A friend brought up a good point today: why is there only one Gen 5 mega evolution?Ā Gen 6 makes sense, it was new and they didnāt want to make megas for things that just came out, I guess (they shouldāve, but oh well).Ā But Gen 5?Ā There were things that could use that kind of help.Ā In fact, hereās what I consider the top 3 most important mega evolutions for Gen 5.
#3) Mega Garbodor
Poison
Ability: Double Bagged - reduces all physical damage by 25%
HP: 80
Attack: 65 (-30)
Defense: 122 (+40)
Sp. Atk: 110 (+50)
Sp. Def: 122 (+40)
Speed: 75
Notable moves: Flamethrower, Fire Blast, Earth Power
Overview: Honestly, I just liked the ability name.Ā I thought it was funny...Ā But seriously, defensive Poison types are amazing.Ā With this spread of defenses, itās gonna be tough to crack, especially from the physical side. Buff to special attack to allow for an offensive variant with a bit of support, instead of all defense or support.Ā I wanted to add Flamethrower/Earth Power in particular, because eat it Steel types.
#2) Mega Vanilluxe
Ice
Ability: Accumulation - raises defense one stage each turn while Hail is in effect
HP: 71
Attack: 115 (+20)
Defense: 95 (+10)
Sp. Atk: 130 (+20)
Sp. Def: 115 (+20)
Speed: 109 (+30)
Notable Moves: Conversion (Because changing flavors; shut up it makes sense)
Overview: Again, I just really liked the ability idea.Ā Ice types have a really tough time in general, and itās because GameFreak keeps forgetting that Ice is not a defensive typing.Ā With Accumulate, Vanilluxe would gain extra bulk over time, thanks to it getting Snow Warning as a default ability.Ā Five free turns of defense buffing.Ā Mirror Coat allows it to punish specially offensive units too.Ā The bonus to special attack and regular attack allows it to be a bit more technical as a cleaner; Blizzard, Freeze-Dry, and Ice Shard would clear up just about everything on its own.Ā Best of all, this allows it to be workable on different types of teams, since the Hail weather condition is beneficial primarily for itself, allowing to come in late-game an attempt a sweep.Ā Also, give it conversion.Ā Basic Vanilluxe, who just wants to support with its ability for a Hail team, can now also run Z-Conversion to mess with people.
#1) Mega Musharna
Psychic
Ability: Dream Mist - always under sleep status, can attack normally, and recovers 1/16th HP per turn.
HP: 116
Attack: 55
Defense: 125 (+40)
Sp. Atk: 137 (+30)
Sp. Def: 125 (+30)
Speed: 29
Notable moves: Flamethrower, Ice Beam, Thunderbolt, Aura Sphere, Moonblast
Overview: Musharna is secretly one of my favorites, and very close to my favorite Psychic type overall.Ā Iām sure that sort of favoritism doesnāt shine through at all...Ā Still, given the known Dream Mist effect and the access to the Dream World, I like the idea of this ability.Ā Itās similar to Komala, only a bit stronger by removing even sleep as a threat.Ā Defenses are placed at ridiculous levels to mitigate how slow it is.Ā Calm Mind + Moonlight + Stored Power becomes an incredibly dangerous combo, and Moonblast/Aura Sphere can supplement it by getting around Dark types that otherwise always seem to wall Stored Power sets.Ā Alternatively, itās a bulky offensive monster with impressive coverage options and healing.Ā Truthfully, I think every Psychic type should get access to the Fire/Ice/Lightning combo.Ā If Fighting types get god-tier coverage, including Knock Off and Sucker Punch on virtually everything to beat their counters, Psychics should be getting at LEAST the Fire/Ice/Lightning combo, if not Aura Sphere/Moonblast, which I think is the better option.