Hello all! Here's a team I have come up with just recently, but haven't tested much. I would like some opinions on the team before I attempt to ladder with it. So without further ado, here goes! :)
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Protect
- Earthquake
- Meteor Mash
- Ice Punch
Mega Metagross. Here is the star of the show and the intended physical sweeper of the team. I have always loved using metagross because it's ability to switch in with that massive defense stat and dish out a hard hit. I chose the jolly nature because I wanted to take advantage of it's boosted speed, which is the main reason why it is now so threatening. I chose protect over something like bullet punch, pursuit, and zen headbutt because it is supported with ice punch. This metagross is an excellent counter to ground types because it has that protect to get it's speed up when it mega evolves and then can dish out an ice punch, successfully ohko-ing practically any ground type in the game. Earthquake is for coverage against most fire types that don't outspeed and tyranitar and meteor mash is just a powerful stab move that will counter anything like Sylveon or Clefable. Meteor mash also counters Mamoswine and Weavile (once it gets behind a tailwind).
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Fire Blast
- Moonblast
Special Setup Clefable. This is just a very standard setup Clefable set. Clefable is really quite good at luring out a steel or poison move in which I can switch into metagross on. Clefable has always been known as one of the best calm minders in the game and doesn't really need too much explanation. Moonblast is for anything like Mandibuzz, Dragonite, etc, and Fireblast is to counter Bisharp and Ferrothorn. Max def to successfully switch in on most physical threats.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
- Rapid Spin
- Confuse Ray
- Scald
- Haze
Fast Solid Support Tentacruel. I hate rocks. Rapid Spin fixes that. Tentacruel works as an effective special stop to almost anything but earth power and thunderbolt. It also provides another stop to dangerous Fairies that may want to setup on me. Confuse Ray is just something I like to have fun and annoy people with. Confuse ray has won really close battles for me and I enjoy watching that hax. Scald is just so it has some way to fend for itself and actually deal out damage.
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Foul Play
- Defog
- Roost
- Tailwind
Physically defensive Mandibuzz. This is perhaps one of my favorite physical walls out there because of it's resistance to knock off and it will stop almost any physical threat in the game in their tracks. Foul play is meant specifically to counter metagross. Defog cause I hate rocks, especially on a team like this that switches around alot. Tailwind is so Mega Met can outspeed weavile and greninja and stuff like that.
Gengar @ Black Sludge
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Disable
- Shadow Ball
The ever elusive support Gengar. I just love these things. I wanna hug em to death. This thing is excellent on stopping any threat at all. Bring it in. Sub, then disable, then willo. Anything without a form of health recovery will be extremely annoyed by this. When people see a Gengar, they usually thing "Hey, that thing's frail, let me just recklessly attack. I'm sure it won't be a problem!" Well, supportive Gengar's frailness is made up for in it's speed. Within 3 turns, it has already made up for the substitute health it lost with it's black sludge, while potentially neutralizing a physical threat. Shadowball is so it has a way to stand on it's own and it also counters things like Victini.
Landorus (M) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Hidden Power [Ice]
- Earth Power
- Stealth Rock
- U-turn
Stealth Rock Landorus. I was in a bit of a pickle of what to do with the last spot here. I wanted something Specially Defensive, resisted Ground, and had Stealth Rocks. If a pokemon like that exists, please let me know, but this is what I have for now. A couple days ago, this was a physically defensive Landorus Therian with Knock Off, Earthquake, Uturn, and Rocks. It was max defense, and max attack. It preformed subparly. It barly killed anything and sometimes failed at getting rocks up. I attempted to substitute it with it's other form. This is basically the same thing except fast and and bulky. The hp ice is to take out opposing Landorus's and Gliscors. Earthpower is for powerful stab and U-Turn is just for that bit of chip Damage. I'm not too happy with this set and I'd like something that meets the criteria listed above.
Well, there's the team. Please don't hold back in the feedback. Get a little rude if you want. My mama always said "you'll never get good at something unless you're told your bad at it". Thanks for reading and feedback.
PS: Mega Milotic, Water Dragon, Magic Guard, +20 spattack +50 spdef +30 def, yes or no?
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Protect
- Earthquake
- Meteor Mash
- Ice Punch
Mega Metagross. Here is the star of the show and the intended physical sweeper of the team. I have always loved using metagross because it's ability to switch in with that massive defense stat and dish out a hard hit. I chose the jolly nature because I wanted to take advantage of it's boosted speed, which is the main reason why it is now so threatening. I chose protect over something like bullet punch, pursuit, and zen headbutt because it is supported with ice punch. This metagross is an excellent counter to ground types because it has that protect to get it's speed up when it mega evolves and then can dish out an ice punch, successfully ohko-ing practically any ground type in the game. Earthquake is for coverage against most fire types that don't outspeed and tyranitar and meteor mash is just a powerful stab move that will counter anything like Sylveon or Clefable. Meteor mash also counters Mamoswine and Weavile (once it gets behind a tailwind).
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Soft-Boiled
- Fire Blast
- Moonblast
Special Setup Clefable. This is just a very standard setup Clefable set. Clefable is really quite good at luring out a steel or poison move in which I can switch into metagross on. Clefable has always been known as one of the best calm minders in the game and doesn't really need too much explanation. Moonblast is for anything like Mandibuzz, Dragonite, etc, and Fireblast is to counter Bisharp and Ferrothorn. Max def to successfully switch in on most physical threats.

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
- Rapid Spin
- Confuse Ray
- Scald
- Haze
Fast Solid Support Tentacruel. I hate rocks. Rapid Spin fixes that. Tentacruel works as an effective special stop to almost anything but earth power and thunderbolt. It also provides another stop to dangerous Fairies that may want to setup on me. Confuse Ray is just something I like to have fun and annoy people with. Confuse ray has won really close battles for me and I enjoy watching that hax. Scald is just so it has some way to fend for itself and actually deal out damage.

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Foul Play
- Defog
- Roost
- Tailwind
Physically defensive Mandibuzz. This is perhaps one of my favorite physical walls out there because of it's resistance to knock off and it will stop almost any physical threat in the game in their tracks. Foul play is meant specifically to counter metagross. Defog cause I hate rocks, especially on a team like this that switches around alot. Tailwind is so Mega Met can outspeed weavile and greninja and stuff like that.

Gengar @ Black Sludge
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Substitute
- Will-O-Wisp
- Disable
- Shadow Ball
The ever elusive support Gengar. I just love these things. I wanna hug em to death. This thing is excellent on stopping any threat at all. Bring it in. Sub, then disable, then willo. Anything without a form of health recovery will be extremely annoyed by this. When people see a Gengar, they usually thing "Hey, that thing's frail, let me just recklessly attack. I'm sure it won't be a problem!" Well, supportive Gengar's frailness is made up for in it's speed. Within 3 turns, it has already made up for the substitute health it lost with it's black sludge, while potentially neutralizing a physical threat. Shadowball is so it has a way to stand on it's own and it also counters things like Victini.

Landorus (M) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 4 Def / 252 Spe
Naive Nature
- Hidden Power [Ice]
- Earth Power
- Stealth Rock
- U-turn
Stealth Rock Landorus. I was in a bit of a pickle of what to do with the last spot here. I wanted something Specially Defensive, resisted Ground, and had Stealth Rocks. If a pokemon like that exists, please let me know, but this is what I have for now. A couple days ago, this was a physically defensive Landorus Therian with Knock Off, Earthquake, Uturn, and Rocks. It was max defense, and max attack. It preformed subparly. It barly killed anything and sometimes failed at getting rocks up. I attempted to substitute it with it's other form. This is basically the same thing except fast and and bulky. The hp ice is to take out opposing Landorus's and Gliscors. Earthpower is for powerful stab and U-Turn is just for that bit of chip Damage. I'm not too happy with this set and I'd like something that meets the criteria listed above.
Well, there's the team. Please don't hold back in the feedback. Get a little rude if you want. My mama always said "you'll never get good at something unless you're told your bad at it". Thanks for reading and feedback.
PS: Mega Milotic, Water Dragon, Magic Guard, +20 spattack +50 spdef +30 def, yes or no?