I feel kind of reluctant posting this set here because I've noticed recently, there have been A LOT of people posting new sets and that coupled with the fact that I'm new (lurked quite a bit however but then again, more lurking doesn't neccesarily mean more experience) makes this a bit intimidating. However, I will give you the promise that this isn't another one of those mixed attacking sets that have been floating around and tossed out there ever since the emergence of Chain Chomp (But no offense to anyone who has made a mixed set after Chain Chomp, some of them are pretty good!).
Seeing as I scoured Team Rocket Elite's Metagross analysis and didn't find anything similar to this, and then searched for anything pertaining to both Metagross and the specific move I'm coupling it with and still found nothing, here goes:
Metagross: @Macho Brace
Nature: Brave
EV Spread: 76hp/ 252atk/ 182sdef
move 1: Gyro Ball
move 2: Magnet Rise/ Hammer Arm
move 3: Earthquake
move 4: Ice Punch/ Thunderpunch
IV Spread: 31/31/31/x/31/0 Speed last
Purpose of this build:
Yes. Gyro Ball. If you're tired of Meteor Mash sometimes missing on you or Bullet Punch is just not scoring that KO, try this. The premise of this Metagross is similar to Bronzong:
Punish fast sweepers and make it difficult for your opponent to switch in.
Now, with 0 IVs in speed and 0 EVs in speed with a -speed nature, Metagross has about 130 speed. That normally wouldn't make Gyro Ball close to Meteor Mash-status damage but if we give our four-legged friend a Macho Brace, his speed drops to a pitiful 65, just two points away from Relaxed/ Sassy/ Brave 63spd Bronzong.
Now I ran the calculations and I compared an average Bronzong (the Self-Sustaining sweeper)and this Metagross's Gyro Balls against in this example, a max speed Adamant Garchomp:
Gyro Ball base power (against max speed Adamant Garchomp):
Bronzong: 1+(25 x 303/ 63)= 121 base power
Bronzong (Macho Brace variants): 1+(25 x 303/ 31)= 150 base power
(reduced from 245 as Gyro Ball can't exceed 150)
Metagross: 1+(25 x 303/ 65<this is Macho Brace included now>)= 117 base power
So far, Macho Bronzong has an edge in this.
damage calculation (against an average number of an average Garchomp's defense)
Bronzong (Relaxed/ Sassy variant):
(42 x 121 x 252)/ 224/ 50) +2) x 1.5(STAB)= 174
Bronzong (Brave variant):
(42 x 121 x 277)/ 224/ 50) +2) x 1.5(STAB)= 191
Bronzong (Relaxed/ Sassy variant w/ Macho Brace):
(42 x 150 x 252)/ 224/ 50) +2) x 1.5(STAB)= 212
Bronzong (Brave variant w/ Macho Brace):
(42 x 150 x 277)/ 224/ 50) +2) x 1.5(STAB)= 236
Metagross: (42 x 117 x 405)/ 224/ 50) +2) x 1.5(STAB)= 269
Metagross has one hell of a Gyro Ball as you can see from the example. Not all Garchomps have exactly 224 defense but just try plugging in about any other number and the results would still end up with Metagross doing a boatload more damage than his other Steel brethren.
Also, you must take into account speed drops from Hammer Arm.
Clear Body doesn't supress self-inflicted stat drops and in this case, each time you fire off a Hammer Arm, you are effectively raising Gyro Ball's power as well.
Having Hammer Arm also makes it the perfect switch-in to Blissey considering the most common attacks Blissey carries won't do squat to it. And Thunder Wave? Like most Pokemon that benefit from having Gyro Ball/ Trick Room, this Metagross loves being Thunderwaved.
Now, the only real thing Blissey can do to you is either Fire Blast or Sing. Probably Sing.
But then again, I don't think Blissey usually stays in for Metagross so that's why Magnet Rise is an option. Why Magnet Rise? Typically, if your only weakness is Fire, and you have Earthquake to deal with the ones not named Charizard/ Moltres (which you have Thunderpunch for by the way), then you've covered a good deal of bases. This is also the reason why I included sDef EVs into this build, it makes sure that the Pokemon that could potentially one shot you 2HKO you instead, and that is at least enough to score one kill on this before you die.
Here is a list of percentages that this Metagross takes from certain speedy
threats with Fire moves and what Metagross can dish back to them with Gyro Ball:
Neutral 252 Life Orb Azelf's Flamethrower: 75.00% - 88.44%
+Nature 252 Life Orb Azelf's Flamethrower: 82.19% - 96.88%
Netural 252 Choice Specs Azelf's Flamethrower: 86.56% - 101.88%
+Nature 252 Choice Specs Azelf's Flamethrower: 95.00% - 111.56%
Gyro Ball against Neutral speed 252 Azelf: 108.22% - 127.05%
Gyro Ball against speed +Nature 252 Azelf: 118.15% - 139.04%
The two Life Orbing Azelf are not safe switch-ins as outlined above, as even if it could switch in safely on an Earthquake, Flamethrower at best can leave Metagross alive by the skin of its teeth while it throws back a OHKO no matter how you look at it. However, Specs Azelf has a chance and an almost surefire KO with Modest.
Modest 252 Specsmence's Draco Meteor (no sAtk reduction): 47.81% - 56.25%
Modest 252 Specsmence's Flamethrower: 86.88% - 102.19%
Adamant 252 CB Salamence's Earthquake: 92.50% - 109.06%
Jolly 252 CB Salamence's Earthquake: 84.38% - 99.38%
Gyro Ball against Netural speed 252 Salamence: 78.01% - 91.87%
Gyro Ball against speed +Nature 252 Salamence: 85.54% - 100.60%
Ignore the Gyro Ball percentages if you're using Ice Punch. I only listed Draco Meteor here to further demonstrate the advantages presented by the additional sDef in the build.
Adamant CB Chomp's Earthquake: 135.31% - 159.06%
Jolly CB Chomp's Earthquake: 123.44% - 145.00%
Chain Chomp's Fire Blast: 70.31% - 82.81%
Chain Chomp's Earthquake (no SD): 99.06% - 116.56%
I'm not going to list Gyro Ball damages on Garchomp because they are largely the same(just slightly more) than Salamence. And the Ice Punch thing still applies.
I hope that outlines the usefulness of Magnet Rise.
One more thing about Hammer Arm vs. Magnet Rise
because this regards Tyranitar.
Hammer Arm if you can predict Tyranitar, Magnet Rise if you can't.
I don't think I need to explain the importance of having Earthquake on Metagross, but I will say that this is especially handy for people who dislike using Choiced Earthquake users.
Now, the last move is a torn one. Ice Punch really helps you put the hurt on things that normally wall you, such as Gliscor, Hippowdon, Donphan and Tangrowth. Not to mention that any dragon who wants to Flamethrower/ Fire Blast/ Fire Fang/ EQ you will find themselves in a difficult position trying to switch in. On the other hand, if you choose Thunderpunch, Gyarados as well as any other bulky water that isn't Swampert will be hardpressed to do their business here.
Speaking of Gyarados, this build is a moderately good Gyara-Vire combo killer. Why?
You have Thunderpunch to down Gyarados and here's the kicker: Even if they do switch out to Electivire, you WANT them to get the Motor Drive boost. It actually makes it weaker to Gyro Ball(that's sort of irrelevant considering you have Earthquake but it's a satisfying thought) and does nothing for Electivire benefitially because Gyro-gross (I guess that's what I've decided to call it) lives to fight things that outrun it already.
Adamant 252 It's Super Effective! Electivire's Earthquake: 69.69% - 81.88%
Adamant 252 Life Orb Electivire's Earthquake: 75.63% - 89.06%
As you can see, most Electivire can't OHKO you so you pretty much have their balls in a vice.
On a last note, all the switching in is moot point if Trick Room is in effect, because it's already fairly apparent that Gyro-Gross an absolute monster in under Trick Room.
Pros of Gyro-Gross over other Metagross builds:
-excellent paralysis soaker (might want to try this over Electivire?)
-does not require setup as opposed to Agiligrosss
-has the freedom to switch in between attacks
-can take hits relatively well on both sides of the defensive spectrum
with its 320/ 296/ 261 defensive spread (320 HP recovers 20hp btw if
anyone wants to substitute Macho Brace for Leftovers)
-makes a great choice for any team playing under Item Clause
due to the obscurity of Macho Brace
-terrific under Trick Room
Cons of Gyro-Gross:
-being forced to choose between Ice Punch and Thunderpunch, you are
effectively choosing between being walled by Tangrowth/ Grounds or bulky waters
and once your opponents know which one you're packing, they won't let you forget it
-does not contain the brute strength of Choice Band
-the only STAB attack Gyro-Gross carries is conditional on the fact
that it can only effectively hit fast creatures
-it's exceedingly hard to breed for a quad flawless Beldum with a 0 in speed (I guess you
could skimp a little on Defense though)
Sure-fire Counters:
Dusknoir: Not having high speed to be a viable target for, this is pretty much a forced switch out seeing as whatever elemental punch/ Earthquake is going to do crap damage on it.
Cresselia: Reflect and Charge Beam are the bane of Gyro-Gross's existence. If it doesn't have either though, it will simply just wall you.
Bronzong: Being a floaty steel that can toss back Earthquakes while taking little/ neutral damage to absolutely EVERYTHING in your arsenal makes this the most sure fire counter to this build.
Slowbro w/ Flamethrower/ Fire Blast: If it ends up being a Trick Room team vs. a Trick Room team and you end up facing this, you're not outspeeding this or outdamaging it. Not saying you won't meet Slowbros outside a Trick Room team but that's the worst case scenario.
Weezing w/ Flamethrower/ Fire Blast: Very high defense plus the ability to Pain Split you makes this an instant swtich.
I want to hear what all of you think of this set and how to improve on it. And please point out any errors that I've made, I've spent weeks thinking up this set and its uses/ weaknesses but I still feel I'm missing something.
I'm going to go throw up now.
Seeing as I scoured Team Rocket Elite's Metagross analysis and didn't find anything similar to this, and then searched for anything pertaining to both Metagross and the specific move I'm coupling it with and still found nothing, here goes:
Metagross: @Macho Brace
Nature: Brave
EV Spread: 76hp/ 252atk/ 182sdef
move 1: Gyro Ball
move 2: Magnet Rise/ Hammer Arm
move 3: Earthquake
move 4: Ice Punch/ Thunderpunch
IV Spread: 31/31/31/x/31/0 Speed last
Purpose of this build:
Yes. Gyro Ball. If you're tired of Meteor Mash sometimes missing on you or Bullet Punch is just not scoring that KO, try this. The premise of this Metagross is similar to Bronzong:
Punish fast sweepers and make it difficult for your opponent to switch in.
Now, with 0 IVs in speed and 0 EVs in speed with a -speed nature, Metagross has about 130 speed. That normally wouldn't make Gyro Ball close to Meteor Mash-status damage but if we give our four-legged friend a Macho Brace, his speed drops to a pitiful 65, just two points away from Relaxed/ Sassy/ Brave 63spd Bronzong.
Now I ran the calculations and I compared an average Bronzong (the Self-Sustaining sweeper)and this Metagross's Gyro Balls against in this example, a max speed Adamant Garchomp:
Gyro Ball base power (against max speed Adamant Garchomp):
Bronzong: 1+(25 x 303/ 63)= 121 base power
Bronzong (Macho Brace variants): 1+(25 x 303/ 31)= 150 base power
(reduced from 245 as Gyro Ball can't exceed 150)
Metagross: 1+(25 x 303/ 65<this is Macho Brace included now>)= 117 base power
So far, Macho Bronzong has an edge in this.
damage calculation (against an average number of an average Garchomp's defense)
Bronzong (Relaxed/ Sassy variant):
(42 x 121 x 252)/ 224/ 50) +2) x 1.5(STAB)= 174
Bronzong (Brave variant):
(42 x 121 x 277)/ 224/ 50) +2) x 1.5(STAB)= 191
Bronzong (Relaxed/ Sassy variant w/ Macho Brace):
(42 x 150 x 252)/ 224/ 50) +2) x 1.5(STAB)= 212
Bronzong (Brave variant w/ Macho Brace):
(42 x 150 x 277)/ 224/ 50) +2) x 1.5(STAB)= 236
Metagross: (42 x 117 x 405)/ 224/ 50) +2) x 1.5(STAB)= 269
Metagross has one hell of a Gyro Ball as you can see from the example. Not all Garchomps have exactly 224 defense but just try plugging in about any other number and the results would still end up with Metagross doing a boatload more damage than his other Steel brethren.
Also, you must take into account speed drops from Hammer Arm.
Clear Body doesn't supress self-inflicted stat drops and in this case, each time you fire off a Hammer Arm, you are effectively raising Gyro Ball's power as well.
Having Hammer Arm also makes it the perfect switch-in to Blissey considering the most common attacks Blissey carries won't do squat to it. And Thunder Wave? Like most Pokemon that benefit from having Gyro Ball/ Trick Room, this Metagross loves being Thunderwaved.
Now, the only real thing Blissey can do to you is either Fire Blast or Sing. Probably Sing.
But then again, I don't think Blissey usually stays in for Metagross so that's why Magnet Rise is an option. Why Magnet Rise? Typically, if your only weakness is Fire, and you have Earthquake to deal with the ones not named Charizard/ Moltres (which you have Thunderpunch for by the way), then you've covered a good deal of bases. This is also the reason why I included sDef EVs into this build, it makes sure that the Pokemon that could potentially one shot you 2HKO you instead, and that is at least enough to score one kill on this before you die.
Here is a list of percentages that this Metagross takes from certain speedy
threats with Fire moves and what Metagross can dish back to them with Gyro Ball:
Neutral 252 Life Orb Azelf's Flamethrower: 75.00% - 88.44%
+Nature 252 Life Orb Azelf's Flamethrower: 82.19% - 96.88%
Netural 252 Choice Specs Azelf's Flamethrower: 86.56% - 101.88%
+Nature 252 Choice Specs Azelf's Flamethrower: 95.00% - 111.56%
Gyro Ball against Neutral speed 252 Azelf: 108.22% - 127.05%
Gyro Ball against speed +Nature 252 Azelf: 118.15% - 139.04%
The two Life Orbing Azelf are not safe switch-ins as outlined above, as even if it could switch in safely on an Earthquake, Flamethrower at best can leave Metagross alive by the skin of its teeth while it throws back a OHKO no matter how you look at it. However, Specs Azelf has a chance and an almost surefire KO with Modest.
Modest 252 Specsmence's Draco Meteor (no sAtk reduction): 47.81% - 56.25%
Modest 252 Specsmence's Flamethrower: 86.88% - 102.19%
Adamant 252 CB Salamence's Earthquake: 92.50% - 109.06%
Jolly 252 CB Salamence's Earthquake: 84.38% - 99.38%
Gyro Ball against Netural speed 252 Salamence: 78.01% - 91.87%
Gyro Ball against speed +Nature 252 Salamence: 85.54% - 100.60%
Ignore the Gyro Ball percentages if you're using Ice Punch. I only listed Draco Meteor here to further demonstrate the advantages presented by the additional sDef in the build.
Adamant CB Chomp's Earthquake: 135.31% - 159.06%
Jolly CB Chomp's Earthquake: 123.44% - 145.00%
Chain Chomp's Fire Blast: 70.31% - 82.81%
Chain Chomp's Earthquake (no SD): 99.06% - 116.56%
I'm not going to list Gyro Ball damages on Garchomp because they are largely the same(just slightly more) than Salamence. And the Ice Punch thing still applies.
I hope that outlines the usefulness of Magnet Rise.
One more thing about Hammer Arm vs. Magnet Rise
because this regards Tyranitar.
Hammer Arm if you can predict Tyranitar, Magnet Rise if you can't.
I don't think I need to explain the importance of having Earthquake on Metagross, but I will say that this is especially handy for people who dislike using Choiced Earthquake users.
Now, the last move is a torn one. Ice Punch really helps you put the hurt on things that normally wall you, such as Gliscor, Hippowdon, Donphan and Tangrowth. Not to mention that any dragon who wants to Flamethrower/ Fire Blast/ Fire Fang/ EQ you will find themselves in a difficult position trying to switch in. On the other hand, if you choose Thunderpunch, Gyarados as well as any other bulky water that isn't Swampert will be hardpressed to do their business here.
Speaking of Gyarados, this build is a moderately good Gyara-Vire combo killer. Why?
You have Thunderpunch to down Gyarados and here's the kicker: Even if they do switch out to Electivire, you WANT them to get the Motor Drive boost. It actually makes it weaker to Gyro Ball(that's sort of irrelevant considering you have Earthquake but it's a satisfying thought) and does nothing for Electivire benefitially because Gyro-gross (I guess that's what I've decided to call it) lives to fight things that outrun it already.
Adamant 252 It's Super Effective! Electivire's Earthquake: 69.69% - 81.88%
Adamant 252 Life Orb Electivire's Earthquake: 75.63% - 89.06%
As you can see, most Electivire can't OHKO you so you pretty much have their balls in a vice.
On a last note, all the switching in is moot point if Trick Room is in effect, because it's already fairly apparent that Gyro-Gross an absolute monster in under Trick Room.
Pros of Gyro-Gross over other Metagross builds:
-excellent paralysis soaker (might want to try this over Electivire?)
-does not require setup as opposed to Agiligrosss
-has the freedom to switch in between attacks
-can take hits relatively well on both sides of the defensive spectrum
with its 320/ 296/ 261 defensive spread (320 HP recovers 20hp btw if
anyone wants to substitute Macho Brace for Leftovers)
-makes a great choice for any team playing under Item Clause
due to the obscurity of Macho Brace
-terrific under Trick Room
Cons of Gyro-Gross:
-being forced to choose between Ice Punch and Thunderpunch, you are
effectively choosing between being walled by Tangrowth/ Grounds or bulky waters
and once your opponents know which one you're packing, they won't let you forget it
-does not contain the brute strength of Choice Band
-the only STAB attack Gyro-Gross carries is conditional on the fact
that it can only effectively hit fast creatures
-it's exceedingly hard to breed for a quad flawless Beldum with a 0 in speed (I guess you
could skimp a little on Defense though)
Sure-fire Counters:
Dusknoir: Not having high speed to be a viable target for, this is pretty much a forced switch out seeing as whatever elemental punch/ Earthquake is going to do crap damage on it.
Cresselia: Reflect and Charge Beam are the bane of Gyro-Gross's existence. If it doesn't have either though, it will simply just wall you.
Bronzong: Being a floaty steel that can toss back Earthquakes while taking little/ neutral damage to absolutely EVERYTHING in your arsenal makes this the most sure fire counter to this build.
Slowbro w/ Flamethrower/ Fire Blast: If it ends up being a Trick Room team vs. a Trick Room team and you end up facing this, you're not outspeeding this or outdamaging it. Not saying you won't meet Slowbros outside a Trick Room team but that's the worst case scenario.
Weezing w/ Flamethrower/ Fire Blast: Very high defense plus the ability to Pain Split you makes this an instant swtich.
I want to hear what all of you think of this set and how to improve on it. And please point out any errors that I've made, I've spent weeks thinking up this set and its uses/ weaknesses but I still feel I'm missing something.
I'm going to go throw up now.