Ampharos (Revamp) [QC 2/3] (Written)

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[OVERVIEW]
Beneath Ampharos's majestic exterior beats the heart of a defensive tycoon capable of shielding its team from stallbreaking threats such as Manaphy, Tornadus-T, and Togekiss, as well as several offensive Electric- and Fire-type threats. Even without offensive investment, Ampharos manages to severely dent, or even OHKO the aforementioned Pokemon with its STAB--a testament to its natural power. That said, Ampharos can optimize its offensive potential with Agility, but with a shallow movepool and disappointingly low Speed (even after a boost), Ampharos's role is best relegated to a defensive one. Facing competition from other defensive choices, such as Zapdos and Mega Latias, it's imperative that Ampharos is played carefully, and most importantly, for its strengths.

[SET]
name: Defensive
move 1: Rest
move 2: Sleep Talk
move 3: Discharge / Volt Switch
move 4: Dragon Pulse / Heal Bell
ability: Static
item: Ampharosite
evs: 248 HP / 56 Def / 180 SpD / 20 Spe
nature: Calm

[SET COMMENTS]
Moves
========
Rest and Sleep talk are Ampharos's best means of remaining resilient without turning itself into fodder for offensive teams. The choice of Ampharos's Electric STAB boils down to how its team is structured. In most cases, Discharge is the superior option, allowing Ampharos to play around Roost, and prevent Pokemon such as Volcarona and Altaria from nonchalantly setting up a boost. Volt Switch is recommended for more offensive builds, such as bulky offense, as it turns Ampharos into a a very useful pivot around otherwise extremely threatening powerhouses. Ampharos's secondary STAB attack, Dragon Pulse, dents many of the Pokemon capable of stomaching its Electric STAB; however, if the coverage doesn't quite suit the team, Ampharos can also run Heal Bell. Heal Bell adds a different flair of utility to Ampharos's palette, making it more important in the long run. It's important to note that without Dragon Pulse, most bulky Ground-, Grass-, and Dragon-types will be able to fodderize Ampharos, so it's generally more efficient to run dual STAB.

Set Details
========
The given spread gives Ampharos the bulk needed to avoid being 2HKOed by Modest Charizard-Y's Fire Blast after switching into Stealth Rock and one layer of Spikes. While this seems to be an odd defensive benchmark, comfortably tanking one of the strongest Special attacks in the game also covers bombardments from OU's slew of strong Special attackers. The 20 Speed EVs allow Ampharos to outspeed minimum Speed Hippowdon, which can come in handy if Ampharos knocks Hippowdon into Dragon Pulse KO range. Ampharos has the typing to take advantage of a physically defensive spread as well. A Calm nature with the spread of 248 HP / 188 Def / 72 SpD prevents Ampharos from being 2HKOed by Choice Band Victini's V-Create. This EV spread also grants Ampharos the bulk neededto consistently tank hits from Bisharp, Jolly Crawdaunt, Mega Pinsir, Timid Charizard-Y, and Thundurus; however keep in mind that Heatran, Choice Specs Volcanion, and Manaphy will have a much easier time keeping the pressure on.

Usage Tips
========
Mega Evolve as soon as possible, as without its Dragon typing and additional bulk, Ampharos is mediocre defensively. The only instance in which Ampharos should remain in its non-Mega forme is when Static can become a makeshift landmine for fast U-turners; even then Static's utility is very limited, and it's undoubtedly much more beneificial to Mega Evolve immediately. It's also important to keep Ampharos as healthy as possible to tank the strong hits that can melt defensive teams in an instant. Try to play conservatively around status and chip damage to prevent Ampharos from using Rest often, as once asleep, Ampharos can be used as set-up fodder for numerous offensive threats. Lastly, liberal use of Dragon Pulse to catch potential Electric resists switching into Ampharos can be very rewarding given Mega Ampharos's power.

Team Options
========
Despite Ampharos's numerous defensive feats, it's still in need of specific support. It's important to pair Ampharos with Pokemon capable of circumventing the many offensive assaults directed at it. Physical walls such as Suicune, Cresselia, Slowbro, and Tangrowth can stave off high-power physical attacks coming from offensive Ground-types; these Pokemon also appreciate Ampharos's many vital resists, effectively forming a synergistic defensive duo with it. Fairies that manage to get in on Ampharos's Dragon Pulse, Rest, or an untimely Sleep Talk roll can also be problematic, therefore making Fairy resists, particularly Amoonguss and Skarmory, also make for good defensive complements to Ampharos. Stallbreaker Talonflame is another possible choice here for its ability to check some offensive Fairies, remove some defensive pressure from Ampharos by checking offensive Fire-types, and serve as a potential win condition for Ampharos's team through use of Bulk Up. Clefable and Chansey are also able to both remove defensive pressure from Ampharos, while also supporting it via Wish and / or Heal Bell. With high-HP Wishes, Regenerator, and pure Water typing, Alomomola earns a special mention as a partner for Ampharos by virtue of being a reliable pivot.

Without access to reliable healing, or even passive healing from Leftovers, Ampharos can be worn down quickly from repeated switch-ins to hazards. As a result, reliable hazard control is highly recommended. Skarmory and Empoleon synergize with Ampharos fairly well, and can provide Defog support without over-exposing themselves to offensive pressure. Tentacruel checks Clefable well, can get rid of hazards without baiting in Bisharp, and can even run Toxic Spikes to cripple many of the special sponges that hope switch into Ampharos safely. Multiple laters of hazards are not absolutely necessary, but highly recommended as support for Ampharos, especially if Volt Switch is being used. As already stated, Skarmory and Tentacruel are good defensive complements for Ampharos, and have access to Spikes and Toxic Spikes, respectively. Chesnaught can Spike on bulky Grounds that give Ampharos trouble, and appreciates having a teammate that can check Flying threats consistently. Klefki has an easier time setting up Spikes, and is recommended if a more proactive team build is being used, but doubles on the Ground weakness.

[SET]
name: Agility
move 1: Agility
move 2: Thunderbolt
move 3: Dragon Pulse
move 4: Focus Blast
ability: Static
item: Ampharosite
evs: 252 SpA / 4 Def / 252 Spe
nature: Timid / Modest

[SET COMMENTS]
Moves
========
Thunderbolt and Dragon Pulse have excellent offensive synergy, hitting most targets for at least neutral damage. Steel-types, namely Excadrill, Ferrothorn, and Heatran get blown back by Focus Blast, rounding off Ampharos's coverage pretty well. Hidden Power Ice is a nifty alternative to Dragon Pulse, hitting Gliscor and Mega Altaria for heavy damage while also retaining some coverage, but it huge power loss usually isn't worth the slot.

Set Details
========
Timid is the nature of choice here, allowing Ampharos to outspeed everything up to, and including Jolly Lopunny after an Agility boost. Modest is certainly viable for the extra power, but the Speed tier Ampharos hits with Timid is far too important to give up. The EVs are straightforward to maximize Ampharos's offfensive potential. While it may seem tempting to optimize Ampharos's EVs by moving some of its Speed investment to HP, the defensive boost is negligible, so don't bother.

Usage Tips
========
This should go without saying, but: Mega Evolve immediately. There are limited cases in which Ampharos, in its non-Mega forme, can use its Speed tier to help start a sweep, but to get the best out of this set, Mega Evolve Ampharos right after it switches in.

Ampharos isn't going to be toppling skycrapers with only an Agility boost, so it's ideal to play Ampharos as if it were a dual booster. If Ampharos gets the chance to switch in early- to mid-game, use it as a means of weakening the opposition, or even potential checks. Ampharos can use Flying-, Fire-, and Electric-types for a free chance to switch in and possibly set up an Agility. Zapdos, Magnezone, Tornadus-T, Rotom-W, Volcanion, and, to a much lesser extent, Mega Charizard, are example of Pokemon Ampharos can use as a stepping stone to becoming a win condition for its team.

Team Options
========
This set lacks the longevity of a more defensive set, and has somewhat limited damage output, so multiple hazards are imperative to its success. Clefable, Klefki, and Ferrothorn have decent synergy with Ampharos, and can even provide paralysis support to help it speed past potential revenge killers. Chesnaught and Skarmory scare away Ground-types and quickly stack up layers of Spikes. Landorus-T, Jirachi, and Mamoswine can help with sand, Fairies, and wallbreaking, respectively; the latter two also have access to a fairly slow U-turn to get Ampharos in safely. A way to ward off opposing hazards isn't absolutely necessary, but can help Ampharos tremendously. Rapid Spinners such as Tentacruel and Excadrill are the most ideal choices to keep your own hazards intact, but this can degrade your team's offensive status, and lessen the chance of Ampharos pulling off a sweep.

As far as offensive partners are concerned, Hex Gengar stands out as a Pokemon capable of dancing with many of this set's cold stops, particularly bulky Ground- and Grass-type Pokemon, as well as slow, bulky teams in general. Dragon Dance + Taunt Gyarados can also work well alongside this set, checking the aforementioned types of Pokemon while also putting on a good amount of offensive pressure itself. Bulk Up Talonflame works similarly to Gyarados, but is more inclined toward checking offensive Fairies than Ground-types. Lastly, Suicune can be a very helpful asset against defensive teams overall, handles Ground-types well, outstalls most Grass-types, and greatly appreciates having a conduit for assaults from Electrics.

Celebi and Alomomola, despite their moderately low utility in OU, can tango with many of the cold stops to this set. Celebi can Baton Pass a Calm Mind or Nasty Plot boost to Ampharos, or simply use a dry Baton Pass to get Ampharos in safely. Alomomola can, thanks to Wish and Regenerate, can help Ampharos switch in safely, as well as remain healthy throughout the match. Drizzle teams can incorporate this Ampharos to success. The constant rain allows Ampharos to truly maximize its offensive potential with Thunder, and in return, Ampharos provides Drizzle teams with a fairly bulky Electric and Grass resist. It is important to note, however, that this Ampharos best fits on Balance and Bulky Offense builds, rather than Drizzle offense.

[STRATEGY COMMENTS]
Other Options
=============
Ampharos can run a tank-oriented set, serving as a middle ground between the two above builds. To pull off such a set, it's ideal to have Ampharos maximize its HP and invest at least 20 EVs into Speed to outdo Hippowdon with minimal investment. Volt Switch, Dragon Pulse, and Focus Blast are irreplaceable move choices if one is to get the most out of this Ampharos; other options include Heal Bell, Thunderbolt, and Rest, but those depend on how your team is structured.

In contrast to being the Light Pokemon, what remains of Ampharos's movepool is pretty dull. Hidden Power Fire can be used to hit Ferrothorn, Excadrill, and Mega Scizor for high damage, but Focus Blast already hits the former two, and with maximum investment, Thunderbolt can 2HKO Mega Scizor that don't invest heavily into Special Defense. Toxic can cripple would-be full counters to Ampharos and give it the edge against Chansey when running Rest. Signal Beam hits the rare Celebi, but that's about it. Save for Agility, Ampharos doesn't possess any threatening boosting moves such as Tail Glow or Calm Mind, and is instead left with Cotton Guard. If it wasn't obvious already, Cotton Guard has extremely limited practical use, and should be ignored at any point it may seem to be a relevant choice.

Checks and Counters
===================
**Ground-types**:
Gliscor and Hippowdon in particular can completely wall Ampharos without full investment into Special Defense. Do keep in mind, however, that most Ground-types in OU can also tank a Dragon Pulse fairly well, and return fire with a STAB Earthquake.

**Mega Altaria**:
Mega Altara can very consistently switch into Ampharos and either use Ampharos as a chance to use Dragon Dance, or fire off its powerful Fairy STAB. Altaria only fears paralysis from Discharge, but its specially based sets generally don't care for the loss of Speed, and Altaria can even cure itself with Refresh or Heal Bell.

**Grass-types** :
Most Grass-types can sponge every hit Ampharos can toss out, but generally lack the firepower needed to KO back; Assault Vest Tangrowth with Earthquake stands out as the only Grass-type capable of countering Ampharos via outdamaging it. However, this does not mean Ampharos cannot be forced out by defensive Grass-types, as passive moves such as Spikes, Spore, Sleep Powder, Leech Seed, and Toxic can become troublesome to Ampharos's longevity, as well as its team.

**Chansey**:
If this wasn't already a given, Ampharos cannot hope to even tickle the hide of the blob, only truly threatening it with paralysis from Discharge.

**Fairies**:
Clefable and Klefki individualize themselves as immediate threats to Ampharos. Klefki can switch into Ampharos almost effortlessly and set up Spikes, or even threaten Ampharos's lifespan with Toxic. Clefable takes a large chunk of damage from a fully invested Thunderbolt, but is more than able of switching in and setting up multible Calm Mind boosts. Mega Gardevoir isn't exactly the bulkiest threat, but functions as a consistent check nonetheless by resisting most of Ampharos's offensive options, and laying down the pain with its powerful Hyper Voice.

**Ice-types**:
While most Ice-types must watch out for Discharge's paralysis chance, or switching into a Dragon Pulse, they can check Ampharos pretty well, usually by preying on its weaker Defense stat. Mamoswine in particular can tank a Dragon Pulse and immediately force Ampharos out with the threat of an Icicle Crash or Earthquake. Kyurem-B can attempt to switch into a predicted Discharge, Thunderbolt, or Rest and use that as a chance to gain some leverage with its destructive offensive potential.

**Faster attackers**:
Unsurprisingly, base 45 Speed won't get Ampharos too far. Moderately strong Pokemon shouldn't have much trouble keeping the pressure on Ampharos. Even with an Agility boost in consideration, Ampharos is susceptible to being revenged by faster attackers, such as Choice Scarf Landorus-T, Mega Sceptile, and Sand Rush Excadrill.
 
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i think the defensive set should be first; agility mega ampharos, while potentially threatening in overtly specific situations, is in general a pretty poor sweeper and use of ampharos in the mega slot. meanwhile defensive mega ampharos, something i've been using for a while now and especially a lot recently, provides very valuable assets to certain balanced squads, thanks to the numerous amount of shit it checks and then strong power behind its moves, even when lacking investment. discharge is very meh, i find volt switch a lot better by far, it is a great way to chip things like celebi / heatran on opposing balanced teams and in general just offers a lot more flexibility in a typical game, ampharos doesn't really "need" that paralysis in order to do what it needs to do. heal bell is a poor move to me, ampharos loses so much momentum whilst using it and if you're using mega ampharos for heal bell only something like a mega altaria would be much better. obviously if you really need to compress a heal bell user and a zardy / talonflame / bisharp / slowbro check in one then sure, use heal bell, but it's really a poor choice as dragon pulse hits myriad threats switching in including dumb things you don't want to be helpless against like garchomp and landorus-t and i've found dropping sleep talk simply does not work on this pokemon. good partners include knock off / thunder wave clefable, thunder wave starmie, sr landorus-t, and defog empoleon, which has surprisingly been the best hazard remover on balanced teams i've used with mega ampharos.

summary
- defensive set first
- volt switch > discharge, to moves mention
- dragon pulse > heal bell, to moves mention
- partners: clefable, starmie, lando-t, empoleon
 
summary
- defensive set first
- volt switch > discharge, to moves mention
- dragon pulse > heal bell, to moves mention
- partners: clefable, starmie, lando-t, empoleon
I'd argue that given the team archetypes defensive Ampharos is to be used on, knocking out Heal Bell support and still checking the mons Ampharos is supposed to check is a lot more beneficial than getting coverage on things that can't gain too much momentum on a [forced] switch. Defensive Chomper can get worn down via hazard / residual damage and doesn't pose too much of a threat unless said Chomp is in the position to abuse DTail shuffling; often times, I find it way too passive to scratch most of the stall / balance cores I test with unless my opponent has Spikes up. Lando-T falls into a similar situation, as U-turn spam isn't too hard to play around (esp with things like Tangrowth, Rocky Helm, etc thrown into the mix), but I'll definitely concede in Dragon Pulse being very helpful in warding off Earth Plate SR sets and whatnot (however, it feels like making an unnecessary effort to catch Lando-T switching in, as most of the time, Ampharos is either spamming its Electric STAB or running on Sleep Talk luck). What attracts me more to Heal Bell is the amount of pressure it can lift off of defensive cores, allowing for more aggressive plays in the face of possible status (e.g, keeping Hippowdon in on a Chomp you're trying to scout for Toxic) and situations in which status hax is a prominent factor in keep Ampharos's teammates alive. Dragon Pulse requires way more effort to use, and isn't as vital to defensive teams, so I'm not really convinced that it's better for this set :s

As far as Discharge vs Volt Switch goes, I'm not seeing the value in getting chip damage on Celebi / Heatran / special sponges in general when Ampharos can just shoot for paralysis and achieve a similar effect. Conversely to the point you were making about it being more flexible in the "typical" match, I've found Volt Switch to be less applicable in the situations when I need Electric STAB from Ampharos. Volt Switch isn't something that can be tossed out haphazardly, and the benefit of using Volt Switch correctly never seemed to outweigh being able to potentially net paralysis--a more... passive wincon that just about every mon can benefit from. I'm perfectly fine with slashing Volt Switch after Discharge, but having used Volt Switch since XY up to early ORAS being consistently disappointed in the [comparative] results, I'm not going to budge on keeping it as the secondary option here.

(Volt Switch is also a bit iffier to use vs some of the mons it's supposed to be checking, mainly due to Roost, but it's not too important of a point to me because they can still be played around.)

I'll give Empoleon the limelight as a teammate, though. It's something I'd experimented with in the past, but never got comfortable with using; however, you make a really, really good point about it being a synergistically good teammate for defensive Ampharos.

(Also expanding on Clefable and Starmie's mentions)
 
I think it worth running 20 speed on Ampharos just out speed Hippowdon. Also togekiss and Gourgeist-S are good team mates for Ampharos.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
The Defensive set doesn't do enough to Hippowdon while getting 2HKO'd back by Earthquake.

0 SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 252 HP / 112 SpD Hippowdon: 160-190 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Hippowdon Earthquake vs. 248 HP / 76 Def Mega Ampharos: 212-252 (55.3 - 65.7%) -- guaranteed 2HKO after sandstorm damage


I don't see the point, honestly.
 
The Defensive set doesn't do enough to Hippowdon while getting 2HKO'd back by Earthquake.

0 SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 252 HP / 112 SpD Hippowdon: 160-190 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Hippowdon Earthquake vs. 248 HP / 76 Def Mega Ampharos: 212-252 (55.3 - 65.7%) -- guaranteed 2HKO after sandstorm damage


I don't see the point, honestly.
Your right most of the time it going to be irrelevant but it not like its those 20 evs are super important to ampharos and the potentially to being able to kill a weakened hippo is better than the minor bulk your losing out on.
 
Timid Mega Ampharos only needs 236 Speed EVs at most (unless you're speedcreeping which is forbidden in analyses), which allows it to outspeed Mega Manectric and Mega Lopunny at +1. Aside from that, you covered most of everything.
 
Urgh, after testing and sapping criticism from others, I'll concede in giving Dragon Pulse the first slash in the fourth slot. Personally, I'm not comfortable with losing Heal Bell because of potentially bad Sleep Talk luck and most of the teams I've come up with loving cleric support, but the extra coverage helps a lot. Volt Switch, however, is staying where it is; to keep this as simple as possible, while Volt Switch naturally synergizes with passive damage from hazard / weather (it even fits extremely on the most stable team I've come up with in testing), I've yet to see what makes Discharge so much worse. Without Discharge, Amph loses the ability to ward off potentially threatening mons while it sleeps--instead plucking them with a move (albeit, not a move to be passed off as laughably weak) that will force it out of play. Additionally, once again, simply shooting for paralysis is just a ton more relaxing and beneficial than getting chip damage and being forced to switch.

The Defensive set doesn't do enough to Hippowdon while getting 2HKO'd back by Earthquake.

0 SpA Mold Breaker Mega Ampharos Dragon Pulse vs. 252 HP / 112 SpD Hippowdon: 160-190 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery
0 Atk Hippowdon Earthquake vs. 248 HP / 76 Def Mega Ampharos: 212-252 (55.3 - 65.7%) -- guaranteed 2HKO after sandstorm damage


I don't see the point, honestly.
Your right most of the time it going to be irrelevant but it not like its those 20 evs are super important to ampharos and the potentially to being able to kill a weakened hippo is better than the minor bulk your losing out on.
Aquarium1 makes a good point, actually. Amph is literally losing 0.5-1.2%~ on average if the 20 is taken out of Defense. Even if you're running Heal Bell, it's still nice to at least be able to outspeed Hippo that don't dedicate a stat point to Speed for WW priority.

Timid Mega Ampharos only needs 236 Speed EVs at most (unless you're speedcreeping which is forbidden in analyses), which allows it to outspeed Mega Manectric and Mega Lopunny at +1. Aside from that, you covered most of everything.
The difference in bulk is nothing to note, and it's at least somewhat beneficial to tie with all opposing Mega Ampharos to prevent Speed Creeping from becoming prevalent.

If there are no objections, this is ready for QC.
 
One issue with running Volt Switch over Discharge on the defensive set is that SpDef Talonflame can just Roost and not take much from it and actually eventually win the 1v1. Kinda not-great to lose the 1v1 against something you're supposed to counter.
 

p2

Banned deucer.
Defensive

Moves
Mention why RestTalk is used here

Usage Tips
Don't mention U-turning birds, just mention flying types in general since all relevant ones outside of Togekiss are contact attackers
In no way should regular Ampharos be switching into the likes of Bisharp since it just gets 2HKO'd by Knock Off after SR
Mention U-turn punishing in general against the likes of Scizor, Lando-T, Rachi

I'd mega evolve Amp as soon as I could unless I needed it to stomach a Fairy type attack in general, but really that's something its teammates should be covering, I wouldn't hold off on it because the bulk and typing is so good.
Bring up ideal situations where you would Rest / Heal Bell and say what kind of attackers you should bring it in on, just ZardY and friends is a bit vague, go into more detail about Electrics, Talonflame etc

Team Options
Something to cover Ground-types in here is pretty much essential. Lando-T can wall them and Ampharos can handle faster Electrics and Water types for it and they can form a voltturn core
Mention Water types like Suicune because they appreciate anti-Electric support and can wall a bunch of attackers Amp doesn't want to tackle. + amp can heal bell its sleep status away

Agility

Moves
Don't slash it, but mention Hidden Power Ice here to let Amph get past stuff such as SDef Gliscor

Set Details
Nobody runs neutral Alakazam, Aero or Sceptile anymore. Just mention base Alakazam, Torn-T, and Weavile
Modest may be acceptable, but point out some important mons it misses out on. Mention that it can outspeed everything up to base 121 and loses out on Mega Lop / Manec / Weavile / base Aero (for the turn it MEvos)
"tiny bit of residual damage", just say its after SR damage

Team Options
This set ismore offensively inclined, idk why you're mentioning Alomomola and Bronzong of all things and please don't call mons by their Jap names because idk them :(
Also say that Klefki is a solid Fairy switch in and can force them out and Spike on them
Mention Lando-T / Garchomp as SR setters, the former handling Sand a lot better and the latter is capable of weakening faster threats such as Mega Lop
Mention Water types and Ice types such as Azu / Keld / Mana and Weav / KyuB / Mamo here to pressure bulky Ground types and mention that Ice types also pressure Altaria a lot too
I'm not so sure on semi-stall teams wanting Amph, I'd change this to Balance and bulky offense because idk anybody who would or why i would use Agility Amp as a wincon on Semistall

Other Options
I suppose you can add HP Fire here to hit Scizor for solid damage along with dealing more damage to Ferro (100% acc too), I'd make this more specifically for defensive variants because they're just setup bait for Mega Scizor outside of Discharge luck
Remove Magnet Rise and remove Confuse Ray

C&C
Add Ice types, Fairies, and Chansey (instead of special walls)

I think I covered most of this, QC 1/3
 

p2

Banned deucer.
Chillarmy you working on this?

edit: looks like you've implemented most of it, change the title to 1/3 whenever you can
 
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Chillarmy, now I know you went through all of the trouble writing this, but it's very clear from discussion with QC that this Pokemon is barely viable to be worth having an analysis for. If you want a defensive pivot to check birds, Rotom-W is way better. The only thing it has to distinguish itself over it is Heal Bell (doesn't any room to fit this), Grass-resist, and Electric resistance, but those benefits are just not enough for all of the downsides this Pokemon has, those being taking up Mega slot and being weak to Ground-types (giving those free switch ins in this meta is awful). The fact that Defensive is its best role when it's already outclassed in that role just speaks volumes for how bad this Pokemon is.

For Agility, many other Megas are way more worthwhile to use as sweeper than Ampharos. It's walled by too many common Pokemon like Clefable, Chansey, and quite a few others as well as revenged by stuff like Scarf Landorus-T and Excadrill (both increasing steadily in usage), that it's just a pipe dream to expect this to ever sweep; it's just not worth using on any serious team in the current metagame.

There's also a few other things that are wrong with this quality-wise, being sub par writing in some areas, wrong formatting in various places, fluff throughout (the overview doesn't tell the reader much nor does it highlight this Pokemon's biggest faults), and questionable information scattered throughout, mentions of stuff like Defog Skarmory, Chesnaught and Mega Sceptile which are mostly irrelevant.

Locking this.
 
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