Hello and welcome to my RMT thread ! This RMT is for a balanced team made around the beast known as Mega-Gross. When I was building this team, I used the smogon.com/stats data to know Mega-gross' counters and how to check or counter most of those counters and also the most used pokemon in the metagame. After so much paperwork I settled on those six guys :
Now, I know that most of those guys are OP, but the truth is that if you want to win, you should use OP pokemon, because eventually will be against them. BTW Greninja might get banned, which I think that I have the right replacement for him, I will talk about it later. Anyways, let's go :
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Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Ice Punch
As you can see, this is my main man. I usually send him out at the end of the battle to sweep whatever remains. It has good coverage, but sometimes I feel like something is missing in his set. Using the stats database, Slowbro, Skarmory and Mandibuzz are the three most common checks and counters for Megagross , and Thundurus has the potenitinal to KO them. This is an example of what I thought about while building the team.
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
I usually lead with Thundurus because of Prankster T-Wave and KO other Non Scarf Land-Ts with my HP Ice. Life Orb is really important but can also wear it down quickly, so I need to think wisely before attacking. Volt Switch is there to create a nice Volt-Turn core with Landorus-T in the team.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
The most used Pokemon in the tier, why shouldn't I use him? He is really good offensively and defensively. Sets up rocks, scare of physical attackers and can also counter other Land-T. Sometimes I think that I should give him a choice scarf, but that would be very hard to do because it will change the balance of my team, so I decided to keep it as a defensive one.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Ice Beam
- Extrasensory
The hated one ! He is hated because he is the most OP pokemon in the tier, and that's why they made the suspect test for him. He is really good in revenge killing . I used to run Gunk-Turn but changed my mind a bit since I have a volt-turn core already and need more hazards in the team, so I decided to put spike, which I think that I will replace with another move soon . If Greninja gets band, I will replace him with an offensive Gengar, which can almost do what Greninja do in the metagame .
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Poison Jab
Conkeldurr can actually counter and check a lot of the common threats in the tier and force them to switch out and take advantage of that . This is a Basic AV set , so I consider this guy as my Sp. Wall , but I think that he lacks the consistency in doing so. It can also get a boost from status conditions which is a good way to counter Scalders . If you predict right, this guy will do wonders.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Overheat
- Flash Cannon
- Earth Power
- Ancient Power
Heatran can fit in almost every team and it has a lot of sets that it can use too, and in this team I decided to use a scarf Heatran because of the lack of one, and how monstrous it is. It actually surprises a lot of people and OHKO a lot of pokemons. It can also take a lot of hits and suck them without too much damage which is nice .
---------------
Now the reasons that I did this RMT is that I need to know the flaws of this team, I need to know the Pokemon that can counter and destroy the whole team . Personally , I think that I have problems with the opponents hazards, and also the lack of a cleric. Some of the mega walls are hard to KO too .
Thanks for reading this RMT , and sorry for my bad english and short descriptions.
Importable :
Now, I know that most of those guys are OP, but the truth is that if you want to win, you should use OP pokemon, because eventually will be against them. BTW Greninja might get banned, which I think that I have the right replacement for him, I will talk about it later. Anyways, let's go :
-------
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Ice Punch
As you can see, this is my main man. I usually send him out at the end of the battle to sweep whatever remains. It has good coverage, but sometimes I feel like something is missing in his set. Using the stats database, Slowbro, Skarmory and Mandibuzz are the three most common checks and counters for Megagross , and Thundurus has the potenitinal to KO them. This is an example of what I thought about while building the team.
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
I usually lead with Thundurus because of Prankster T-Wave and KO other Non Scarf Land-Ts with my HP Ice. Life Orb is really important but can also wear it down quickly, so I need to think wisely before attacking. Volt Switch is there to create a nice Volt-Turn core with Landorus-T in the team.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
The most used Pokemon in the tier, why shouldn't I use him? He is really good offensively and defensively. Sets up rocks, scare of physical attackers and can also counter other Land-T. Sometimes I think that I should give him a choice scarf, but that would be very hard to do because it will change the balance of my team, so I decided to keep it as a defensive one.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Ice Beam
- Extrasensory
The hated one ! He is hated because he is the most OP pokemon in the tier, and that's why they made the suspect test for him. He is really good in revenge killing . I used to run Gunk-Turn but changed my mind a bit since I have a volt-turn core already and need more hazards in the team, so I decided to put spike, which I think that I will replace with another move soon . If Greninja gets band, I will replace him with an offensive Gengar, which can almost do what Greninja do in the metagame .
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Poison Jab
Conkeldurr can actually counter and check a lot of the common threats in the tier and force them to switch out and take advantage of that . This is a Basic AV set , so I consider this guy as my Sp. Wall , but I think that he lacks the consistency in doing so. It can also get a boost from status conditions which is a good way to counter Scalders . If you predict right, this guy will do wonders.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Overheat
- Flash Cannon
- Earth Power
- Ancient Power
Heatran can fit in almost every team and it has a lot of sets that it can use too, and in this team I decided to use a scarf Heatran because of the lack of one, and how monstrous it is. It actually surprises a lot of people and OHKO a lot of pokemons. It can also take a lot of hits and suck them without too much damage which is nice .
---------------
Now the reasons that I did this RMT is that I need to know the flaws of this team, I need to know the Pokemon that can counter and destroy the whole team . Personally , I think that I have problems with the opponents hazards, and also the lack of a cleric. Some of the mega walls are hard to KO too .
Thanks for reading this RMT , and sorry for my bad english and short descriptions.
Importable :
Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Ice Punch
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Hydro Pump
- Ice Beam
- Extrasensory
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Poison Jab
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Overheat
- Flash Cannon
- Earth Power
- Ancient Power