ORAS OU First ORAS RMT featuring Mega-Metagame and Volt-Turn!

This is my first RMT and I guess I'll just showcase one of my OU teams featuring Mega Metagross. Notes, I'm not a very experienced OU ladder-er and I really hate stall. Pretty standard team tbh with the exception of AV T-Tar and Modest Rotom-W.

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Earthquake
- U-turn
- Knock Off
- Stealth Rock


Standard Lando-T defensive tank lead. U-turn to keep offensive momentum and pivot out of a bad situation, Knock Off for coverage and to take leftovers or rocky helmet off of common other leads like Ferrothorn, Skarmory or another Landorus-Therian. Earthquake for STAB coverage. Stealth Rock is a standard move.

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360 (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch


Magnezone is on this team to trap, outspeed, and get rid of threats like Skarmory, Ferrothorn, and Scizor/Mega Scizor that would otherwise be annoying to this team. Volt Switch to get out of a bad position while keeping momentum, flash cannon for STAB Fairy coverage, thunderbolt for a more powerful STAB and to OHKO Skarmory. HP Fire to deal 4x damage to Ferrothorn and Scizor. (a standard set)

Some calculations:

252 SpA Magnezone Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 204-240 (57.9 - 68.1%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Magnezone Hidden Power Fire vs. 248 HP / 0 SpD Scizor: 316-376 (92.1 - 109.6%) -- 56.3% chance to OHKO

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Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Stone Edge
- Pursuit
- Earthquake
- Avalanche

Tyranitar acts as this team's main special wall, utilizing an Assault Vest + Sandstorm combo, doubling its already high spdef, along with maximum spdef investment. Most experienced players will not expect this set. A mandatory all-out attacking set using STAB Stone Edge and Earthquake coverage (edgequake) and Pursuit to wall and trap threats like Latios is used. Avalanche is an unexpected solid coverage move utilizing Tyranitar's bad speed, OHKOing ScarfChomp (provided T-Tar is damaged before).

Some calculations:

252 SpA Life Orb Starmie Hydro Pump vs. 240 HP / 252+ SpD Assault Vest Tyranitar in Sand: 127-151 (31.6 - 37.6%) -- 85.3% chance to 3HKO (provided all of them hit)

252+ SpA Heatran Flash Cannon vs. 240 HP / 252+ SpD Assault Vest Tyranitar in Sand: 92-110 (22.9 - 27.4%) -- 56.7% chance to 4HKO

252+ SpA Alakazam Focus Blast vs. 240 HP / 252+ SpD Assault Vest Tyranitar in Sand: 192-228 (47.8 - 56.8%) -- 84.8% chance to 2HKO (provided both of them hit)

252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 240 HP / 252+ SpD Assault Vest Tyranitar in Sand: 180-212 (44.8 - 52.8%) -- 24.6% chance to 2HKO

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Mega Metagame (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Meteor Mash
- Zen Headbutt
- Ice Punch

Standard Mega Metagross set, with STAB TC boosted Meteor Mash and Zen Headbutt, as well as Ice Punch for bulky mons like Garchomp, Dragonite, Landorus-T, and Gliscor. If it isn't obvious, Ice Punch's 75 BP shouldn't be used unless it's a 4x weakness. Iron Head can be used over Meteor Mash for 100% accuracy and a good chance to flinch, although I prefer Meteor Mash over the latter for more power and a chance to grab +1 attack. Earthquake is a common coverage move to hit mons like non-Air-Balloon Excadrill and Heatran, Bisharp, Jirachi, Magnezone, and other Mega Metagross.

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Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Volt Switch
- Hydro Pump
- Signal Beam
- Trick

This is a pretty standard set as well. I put Rotom-Wash on this team with Latios because they both cover weaknesses ground and fire, which destroy my team otherwise. Rotom-Wash's excellent typing also covers Latios's ice weakness. I chose to run an offensive modest choice scarf because Modest still allows it to outspeed base 110 and 125 speed tier pokemon. Signal beam is to cover Latios/Latias, Hydro Pump is the only STAB water type coverage my team has, and volt switch for stab pivoting. Trick to cripple walls and stallers like Hippowdon, and even offensive threats by locking them into a setup move.

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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Defog
- Roost

Last but not least, this is also another standard mon on my team (wow what a surprise). Draco for STAB Life Orb boosted 140 BP backed with base 130 special attack. Although HP Fire takes it out of the 350 speed tier, if provides solid coverage against ferrothorn and scizor, cleanly 2HKO-ing and OHKOing them, respectively. Defog is standard entry hazard and screen removal, and roost is to recover HP lost from life orb and general damage.

Latios is on this team for ground type coverage defensively and mainly as a defogger and fighting type tank, as fighting type obliterates my team otherwise.



Well, that's my first RMT, featuring Mega Metagross and VoltTurn. Hope you liked my team, rate according to "this move/EVs/item isn't good on ___ because ___" rather than "this mon ___ is not good for your team, change it to this mon ___ becuase ___".
 
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p cool team. however, i have a few suggestions that can improve it.

first off, i don't like av tyranitar. while its special bulk is insane, it lacks the power needed to make use of the increased bulk. this is usually fine if it's used as a support mon on a sand team, but it isn't the case here. your team definitely appreciates pursuit support to take care of problematic psychic types, so i'm gonna recommend that you use scarf > av on tyranitar, and run max speed and attack. this enables you to outspeed base 115s such as starmie and raikou. this also lets you trap the lati twins with relative ease, especially when paired with rotom's volt switch support (if you decide to keep rotom). as for avalanche, switching it out for superpower enables you to hit opposing steels and tyranitars for more damage. should you feel that hitting garchomp is important though, then ice punch is a decent option as well. even though you already have a scarf magnezone, i do not feel that dual scarfers is a bad option on this team.

next, i don't really like rotom on this team. it doesn't really add much to the overall team, and you already have two solid talonflame checks in landorus t and tyranitar. you also lack good ways of dealing with bulky grounds and weavile. because of this, i feel that keldeo would make for a good change. keldeo, specifically specs, gives you good firepower against typical switch ins to metagross such as hippowdon and garchomp. furthermore, you gain a solid check to scizor should magnezone have fainted already. this is important because mega scizor walls metagross to hell and back, which is obviously not a good thing.

finally, i do not think that HP fire is needed on latios. you already have ways of dealing with ferrothorn and scizor with magnezone, so using psyshock instead would be more beneficial. this enables latios to hit important targets like mega venusaur super effectively, which helps keldeo out a lot, even if you have a mega metagross.

in summary:
av tyranitar > scarf
specs keldeo > rotom
psyshock > hp fire on latios

sets:

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Stone Edge
- Crunch
- Pursuit
- Ice Punch

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

good luck, and hope i helped!
 
p cool team. however, i have a few suggestions that can improve it.

first off, i don't like av tyranitar. while its special bulk is insane, it lacks the power needed to make use of the increased bulk. this is usually fine if it's used as a support mon on a sand team, but it isn't the case here. your team definitely appreciates pursuit support to take care of problematic psychic types, so i'm gonna recommend that you use scarf > av on tyranitar, and run max speed and attack. this enables you to outspeed base 115s such as starmie and raikou. this also lets you trap the lati twins with relative ease, especially when paired with rotom's volt switch support (if you decide to keep rotom). as for avalanche, switching it out for superpower enables you to hit opposing steels and tyranitars for more damage. should you feel that hitting garchomp is important though, then ice punch is a decent option as well. even though you already have a scarf magnezone, i do not feel that dual scarfers is a bad option on this team.

next, i don't really like rotom on this team. it doesn't really add much to the overall team, and you already have two solid talonflame checks in landorus t and tyranitar. you also lack good ways of dealing with bulky grounds and weavile. because of this, i feel that keldeo would make for a good change. keldeo, specifically specs, gives you good firepower against typical switch ins to metagross such as hippowdon and garchomp. furthermore, you gain a solid check to scizor should magnezone have fainted already. this is important because mega scizor walls metagross to hell and back, which is obviously not a good thing.

finally, i do not think that HP fire is needed on latios. you already have ways of dealing with ferrothorn and scizor with magnezone, so using psyshock instead would be more beneficial. this enables latios to hit important targets like mega venusaur super effectively, which helps keldeo out a lot, even if you have a mega metagross.

in summary:
av tyranitar > scarf
specs keldeo > rotom
psyshock > hp fire on latios

sets:

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Stone Edge
- Crunch
- Pursuit
- Ice Punch

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

good luck, and hope i helped!
Thank you for the suggestions. But, why would I run 0 Atk IVs on Keldeo? Is there a specific move in that moveset that utilizes Keldeo's Attack stat?
 
Thank you for the suggestions. But, why would I run 0 Atk IVs on Keldeo? Is there a specific move in that moveset that utilizes Keldeo's Attack stat?
0 Atk IVs on special attackers make it so you take less damage from Foul Play and confusion.
 
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