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Metagross [QC 1/3]

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252+ SpA Blastoise Dark Pulse vs. 252 HP / 4 SpD Assault Vest Metagross: 104-124 (28.5 - 34%) -- 1.4% chance to 3HKO
252+ SpA Blastoise Dark Pulse vs. 4 HP / 252 SpD Assault Vest Metagross: 82-98 (27.1 - 32.4%) -- guaranteed 4HKO

252 SpA Life Orb Sheer Force Nidoking Earth Power vs. 252 HP / 4 SpD Assault Vest Metagross: 273-322 (75 - 88.4%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Nidoking Earth Power vs. 4 HP / 252 SpD Assault Vest Metagross: 213-252 (70.5 - 83.4%) -- guaranteed 2HKO

252 SpA Manectric Flamethrower vs. 252 HP / 4 SpD Assault Vest Metagross: 124-146 (34 - 40.1%) -- guaranteed 3HKO
252 SpA Manectric Flamethrower vs. 4 HP / 252 SpD Assault Vest Metagross: 96-114 (31.7 - 37.7%) -- 91.7% chance to 3HKO

4 SpA Suicune Scald vs. 252 HP / 4 SpD Assault Vest Metagross: 58-69 (15.9 - 18.9%) -- possible 6HKO
4 SpA Suicune Scald vs. 4 HP / 252 SpD Assault Vest Metagross: 45-54 (14.9 - 17.8%) -- possible 6HKO

252 SpA Chandelure Flamethrower vs. 252 HP / 4 SpD Assault Vest Metagross: 234-276 (64.2 - 75.8%) -- guaranteed 2HKO
252 SpA Chandelure Flamethrower vs. 4 HP / 252 SpD Assault Vest Metagross: 182-216 (60.2 - 71.5%) -- guaranteed 2HKO

252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 252 HP / 4 SpD Assault Vest Metagross: 141-166 (38.7 - 45.6%) -- guaranteed 3HKO
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 4 HP / 252 SpD Assault Vest Metagross: 109-130 (36 - 43%) -- guaranteed 3HKO

252 SpA Choice Specs Noivern Flamethrower vs. 252 HP / 4 SpD Assault Vest Metagross: 176-208 (48.3 - 57.1%) -- 91.8% chance to 2HKO
252 SpA Choice Specs Noivern Flamethrower vs. 4 HP / 252 SpD Assault Vest Metagross: 136-162 (45 - 53.6%) -- 38.7% chance to 2HKO

252 SpA Mega Houndoom Flamethrower vs. 252 HP / 4 SpD Assault Vest Metagross: 228-270 (62.6 - 74.1%) -- guaranteed 2HKO
252 SpA Mega Houndoom Flamethrower vs. 4 HP / 252 SpD Assault Vest Metagross: 176-210 (58.2 - 69.5%) -- guaranteed 2HKO
Looking at these cases, they're very similar, honestly. There is very little difference between what is KOed and what isn't and how easily it's KOed. However, that slight difference leans in the direction of loading EVs into Special Defense. Then I'm thinking that the argument will be that storing the EVs into HP will allow Metagross to better survive physical attacks, so I compiled the data below to show that this simply isn't the case.
252 Atk Victini V-create vs. 252 HP / 0 Def Metagross: 390-462 (107.1 - 126.9%) -- guaranteed OHKO
252 Atk Victini V-create vs. 4 HP / 0 Def Metagross: 390-462 (129.1 - 152.9%) -- guaranteed OHKO

252 Atk Life Orb Mienshao High Jump Kick vs. 252 HP / 0 Def Metagross: 214-253 (58.7 - 69.5%) -- guaranteed 2HKO
252 Atk Life Orb Mienshao High Jump Kick vs. 4 HP / 0 Def Metagross: 214-253 (70.8 - 83.7%) -- guaranteed 2HKO

252 Atk Sheer Force Darmanitan Flare Blitz vs. 252 HP / 0 Def Metagross: 428-506 (117.5 - 139%) -- guaranteed OHKO
252 Atk Sheer Force Darmanitan Flare Blitz vs. 4 HP / 0 Def Metagross: 428-506 (141.7 - 167.5%) -- guaranteed OHKO

252 Atk Flygon Earthquake vs. 252 HP / 0 Def Metagross: 218-258 (59.8 - 70.8%) -- guaranteed 2HKO
252 Atk Flygon Earthquake vs. 4 HP / 0 Def Metagross: 218-258 (72.1 - 85.4%) -- guaranteed 2HKO

252 Atk Krookodile Earthquake vs. 252 HP / 0 Def Metagross: 242-288 (66.4 - 79.1%) -- guaranteed 2HKO
252 Atk Krookodile Earthquake vs. 4 HP / 0 Def Metagross: 242-288 (80.1 - 95.3%) -- guaranteed 2HKO

252 Atk Mega Absol Sucker Punch vs. 252 HP / 0 Def Metagross: 234-276 (64.2 - 75.8%) -- guaranteed 2HKO
252 Atk Mega Absol Sucker Punch vs. 4 HP / 0 Def Metagross: 234-276 (77.4 - 91.3%) -- guaranteed 2HKO
As you can see, the results are exactly the same. In the end, I'm keeping it 4 HP / 252 Atk / 252 SpD unless QC says otherwise.
 
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The main draw to the SpD spread was in order to survive Chandy's Fire Blast from ~75% HP (if I remember my calcs correctly). I have used this defense calculator to find the best overall bulk (50:50 ratio) and it says max HP/4 physical defense is in fact the highest mixed bulk after the AV boost (+1 SpD mod), but it should be taken with a pinch of salt as it isn't particularly wise to follow these things and it is generally more useful to use specialized EVs. atm, i am still drawn to the SpD spread myself simply to take on scarf chandy a little better.
 
Alright, this is what I'm going to put, then. Give gamer boy's spread a mention, but ultimately use the HP centered spread. Sound good?

Assault Vest
########
name: Assault Vest
move 1: Meteor Mash
move 2: Earthquake
move 3: Zen Headbutt
move 4: Hammer Arm / Pursuit
ability: Clear Body
item: Assault Vest
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Set Details
========

- As usual, maximum Attack goes a long way in improving the impact that Metagross can have in the field. Maximum HP EVs help to better increase overall bulk. The rest can go into Special Defense in order to increase Assault Vest's effect.
- Assault Vest bolsters Metagross's lackluster Special Defense, giving it the ability to survive both ends of attacking much better.
- Assault Vest does, however, mean that Metagross can't use any moves that aren't attacking moves, which severely limits options.
- Adamant boosts attack at the expense of special attack.
- Alternatively, an EV spread of 4 HP / 252 Atk/ and 252 SpD can be run in order to better check several special attacking threats.

Literally cannot get a single QC check on this.
 
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hammer arm isn't that good since it has redundant coverage with earthquake. replace it for trick on the choice band set and make the last slot on assault vest pursuit / stealth rock with leftovers slashed in the item slot

the agility set should use max speed jolly to outspeed neutral base 80's before agility and scarf meinshao after

get rid of the suicide lead set there's no point since explosion is underwhelming and rapid spin / defog is on like every team

remove phazers and spinners / defoggers from checks and counters since there's only one set that boosts and one set that sets up sr and they don't stop metagross from doing what it usually does which is to be bulky and hit hard
 
I'd just like to point out that the Agility set has 252 EVs in the three stats you list. Keep the 252 Atk and choose between HP and Speed.

For the Other Options segment, try to mention who runs Dual Screens better. To start, Bronzong should be one of those listed.
 
Is Scarf Metagross really viable? I'm not QC but it seems like the most it'd do is get a surprise kill on something, or get an unexpected Trick off when the opponent goes to a wall. I think the Agility set would do better in the cleaning department while the mixed LO set would do better in luring and taking out typical switch-ins. Course, I haven't used it but it seems like it's outclassed by not only most other Scarfers (who either have better STAB options, Speed tiers, or movepools), but even by some of its own other sets

Edit: Looking over this in more detail...You put Stealth Rock on the AV set...AV prevents you from using non-attack moves, so you should change that to Bullet Punch. In fact Bullet Punch is viable on Metagross on nearly every set except Agility because it manages to work around its poor Speed to take out threats such as Mega-Aerodactyl, or weakened Cloyster, etc. It's definitely a solid move. You can slash it by HP Fire on the mixed set if Forretress isn't an issue for your team. It can probably squeeze its way into the 4th slot on the Choice Band set, probably so that the slashes are: Bullet Punch / Trick / Thunder Punch, or at least Thunder Punch mentioned in Set Details; CB Metagross has the strongest BP out of all its sets, which is notable, and Thunder Punch won't offer much except against Slowbro and Suicune (The latter being able to outspeed and burn you), both of whom you will need to hit on the switch in if you want to win the matchup.

In general you need to flesh team options and usage details a little more. For instance name a few Flying-types who switch into Ground moves for Metagross. Or some Levitate users who still make good teammates...and you should probably remove the mention of Flash Fire from Arcanine. I get that makes it absorb and be immune to Fire-type moves, but it still resists them, and thanks to majority of Fire-types in UU being physical, Intimidate allows it to stand up to them. And since Intimidate Arcanine's the standard, you can probably just say "partners such as defensive Arcanine" or something. Absol can barely sponge Knock Offs, and there are no viable mons in UU who take advantage of Rattled. Pokemon who can take Knock Off are things more like...Chesnaught, Arcanine (Morning Sun still helps it recover), Mega Blastoise, Cobalion, Florges, etc. You probably shouldn't mention Specially Defensive Swampert either...just say "Bulky Water-types such as Swampert, Suicune, Blastoise, etc."

Usage tips on Choice Band, particularly this one: "Don't get locked into Earthquake with Flying-types left in, or Thunder Punch with Ground-types left in, or Zen Headbutt with Dark-types left in. It's just dumb and what are you even thinking?" can probably be shortened to "Be cautious of what move you choose to lock into, as this can be played around. Count the cost to yourself before attacking" or something of that sort. Sometimes you HAVE to lock into Earthquake if you're predicting a switch to a Fire-type on an anticipated Meteor Mash. You can't do anything about that even if he does have an Aerodactyl.

Usage tips on the mixed LO set, you might want to explain that Naughty nature hampers Metagross' ability to sponge even resisted special hits. Literally, the guy is 2HKOed by LO Roserade's Leaf Storm, it's that kind of serious, and it's very easy to forget until you realize it. Maybe even make a mention of Lonely Nature (+Atk -Def) in Set Details if surviving special attacks is a bit of a concern, because it will have to endure Scalds from Slowbro, Suicune, and the like. You also might want to emphasize that since it's a lure, it should be played early, and shouldn't be switched in directly onto the Pokemon it's meant to beat since that gives away to a decent opponent that you're packing a super effective move. Also that when it is used, don't use Grass Knot predicting the switch to a Water-type right away unless the target's been weakened (I.E. using Grass Knot expecting Slowbro to come in). Use a physical move and then follow with a special move, for the highest damage possible. And for team options on said set, emphasize it goes well with Pokemon who appreciate the things it lures being weakened/removed. It mainly lures bulky waters (and Forretress) so you can mention mons like Mienshao, Darmanitan, Mega Absol, Mega Houndoom, Snorlax, etc. as partners to it. Also I dunno if it's worth it but you can even run Explosion on that set. It has been nerfed but it can score some serious damage on most non-resists, especially with Life Orb. Take that one up with QC lol.

Sorry for the huge series of paragraphs but I just looked at this and had a bit to gripe about. QC might be more willing to apply stamps after some of these changes have been implemented.
 
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Sorry for the huge series of paragraphs but I just looked at this and had a bit to gripe about. QC might be more willing to apply stamps after some of these changes have been implemented.
Why would you be sorry? I've legitimately been waiting for anyone to say something. And these are all good comments, so I tried to incorporate all of them.
 
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There definitely needs to be a SR support set, as I've seen that used to good success as well.
 
There definitely needs to be a SR support set, as I've seen that used to good success as well.
I originally had one, but was told to remove it. However, it has been added back in, though it looks more gross this time.
 
I'll look it over more later but you need to also remove Pursuit from all of the sets, and just put it in OO, as it's too weak to use it. Put Bullet Punch on the SR set because the priority is nice and definitely helps out. Also add Fire weakness to the Overview, as that is probably Metagross's biggest offensive problem, as they resist the aforementioned Bullet Punch.

Bullet Punch is also Metagross's only benefit over Jirachi aside from the higher base Attack.
 
tbh, remove the "sr support" set. imo it plays exactly like the av one (it is a tank). that is, slash stealth rock in the move 3 and in the move 4 of that set, and slash leftovers, mentioning in the set details that sr cant be used with av. that said, qc 1/3
 
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