At a glance
Ladder Peak:
Hello everyone! firehusky here with my 5th RMT :] As you can tell from the title, this team is based around Mega Metagross, and was built for the suspect ladder. Unfortunately, I was unable to achieve reqs because I only had a few days to ladder, due to going on vacation.
I knew I was going to built a team around one of my favorite megas, Mega Metagross, so he was obviously the first member of my team.
Rotom-W and scarf Landorus-T were added to the team next, as they form a decent volt-turn core. These two are really splashable, and I use them on almost all of my teams. The funny thing is that Rotom-W actually wasn't used on the final version of this team.
Ferrothorn was added for SR support, while also walling lots of threats such as Freeze Dry Mamoswine and Altaria lacking fire blast. Ferrothorn is also extra insurance against rain and sand offense, along with Rotom-W and Landorus-T.
I needed some sort of hazard removal, as Landorus-T and Mega Metagross could be easily worn down by hazards without any sort of reliable recovery. Latias also provided valuable Healing Wish support, and was a decent switch-in to both Keldeo and Mega Charizard Y.
Manaphy was added next as it can easily set up on most of Mega Metagross's counters, such as Skarmory carrying Counter, Mega Sableye, and Mega Slowbro. These two also have decent synergy, with Manaphy resisting Fire, and Mega Metagross resisting Grass.
Landorus-T was changed from scarf to a more defensive set, so it could act as a pivot, freeing up Rotom-W's spot. I also moved SR from Ferro over to Landorus-T, and gave Ferrothorn Spikes. ScarfTran was added to the team to better deal with stuff like Mega Gardevoir and opposing Ferro. Defog on Latias was also removed for Roost, for longetivity, and because I really didn't need hazard removal that much.
In-depth
Metagross (
)
Ability: Clear Body ---> Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
Moves: Meteor Mash / Ice Punch / Hammer Arm / Zen Headbutt
Metagross has always been one of my favorite Pokemon. It looks really cool, as well as having great stats across the board. However, in XY, it became very uncommon due to it's mediocre attack stat and low speed stat. In ORAS, it's new mega evolution gave it all it could have ever wanted. Good speed tier, high attack, great bulk, and a buffed special attack. It's new ability Tough Claws, is what made it so good. Tough Claws boosts the power of all contact moves by 33%, effectively giving it a free Life Orb. The EVs are fairly simple, maxed attack and maxed speed allow it to speed tie other base 110s, while also maxing out his damage output. Meteor Mash and Zen headbutt are my two main STAB moves, and meteor mash has a nifty chance of boosting your attack, which can be clutch. Ice Punch offers nice coverage against Dragons like Garchomp, as well as hitting Landorus-T and Gliscor. On this Mega Metagross set, I prefer Hammer Arm over Earthquake. Hammer arm allows me to weaken Ferrothorn so that Manaphy has an easier time setting up. Hammer Arm also allows me to beat Skarmory not running Counter, and stuff like Air Balloon Heatran.
Ferrothorn (
)
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 168 SpD / 4 Spe
Nature: Impish
Moves: Spikes / Leech Seed / Protect / Power Whip
Ferrothorn is my main wall. He has really good bulk, an amazing defensive typing, and a great support movepool. He also sets up Spikes for my team, softening up the opposing team. Along with Landorus-T, these two make a great defensive duo. This EV spread isn't actually as confusing as it may seem. Originally I had the standard set of 252 HP / 88 Def / 168 SpD, but by taking 4 extra EVs out of HP and putting them into speed, I can now outrun Mega Sableye by exactly 1 point, and get a surprise KO on it with Power Whip if it is around 25-30%.
The moveset is also quite simple. As I already explained a bit, spikes helps weaken the opposing team, making cleaning stuff up a lot easier. Leech Seed helps me recover back some HP, while wearing down at their HP. Protect helps me recover more from lefties and Leech Seed, as well as helping me scout against common Choice users such as Keldeo (which is getting very common now that Greninja's ban is inevitable). Power Whip lets me beat Mega Gyarados, which can be very annoying to my team. Not really much to say about Ferrothorn, it's pretty standard.
Landorus-Therian (
)
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Nature: Impish
Moves: Stealth Rock / U-turn / Earthquake / Stone Edge
Everyone's favorite doge. Landorus-T is my team's main pivot. He has decent bulk, and when combined with Intimidate and his great defensive typing, he can easily wall most physical attackers. This guy is also my team's SR setter. Lando was originally scarfed, but I changed it to a more defensive set to better take on strong physical attackers like Mega Charizard X and SD Talonflame. EVs are standard, 252 HP EVs and 240 Defense EVs allows me to check physical attackers. 8 special defense EVs stop Mega Manectric from OHKOing me with HP Ice, which can be quite hilarious some times. 8 speed EVs let me outspeed Modest Magnezone, while still having a slow U-turn against the more common Scarf Lando. Landorus-T's moveset is pretty much standard. U-turn let's me gain momentum, Earthquake is a strong and reliable STAB move that actually hits surprisingly hard coming off of uninvested base 145 attack. Stone Edge (or Rock Slide, if you are paranoid about missing) lets me hit Flying-types like Talonflame and Mega Pinsir, but the accuracy can sometimes be unreliable, so feel free to run Rock Slide.I run Stone Edge so that way when I lose I can blame it on hax. Moving on...
Manaphy (
)
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
IVs: 0 Atk
Nature: Modest
Moves: Rain Dance / Surf / Tail Glow / Energy Ball
Say hello to Manaphy, also known as the Prince of the Sea, and Destroyer of Stall teams! Manaphy forms a great offensive core along with Mega Metagross. Being able to set up on lots of common stall mons such as Chansey, Gliscor, Mega Sableye, Mega Slowbro, Skarmory without Whirlwind, and Ferrothorn lacking Power Whip is simply amazing. TG + Rain Dance Manaphy is pretty much my main win condition along with Mega Metagross. I am personally running Surf over Scald, as I don't really see why you would give up any power, considering that Manaphy is used to bust walls. Modest is used over Timid because at +6 with Surf, I have almost a guaranteed 2HKO on Chansey after SR. Rain Dance and Tail Glow are mandatory, as Rain Dance helps me slowly break through Chansey and Ferro, while also curing status due to Hydration. Tail Glow is mandatory for boosting Manaphy's special attack stat very quickly. Energy Ball is chosen over Psychic or Ice Beam as the coverage move, since Venusaur and Amoonguss don't give my team any trouble, while Dragons like Garchomp or Dragonite are handled by the combination Lando-T, Mega Metagross, and Ferrothorn. Energy Ball lets me hit Slowbro and Quagsire, since I am not running Grass Knot on my Metagross.
Latias (
)
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Nature: Timid
Moves: Draco Meteor / Psyshock / Healing Wish / Roost
Next up is Latias. Latias is my team's one time cleric with Healing Wish, and is also my team's main switch-in to non-Dragon Pulse Zard Y, and Specs Keldeo, which can otherwise rip through this team. The main advantage to using Latias over Latios on this team is that it offers Healing Wish support, which is really valuable to Mega Metagross, one of my team's main win conditions. There's really not much to say, Draco Meteor is the main nuke, while Psyshock allows me to beat AV Conkeldurr and other Fighting-types. Roost keeps Latias constantly healthy, letting it switch in multiple times to wall the aforementioned threats. Now for the last member of the team!
Heatran (
)
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Nature: Timid / Modest
Moves: Overheat / Flash Cannon / Earth Power / Ancient Power
Last but not least... Heatran! Choice Scarf Heatran is my team's main scarfer and revenge killer. I decided to put Heatran on my team as an answer to Mega Gardevoir and Ferrothorn, which can otherwise be really annoying for my team. Heatran can also work as a late game cleaner, often times catching a Flash Fire boost and then proceeding to sweep the opposing team with Overheat. Speaking of overheat... Overheat is Heatran's main STAB move, and is a really strong nuke. Using Heatran early game to bust holes is also a good strategy, as coming off of Heatran's decent base 130 special attack, Overheat really hurts. Flash Cannon is mainly for Fairies such as Mega Garde and Clefable. Earth Power hits Mega Charizard X and opposing Heatrans, which would otherwise wall this set. Finally, the last slot goes to Ancient Power, which allows me to hit Flying-types such as Talonflame and Mega Charizard Y, and the rare Volcarona. Timid and Modest are both viable options, Modest gives you more power as a late game cleaner, while Timid gives you more speed.
So there you have it! This team peaked at #133 on the suspect ladder, but then I tilted due to Mega Metagross being a complete hax magnet. Any rates and comments are appreciated! Thanks for your time!






Ladder Peak:

Hello everyone! firehusky here with my 5th RMT :] As you can tell from the title, this team is based around Mega Metagross, and was built for the suspect ladder. Unfortunately, I was unable to achieve reqs because I only had a few days to ladder, due to going on vacation.
Here's a nice song to keep you interested:

I knew I was going to built a team around one of my favorite megas, Mega Metagross, so he was obviously the first member of my team.



Rotom-W and scarf Landorus-T were added to the team next, as they form a decent volt-turn core. These two are really splashable, and I use them on almost all of my teams. The funny thing is that Rotom-W actually wasn't used on the final version of this team.




Ferrothorn was added for SR support, while also walling lots of threats such as Freeze Dry Mamoswine and Altaria lacking fire blast. Ferrothorn is also extra insurance against rain and sand offense, along with Rotom-W and Landorus-T.





I needed some sort of hazard removal, as Landorus-T and Mega Metagross could be easily worn down by hazards without any sort of reliable recovery. Latias also provided valuable Healing Wish support, and was a decent switch-in to both Keldeo and Mega Charizard Y.






Manaphy was added next as it can easily set up on most of Mega Metagross's counters, such as Skarmory carrying Counter, Mega Sableye, and Mega Slowbro. These two also have decent synergy, with Manaphy resisting Fire, and Mega Metagross resisting Grass.






Landorus-T was changed from scarf to a more defensive set, so it could act as a pivot, freeing up Rotom-W's spot. I also moved SR from Ferro over to Landorus-T, and gave Ferrothorn Spikes. ScarfTran was added to the team to better deal with stuff like Mega Gardevoir and opposing Ferro. Defog on Latias was also removed for Roost, for longetivity, and because I really didn't need hazard removal that much.
In-depth

Metagross (

Ability: Clear Body ---> Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
Moves: Meteor Mash / Ice Punch / Hammer Arm / Zen Headbutt
Metagross has always been one of my favorite Pokemon. It looks really cool, as well as having great stats across the board. However, in XY, it became very uncommon due to it's mediocre attack stat and low speed stat. In ORAS, it's new mega evolution gave it all it could have ever wanted. Good speed tier, high attack, great bulk, and a buffed special attack. It's new ability Tough Claws, is what made it so good. Tough Claws boosts the power of all contact moves by 33%, effectively giving it a free Life Orb. The EVs are fairly simple, maxed attack and maxed speed allow it to speed tie other base 110s, while also maxing out his damage output. Meteor Mash and Zen headbutt are my two main STAB moves, and meteor mash has a nifty chance of boosting your attack, which can be clutch. Ice Punch offers nice coverage against Dragons like Garchomp, as well as hitting Landorus-T and Gliscor. On this Mega Metagross set, I prefer Hammer Arm over Earthquake. Hammer arm allows me to weaken Ferrothorn so that Manaphy has an easier time setting up. Hammer Arm also allows me to beat Skarmory not running Counter, and stuff like Air Balloon Heatran.

Ferrothorn (

Ability: Iron Barbs
EVs: 248 HP / 88 Def / 168 SpD / 4 Spe
Nature: Impish
Moves: Spikes / Leech Seed / Protect / Power Whip
Ferrothorn is my main wall. He has really good bulk, an amazing defensive typing, and a great support movepool. He also sets up Spikes for my team, softening up the opposing team. Along with Landorus-T, these two make a great defensive duo. This EV spread isn't actually as confusing as it may seem. Originally I had the standard set of 252 HP / 88 Def / 168 SpD, but by taking 4 extra EVs out of HP and putting them into speed, I can now outrun Mega Sableye by exactly 1 point, and get a surprise KO on it with Power Whip if it is around 25-30%.
0 Atk Ferrothorn Power Whip vs. 252 HP / 252+ Def Mega Sableye: 76-90 (25 - 29.6%) -- guaranteed 4HKO

Landorus-Therian (

Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Nature: Impish
Moves: Stealth Rock / U-turn / Earthquake / Stone Edge
Everyone's favorite doge. Landorus-T is my team's main pivot. He has decent bulk, and when combined with Intimidate and his great defensive typing, he can easily wall most physical attackers. This guy is also my team's SR setter. Lando was originally scarfed, but I changed it to a more defensive set to better take on strong physical attackers like Mega Charizard X and SD Talonflame. EVs are standard, 252 HP EVs and 240 Defense EVs allows me to check physical attackers. 8 special defense EVs stop Mega Manectric from OHKOing me with HP Ice, which can be quite hilarious some times. 8 speed EVs let me outspeed Modest Magnezone, while still having a slow U-turn against the more common Scarf Lando. Landorus-T's moveset is pretty much standard. U-turn let's me gain momentum, Earthquake is a strong and reliable STAB move that actually hits surprisingly hard coming off of uninvested base 145 attack. Stone Edge (or Rock Slide, if you are paranoid about missing) lets me hit Flying-types like Talonflame and Mega Pinsir, but the accuracy can sometimes be unreliable, so feel free to run Rock Slide.

Manaphy (

Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
IVs: 0 Atk
Nature: Modest
Moves: Rain Dance / Surf / Tail Glow / Energy Ball
Say hello to Manaphy, also known as the Prince of the Sea, and Destroyer of Stall teams! Manaphy forms a great offensive core along with Mega Metagross. Being able to set up on lots of common stall mons such as Chansey, Gliscor, Mega Sableye, Mega Slowbro, Skarmory without Whirlwind, and Ferrothorn lacking Power Whip is simply amazing. TG + Rain Dance Manaphy is pretty much my main win condition along with Mega Metagross. I am personally running Surf over Scald, as I don't really see why you would give up any power, considering that Manaphy is used to bust walls. Modest is used over Timid because at +6 with Surf, I have almost a guaranteed 2HKO on Chansey after SR. Rain Dance and Tail Glow are mandatory, as Rain Dance helps me slowly break through Chansey and Ferro, while also curing status due to Hydration. Tail Glow is mandatory for boosting Manaphy's special attack stat very quickly. Energy Ball is chosen over Psychic or Ice Beam as the coverage move, since Venusaur and Amoonguss don't give my team any trouble, while Dragons like Garchomp or Dragonite are handled by the combination Lando-T, Mega Metagross, and Ferrothorn. Energy Ball lets me hit Slowbro and Quagsire, since I am not running Grass Knot on my Metagross.
+6 252+ SpA Manaphy Surf vs. 4 HP / 252 SpD Eviolite Chansey in Rain: 412-486 (64.1 - 75.7%) -- guaranteed 2HKO
+6 252+ SpA Manaphy Surf vs. 252 HP / 168 SpD Ferrothorn in Rain: 306-360 (86.9 - 102.2%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes
+6 252+ SpA Manaphy Surf vs. 252 HP / 168 SpD Ferrothorn in Rain: 306-360 (86.9 - 102.2%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes

Latias (

Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Nature: Timid
Moves: Draco Meteor / Psyshock / Healing Wish / Roost
Next up is Latias. Latias is my team's one time cleric with Healing Wish, and is also my team's main switch-in to non-Dragon Pulse Zard Y, and Specs Keldeo, which can otherwise rip through this team. The main advantage to using Latias over Latios on this team is that it offers Healing Wish support, which is really valuable to Mega Metagross, one of my team's main win conditions. There's really not much to say, Draco Meteor is the main nuke, while Psyshock allows me to beat AV Conkeldurr and other Fighting-types. Roost keeps Latias constantly healthy, letting it switch in multiple times to wall the aforementioned threats. Now for the last member of the team!

Heatran (

Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Nature: Timid / Modest
Moves: Overheat / Flash Cannon / Earth Power / Ancient Power
Last but not least... Heatran! Choice Scarf Heatran is my team's main scarfer and revenge killer. I decided to put Heatran on my team as an answer to Mega Gardevoir and Ferrothorn, which can otherwise be really annoying for my team. Heatran can also work as a late game cleaner, often times catching a Flash Fire boost and then proceeding to sweep the opposing team with Overheat. Speaking of overheat... Overheat is Heatran's main STAB move, and is a really strong nuke. Using Heatran early game to bust holes is also a good strategy, as coming off of Heatran's decent base 130 special attack, Overheat really hurts. Flash Cannon is mainly for Fairies such as Mega Garde and Clefable. Earth Power hits Mega Charizard X and opposing Heatrans, which would otherwise wall this set. Finally, the last slot goes to Ancient Power, which allows me to hit Flying-types such as Talonflame and Mega Charizard Y, and the rare Volcarona. Timid and Modest are both viable options, Modest gives you more power as a late game cleaner, while Timid gives you more speed.
So there you have it! This team peaked at #133 on the suspect ladder, but then I tilted due to Mega Metagross being a complete hax magnet. Any rates and comments are appreciated! Thanks for your time!
- firehusky
Shoutouts to Jukain for helping me with the team and making some changes
Thanks to TheEnder for giving me advice on the team and for suggesting ScarfTran
Shoutouts to Recreant for being an awesome friend of mine
Special thanks to Albacore for posting the Mega Metagross + Manaphy core, which gave me the idea to build this team
Shoutouts to ZZtrollZZ for trolling on my threads
Thanks to TheEnder for giving me advice on the team and for suggesting ScarfTran
Shoutouts to Recreant for being an awesome friend of mine
Special thanks to Albacore for posting the Mega Metagross + Manaphy core, which gave me the idea to build this team
Shoutouts to ZZtrollZZ for trolling on my threads
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Ice Punch
- Hammer Arm
- Zen Headbutt
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 168 SpD / 4 Spe
Impish Nature
- Spikes
- Leech Seed
- Protect
- Power Whip
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock
Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Rain Dance
- Surf
- Tail Glow
- Energy Ball
Latias (F) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Healing Wish
- Psyshock
- Roost
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Flash Cannon
- Ancient Power
- Earth Power
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Ice Punch
- Hammer Arm
- Zen Headbutt
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 168 SpD / 4 Spe
Impish Nature
- Spikes
- Leech Seed
- Protect
- Power Whip
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock
Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Rain Dance
- Surf
- Tail Glow
- Energy Ball
Latias (F) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Healing Wish
- Psyshock
- Roost
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Flash Cannon
- Ancient Power
- Earth Power
Last edited: