KOed or far from its target. They resist moves which induce sleep and will wake up faster than usual when put to sleep against their will. If another Pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds. In its Mega Form, Banette transforms into a spiteful trickster spirit, capable of manipulating its foe without them even noticing. Any non-offensive move executed by Banette will appear to happen instantaneously, leaving little time for the foe to react or counter.

Blastoise (Water): The largest of their evolutionary line, Blastoise are the least agile of the three. However, they are much tougher. Their shell is harder and heavier, and they are the fastest of the line in the water and on land. They are vulnerable if knocked on their backs and have a hard time getting up, though Blastoise are harder to knock down and attacks that strike their back suffer from a slight drop in power. Their Water Gun, Hydro Pump and Hydro Cannon attacks are slightly more powerful than those of other Pokémon and are launched from their cannons. As starter Pokémon, their Water-type attacks are slightly more powerful when they drop below 1/4 health. In its Mega Form Blastoise's back cannons fuse into one giant cannon and it gains wrist cannons. Blastoise is capable of firing from all three cannons, and when ordered to do so, will gain a 20% boost to any attacks fired from its cannons. It is also capable of using only the central cannon or its wrist cannons at the standard damage level but for the standard energy level. Firing from its main cannon will allow the attack to travel faster and farther, but firing them from its wrist cannons will allow Blastoise to aim more precisely or split its attack to hit multiple targets. Any attack that can be fired from a Pokémon's mouth (Hydro Pump, Aura Sphere, Dragon Pulse, etc.) can be fired from Blastoise's cannons.

Blaziken (Fire/Fighting): Blaziken are exceptional jumpers and can leap up to three times their head height. Kicking attacks will do slightly more damage then normal. Blaziken have flames on their wrists and can control whether their flames are ignited at any one time. However, they cannot use any fire attacks if their fire is not ignited. Igniting does not count as a move, and happens automatically when the Pokémon is ordered a fire attack. However, de-igniting counts as a move and they will automatically de-ignite if they fall asleep. Their flames can be used to burn foes if there is prolonged contact and can provide illumination. They are also familiar with the Flying type. As starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health. In its Mega Form, Blaziken becomes an extremely fast, nimble and adept fighter. Blaziken moves with great speed, allowing it to rapidly change positions to evade attacks, jump exceedingly high and far, and close even great distances to deliver assaults.

Charizard (Fire/Flying): Charizard are slow and cumbersome when on land but are able fliers. They are hot tempered and resistant to fear attacks. However, they are easily angered and confused. They have flaming tails, which can be used for illumination and may burn foes if there is prolonged contact. Charizard have slightly more Dragon energy than other Fire-types and, as starter Pokémon, their Fire-type attacks are slightly more powerful when they drop below 1/4 health. Charizard is unique in having two Mega Forms. In its X form, it becomes Fire/Dragon typed whilst still retaining the flight abilities it possessed as a Charizard. Against any Pokémon that would reasonably be afraid of Charizard X, its fear-inducing attacks are more effective. Its Y form is slightly smaller and lighter than the X form, and is a nearly unparalleled fast and agile flier, able to fly with the speed and agility of a Pidgeot. It also benefits greatly from the sun, the heat from its body causing sun to last two turns longer than normal.

Garchomp (Dragon/Ground): Garchomp are capable of limited flight, though this is essentially high speed gliding. They can fly moderate distances and at a good height but are not very maneuverable in the air. They are also very quick when digging near the surface of the ground and will deal slightly more damage with Dig. They can see in the dark. Any Pokemon that strikes Garchomp with a physical attack will suffer 25% recoil damage from their rough skin, unless their bodies are particularly hard. Their biting attacks are more effective, dealing 1.2x more damage than usual. They are able to disguise themselves well in sandstorms and sandy arenas. In its Mega Forme, Garchomp becomes an even more fearsome predator, sacrificing some speed for sheer offense. Its slashing moves are 20% more effective, and its other physical attacks are roughly 10% more effective.

Gardevoir (Psychic): Gardevoir's empathic abilities make them very in touch with them opponent. Attacks that deal with the opponents mental state are more effective. They also have a very good sense of balance and are hard to knock down. Teleporting also requires slightly less energy. In its Mega Form, its empathic abilities are enhanced to the extent that it is largely impossible to fool through deceptive tactics such as Fake Tears and Feint Attack. Using a move, it can coat its body in Fairy energy making any physical attacks listed as XX Fairy-typed for the duration of the battle.

Gengar (Ghost/Poison): Unlike its preevolutions, Gengar are primarily solid, though they are able to freely achieve all of the other states. A Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%. Gengar can levitate and are fast and agile in the air. In its Mega Form, Gengar becomes a being of pure malicious energy, greatly enhancing its abilities. Although it loses its ability to levitate, it becomes extremely fast on the ground, floating just above the surface and able to move at high speeds. It is also gains an extra turn of invisibility and can change effortlessly between formes.

Gyarados (Water/Flying): Gyarados are terrifying and their fear based attacks are much more effective than normal. Gyarados are equally at home on land or in the water. They are not particularly agile in either medium despite their Flying typing, however. They can see in the dark. In its Mega Form, Gyarados becomes Water/Dark typed. Its appearance gives off an extremely intimidating aura, causing smaller and timider Pokémon to cower, reducing the willingness of its foes to attack.

Heracross (Bug/Fighting): Heracross can fly, though they are faster than they are agile in the air. Attacks made using their horn deal 1.2x damage and they are adept at flipping over their targets. In its Mega Form Heracross is slower, but much tougher. Although Heracross loses its flight ability and becomes somewhat less mobile, it gains a slight resistance against all attacks. Its body is specialized to shoot physical projectiles, gaining a boost in power and accuracy, allowing it to easily hit its targets from a distance.

Houndoom (Dark/Fire): Any burns caused by a Houndoom's attack do more damage than usual. A Houndoom have sensitive hearing, at the expense of increased vulnerability to sound based status attacks, and smell, which allows them to easily track foes and tell Double Team clones apart. Much like the Growlithe family, while more reluctant to bond, they are fiercely loyal to those who earn their trust. As dogs they are quite good diggers and deal 1.2x damage with their biting attacks. In its Mega Form, the bones around its torso act as a defensive buffer, giving it a slight boost in defense for all attacks that hit around that area. It also is particularly sensitive to the sun, giving it a boost to its normal Special attacks as well as its Fire attacks in bright sunlight.

Kangaskhan (Normal): Kangaskhan come in both genders, though females are much more likely to have babies with them than males are. Along with battling, a Kangaskhan is most concerned about its child. If an opponent injures the child, Kangaskhan will go into a blind rage against them, which will last until either the offending Pokémon or Kangaskhan is unconscious. During this time, Kangaskhan's offensive stats are significantly enhanced. In its Mega Form, the child quickly matures. The joey will mimic all its mother's actions, performing the same moves that the mother does at a quarter of the power, effectively giving all its attacks a 25% boost in power, provided both hits connect. The joey is also capable of performing attacks independently of its mother, though only at 25% of their original power, though it will still cost a move. They may also stagger their attacks if using the same move without using an extra move. Kangaskhan will do anything to protect her joey from harm, so if her joey is attacked directly or in danger, she will forgo her orders to intercept any damage or prevent it from additional harm (preventing additional damage from moves like Earthquake). All energy used by the joey is pulled directly from the mother, who feeds the joey with energy to maintain its temporary matured state. Male Kangaskhan are not able to Mega Evolve.

Lucario (Fighting/Steel): Lucario are very sensitive the aura of Pokémon. Using a move, Lucario can close their eyes and sense the location of a Pokémon. This can be sustained indefinitely as long as Lucario's eyes are closed. In its Mega Form, Its aura-based capabilities become extremely potent, giving it full aura-vision, allowing it to see and track a foe anywhere and in any state, seeing through illusions or invisibility.

Manectric (Electric): Manectric are filled with electricity and physical attacks used against them have a 10% chance of dealing slight paralysis to the user. In situations where an electric attack not originating from Manectric are used, there is a 10% chance it will be redirected to them if they are within 10 feet of the attack. Their hearing is more sensitive than normal, at the expense of being more vulnerable to sound-based status moves, and they have an excellent sense of smell which allows them to track opponents and tell the real clone in a Double Team. In its Mega Form, its fear-inducing attacks are more effective any Pokémon that would reasonably be afraid of it. With electrical energy constantly coursing through its body, Manectric is now extremely fast, speed rivaling that of Electrode. Its body is constantly in a state of Charge, giving it a boost to the speed and power of its electrical attacks.

Mawile (Steel/Fairy): Mawile's metal jaws are very strong and exceptionally difficult to force open. Attacks involved with them are 1.2x stronger then normal. Their techniques that are based on cuteness (such as Charm, Attract, Sweet Kiss, etc) are slightly more effective. Mawile can see in the dark. In its Mega Form, Mawile gains a second jaw. The two jaws can be controlled independently of one another, allowing for a great deal of physical manipulation. Mawile's deceptive attacks are also extremely potent in this form, gaining a 15% boost in damage and are likely to trick the foe, even if they've been deceived before.

Medicham (Fighting/Psychic): Medicham meditates constantly and therefore have a very sharp mind. This makes them resistant to mind-altering statuses. Their Meditate and Calm Mind are slightly more effective and their default stance causes them to hover a foot above the ground when using these moves. Medicham can see in the dark. In its Mega Form, its focus reaches such a level that it is entirely immune to mind altering effects, including but not limited to confusion, sleep and fear. Its mentally-boosting techniques also double in their potency.

Pinsir (Bug): Pinsir's arms are not very strong, and their short, stubby legs make it difficult to run long distances. To compensate, their pincers are fairly powerful, and any attack requiring them is 1.2x as powerful as normal. In its Mega Form, Pinsir gains the Flying type as well as wings and flight capabilities similar to that of Heracross. Using a move, it may coat its limbs in Flying energy, making any physical attacks listed as XX Flying-typed for the duration of the battle.

Scizor (Bug/Steel): Scizor are not as fast or agile as Scyther and are not true fliers. Instead, they glide and hover. If needed to, however, they are able to fly for short distances, and their claws allow them to grab and climb relatively smooth surfaces. They have slightly higher defences than other Bug-types. In its Mega Form, its saw-like claws give it a 15% boost to all attacks that use them. Its lighter frame and fuller wings allow it to travel with the speed and agility of a Scyther, as well as giving it equivalent flight abilities.

Tyranitar (Rock/Dark): Having gone through various stages, Tyranitar are now very powerful. Their Earthquake attacks are the most powerful among Pokémon and deal 1.2x more damage, with Tyranitar being familiar with the Ground type. They also carry over its tough hide, which reduces all damage it receives from physical attacks to 0.8x. A trainer may order Tyranitar to eat the soil as a move. Tyranitar will eat a mouthful, increasing its health and energy a little. Poisonous soil will have the opposite effect, damaging Tyranitar instead of healing it. Their bodies are full of sand, and they are able to use the sand to produce Sandstorms, instead of relying on the sand in the arena. This Sandstorm attack is more persistent than those used by other Pokémon and will last longer and deal more damage. In its Mega Form, it is fairly resistant to physical strikes - only powerful physical attacks will deal noticeable damage to them. Much like before its evolution, Tyranitar can produce sandstorms in nearly an instant. Sandstorms produced this way are thicker, more violent and require little concentration to maintain. Against any Pokémon that would reasonably be afraid of it, it's fear-inducing attacks are more effective.

Venusaur (Grass/Poison): Venusaur are the fastest of their line but are not particularly agile. They have eight vines, which means they can hit and grab multiple things at once and that attacks made using their vines are slightly more powerful. As starter Pokémon, their Grass-type attacks are slightly more powerful when they drop below 1/4 health. In it's Mega Form it gains a thick layer of cellulose in their skin similar to Hariyama's fat. Due to this it takes half the damage it would otherwise take from Ice and Fire type attacks.