Toss-up between Gravity (I have a soft spot for Gravity) and Hone Claws, but I think I'm gonna go with Hone Claws Mega Metagross.
I do concede the advantages of Magic's set, which is also very good, in the sense that it's a bit bulkier, faster, and doesn't have recoil, but the set I used functions better overall as a lure and importantly can be used to support a Mega that likes Steels and physical walls removed, like Mega Pinsir. Grass Knot from Mega Metagross actually struggles with Slowbro without Stealth Rock and you can never 2HKO Skarmory with Thunder Punch (unless you use a +Atk nature) even with Stealth Rock, which could be important at keeping hazards on/off the field. The Speed is not really an issue, because it takes care of what it needs to and still checks the Lati twins pretty well with its still good bulk. My set also has no issues with Heatran and cannot be set up on by Mega Scizor or Ferrothorn. Just thought I'd explain why I posted my set even after I saw Magic's set.Mixed LO Metagross - use magic's variant: higher speed, no recoil giving away your set's purpose, and bulk
Of course I was seriousGravity DynamicPunch Mega Metagross - not sure if this man was serious lol, but hone claws + dynamic punch seems way better since you boost your attack too and the boost is not limited to 5 turns. in no way do you benefit from gravity that hone claws doesn't outside of earthquake, but you have dynamic punch coverage regardless.
Great set IMO. Makes Scarf Lando truly terrifying as wellOf course I was serious
Gravity reduces evasion by 2 stages, hc boosts accuracy by 1, i.e. you get more accurate dynamicpunches. Also I don't think I'd be staying in 5 turns unless the opponent has already lost in which case it doesn't really matter what set I am running.
Gravity also helps your teammates compared to hone claws which is a one-man show so I just thought I'd try to explain it a bit. Spikes support, Thunder, Hydro Pumps, all hit better in Gravity.
:))
Its fine to do stuff in OO. Just so long as you don't blatantly copy the standard set it should be finereserving magic coat zam
WHY IS DISABLE LISTED IN OTHER OPTIONS :(((
Really hate to be that person, but Counter and Magic Guard are illegal with each other. :c
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk / 0 Def
- Counter
- Psychic
- Focus Blast
- Shadow Ball
A nice variation of the Revenge Killer set. Instead of using T-Wave to cripple a Zard-X sweep or something along those lines, you can simply KO it and any other mon like Excadrill by using Counter. Focus Sash obviously so that you can take any hit without having to worry about sash being broken because of Magic Guard. 0 Def IV's with a Hasty nature so that you can take more damage from weaker attacks like Rapid Spin if the opponent decides to Spin against you and deal more damage back with Counter. Sure while this set doesn't really deal well with special sweepers like Volcarona, you will hopefully have other mons that are easily able to handle special attackers, as this set is best suited for physically offensive sweepers like Excadrill who are very prevalent in the meta right now.
Yeah, I remembered immediately after making the post lol. :cReally hate to be that person, but Counter and Magic Guard are illegal with each other. :c
I really like this concept but why not Psycho Shift? Sure, it's more predictable, but you won't ever be burning Mega Scizor otherwise, who is admittedly a lot more common than the now somewhat uncommon Scizor. It also ensures Klefki still can't paralyze you because it will always move first with priority T-Wave. It can also lift a paralysis if you happen to mispredict and end up paralyzed by something like Celebi or Clefable. Sure, you don't get another item, but that also eliminates the risk of getting something you don't want and allows you to burn more than one Pokemon.Alakazam @ Flame Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spd
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spd
- Trick
- Psyshock
- Focus Blast
- Hidden Power Fire
This set is your sweeper who also has the ability to cripple any switch-in in 2 ways, by stealing it's item and burning it. This could be critical if a Pokémon like Crawdaunt or Scizor try to switch in and priority Alakazam to death. In addition, allowing Alakazam to sustain a burn itself protects it from Klefki T-Wave and and sleep moves from Breloom or Venusaur. HP Fire is for Scizor and Klefki that Alakazam is now able to take on.
Psycho Shift is more common, and I wanted this to be different. And besides, the only item that would be bad for Alakazam to get is a Choice Band. Assault Vest just wont let you Trick again, and Scarf and Specs Alakazam are both still viable. Items are one of the most important part of the metagame, so Alakazam can ruin it.I really like this concept but why not Psycho Shift? Sure, it's more predictable, but you won't ever be burning Mega Scizor otherwise, who is admittedly a lot more common than the now somewhat uncommon Scizor. It also ensures Klefki still can't paralyze you because it will always move first with priority T-Wave. It can also lift a paralysis if you happen to mispredict and end up paralyzed by something like Celebi or Clefable. Sure, you don't get another item, but that also eliminates the risk of getting something you don't want and allows you to burn more than one Pokemon.
I have to say...I've never played against a Psycho Shift 'Zam. And actually getting any Choice item makes Alakazam's Psyshock or Focus Blast very risky. Dark or Ghosts can set-up, depending on what move you use, and HP Fire is just too weak to get locked into. I mean Trick has a few advantages, but overall I don't see it being as useful in the long run.Psycho Shift is more common, and I wanted this to be different...and Scarf and Specs Alakazam are both still viable