Introduction
With the release of SM I have decided to give competitive play another shot. I used to play a lot of Stall in XY OU before ORAS and I played a little PU during ORAS era.
Since I wanted to play something other than stall this time I decided to use MegaMetagross as the star of my team. It is currently the best mega in the metagame so it seemed like an obvious choice for a wincon.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Ice Punch
However MegaMetagross is not perfect and needs to run a coverage move in the last slot depending on what I want it to beat. Between the choice of Bullet Punch, Thunder Punch and Ice Punch I chose Ice Punch because it's fast enough to not rely that much on priority, especially with Tapu Lele being a dominant force on the metagame. Because I choose to run Magnezone as support for Metagross running Thunderpunch is not necessary as Magnezone will take care of steel types that Metagross cannot get past easily.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
All these threats Magnezone needs to remove are slow enough that I can afford to run Specs instead of Scarf to OHKO these pokemon and still do sizable damage to anything else.
Unfortunately in matches where these steel types don't exist Magnezone easily finds itself being dead weight on the team. This is also true after the mentioned steel types are removed by Magnezone. I am usually locked on Hidden Power Fire or Thunderbolt, giving the opponent momentum as I am forced to switch out or let Magnezone get KO'd.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Hidden Power [Ice]
- Defog
I run Pressure instead of Static because Static is illegal with Defog.
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
I do not use Garchomp as a suicide lead because of its usefulness lategame so I try to keep it healthy.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 8 Atk / 252 SpD
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Conclusion
This is the 3rd version of this team and I have been generally happy with it but there are some problems I am aware of but cannot find a solution for.
Tapu-Bulu can break past a majority of my team and nothing can switch in without taking major damage. Muk can deal with Bulu but cannot reliable switch into it's Wood Hammer.
Volcarona seems to be everywhere suddenly and I have very little answers for it. It completely walls and destroys Metagross and Magnezone, Muk can at best knock off its item and poison it and Zapdos just hopes to get lucky enough to paralyse it. I have no realible answer without relying on luck even if I have Stealth Rock up.
I'm also having big trouble recognizing the difference between a bad matchup and bad play. Knowing when the issue lies with my team and when it's my bad decisions is hard to see in this game.
I have tried my best to explain my choices regarding this team and what I have trouble with, but I believe I have reached a point where I need outside help to improve so I decided to create this RMT in hopes of showing me the holes in my team.
Metagross @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Ice Punch
Magnezone @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Hidden Power [Ice]
- Defog
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 8 Atk / 252 SpD
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Ability: Clear Body
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Ice Punch
Magnezone @ Choice Specs
Ability: Magnet Pull
Shiny: Yes
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Discharge
- Roost
- Hidden Power [Ice]
- Defog
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Swords Dance
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 8 Atk / 252 SpD
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Shadow Sneak
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split