ORAS OU Mega Metagross Offence

Hey Smogon, Puzzle King here back with another RMT. With ORAS coming out in a few days, I thought that I should take the opportunity to post my first ORAS OU RMT. Since the ORAS OU ladders release on showdown, I've been laddering using several of the new megas that have been released in ORAS. I had the most success with this team that I made based around Mega Metagross (excluding my MegaMence team which I won't do an RMT on as MegaMence is going to be undoubtedly banned to Ubers) and I got to 1550. Anyways, on with the team.

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Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Ice Punch
- Zen Headbutt
- Bullet Punch

Let's begin with the monster itself, Mega Metagross is the mon that I decided to build the team around. With an amazing 145 attack stat, 110 base speed and a great ability in Tough Claws, Metagross is one of the best megas have come out of ORAS to date. The moveset and EVs are fairly standard. Meteor Mash is the main move to spam and does massive damage to anything that doesn't resist it, especially after STAB and the Tough Claws Boost, and the chance to raise attack is nice. Zen Headbutt is the other STAB move I use that helps me with coverage, punishing any Fighting or Poison types foolish enough to stay in on this monster. Ice Punch helps with many dangerous threats like Gliscor, Lando-T, the Lati twins and of course, the abomination that is Mega Salamance. As most Mega Metagross carry Earthquake over Ice Punch, Ice Punch allows me to catch these mons by the surprise and do massive amounts of damage to them. Bullet Punch rounds of the moveset, allowing me to come in on weakened mons and revenge kill them with Bullet Punch. The EVs maximize attack and speed, allowing Metagross to be a decently fast sweeper while still having good mixed bulk (150 Defense and 110 Special Defense). Jolly over Adamant as it allows Metagross to outspeed several quicker threats.

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Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 176 Def / 80 SpA
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

CM Clefable is the second member of the team. Its mainly a late game cleaner and Stallbreaker but can be used as a mid-game set-up sweeper if needed. It is still very strong in the new ORAS metagame and can take on several of the new threats like Mega Sceptile, Mega Gallade not running Poison Jab and MegaMence that hasn't set up. It is the old XY OU standard LO CM moveset with max HP investments and investments in Defense, so Clefable can more effectively stallbreak mons like Chansey (2HKOing it at +6), and SpAtk, allowing Clefable to take down Latias and AV Conk at +1. The moveset is pretty easy to understand as well, with Calm Mind as the boosting move, Moonblast as the main spammable STAB and Soft-Boiled for regeneration. Flamethrower is there to prevent Bisharp, Ferrothorn, Skarmory as well as Mega Beedrill and Magnezone, two mons becoming increasingly popular in ORAS OU, from switching in safely. Life Orb is the item of choice as it boosts Clefable's attacking presence at no cost due to Magic Guard negating the LO recoil.

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Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Reversal

Dugtrio is my trapper and revenge killer. Its main purpose is to remove T-tar, Heatran and other pesky mons which wall my team. Reversal becomes a devastating 200 base powered move when focus sash activates and helps me to take out a good portion of the metagame in one hit. Earthquake is a nice STAB move that I can use in order to deal with many Steel types. Stone Edge is for flying types like M-Pinsir and created a nice EdgeQuake combo which has pretty good neutral coverage. Sucker Punch helps me take out some faster targets that have been weakened. The EVs are really self-explanatory with max investments in attack and speed. The Focus Sash is so that I can more easily utilize Reversal.
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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 120 HP / 252 Atk / 136 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Talonflame is my secondary physical sweeper and is great for cleaning up late game. SD Talonflame complements the team well as both Heatran and T-tar can easily be dealt with by Dugtrio, hence giving Talonflame more room to set up and sweep. The set aims to allow Talonflame to take a hit to set up and proceed to sweep. Swords Dance is the boosting move of choice and makes Talonflame a deadly threat after just one boost. Brave Bird is the main attacking move as it becomes a priority move due to Gale Wings. Flare Blitz is to deal with mons like Thundurus, Excadrill and Skarmory, all of which resist Talonflame's main STAB. Roost is to heal back up and increases Talonflame's longevity. The EVs allow Talonflame to outspeed the likes of Thundurus, which can stop a Talonflame sweep in its tracks and the rest of the EVs are put into attack and HP to allow for some damage output and a bit of bulk so that Talonflame can set up. Sharp Beak over Life Orb and Talonflame will be easily worn down by Life Orb and Flare Blitz/Brave Bird recoil.

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Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 104 Def / 152 Spe
Impish Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Knock Off

Mew is my support mon and bulky pivot. I originally used Latios in this spot, but I wanted a Knock User and something a bit bulkier, and Mew fit the bill perfectly. Defog is the main move on this set, removing entry hazards on both sides of the field. Soft-Boiled provides recovery, allowing Mew to clear entry hazards throughout the game. Will-O-Wisp can burn the opposing Pokemon, slowly wearing them out and and crippling most physical attackers. Knock Off is crucial in the last to reduce Mew's passivity and remove items from Pokemon such as Heatran and Landorus. The EVs allow Mew to burn mons like Mega Heracross and Mega Tyranitar with max speed investments before they attack. The rest is put into defense and HP to allow mew to become more physically bulky.

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Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Hidden Power [Electric]
- Scald
- Secret Sword

Keldeo is my secondary special sweeper and late game cleaner. I put it on the team as it compliments Mega Metagross well, setting up on almost all of its checks and counters. With Calm Mind, Keldeo uses its fairly unique typing, high power, and good natural bulk to set up and sweep the opposing team. Scald is chosen over Hydro Pump as it has a more reliable accuracy and a nice chance to burn. Secret Sword is Keldeo's secondary STAB move, receiving great coverage with Keldeo's Water-type STAB attacks and hitting special walls such as Chansey for super effective damage. Lastly, HP Electric is so that Keldeo can take on bulky waters and flying types looking to switch in and defeat Keldeo. Leftovers is the preferred item choice to increase Keldeo's longevity, making it easier for Keldeo to set up multiple Calm Minds.

Well, that's the team. Please leave any comments or suggestions you have down below. Constructive Criticism is always appreciated.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Ice Punch
- Zen Headbutt
- Bullet Punch

Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 176 Def / 80 SpA
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Reversal

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 120 HP / 252 Atk / 136 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 104 Def / 152 Spe
Impish Nature
- Defog
- Soft-Boiled
- Will-O-Wisp
- Knock Off

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Hidden Power [Electric]
- Scald
- Secret Sword

Cheers!
-PK
 
Hey there, nice team! Seems pretty solid overall, I have a couple of suggestions though :

- Dark Pulse+Gunk Shot Greninja can give you a lot of trouble, since it outspeeds and 2HKOs everything on your team bar Talonflame. One way to fix this would be to give Keldeo a Choice Scarf, since that enables it to switch into almost any move decently (ESensory and HP Grass/Grass Knot are both rare in ORAS, so the most Greninja can really do in most cases is Gunk Shot which does hurt a lot but which Keldeo still lives). This also makes you less weak to Scarf Landorus-T who can easily wear down Clefable with repeated U-Turns, and Mega-Manectric who can also be a pain and can also chip away at Clefable quite easily.

- It's not common in ORAS but Charizard-Y can be a big problem for you, it switches in on Mew or Clefable very easily and you have no switchins to it besides Talonflame who can't reliably beat it. Dugtrio can revenge kill it but YZard can switch out of it, Keldeo can revenge kill it but still loses 1v1, same for MMetagross. As I said, this isn't really an issue since YZard is rare, but you could always run a Lati over Mew if this becomes a problem.

- Charizard-X is also a big threat : it easily sets up on Mew, and Dugtrio can't actually OHKO it so it loses if XZard is at +1. Running Choice Scarf Keldeo kinda alleviates this weakness though. Another thing you could do is actually ditch Dugtrio for Landorus-T, given that Keldeo deals with the stuff Dugtrio traps decently I don't think that's too much of a problem. YOu do end up with a bigger weakness to Heatran though, which is unfortunate, but if you decide to run a Lati over Mw then running Earthqauke on it enables you to lure it, so that's an option.

- I would consider running Grass Knot on MMetagross simply because that lets you deal with bulky waters which your team is pretty weak to. You do have HP Electric Keldeo which certainly helps but I'm not sure it's strong enough to deal with them that well. (For instance, if MSlowbro gets a CM off on Dugtrio or Mew, Keldeo can't even 3HKO it. Same applies to Crocune). Since there are fewer reliable answers to MMetagross than there are to Keldeo, people are more likely to switch there bulky waters in on MMetagross, therefore making it a more effective lure. Also makes it a better wallbreaker in general since a lot of stall teams have a bulky water as their answer to MMetagross (though Skarm is still annoying) Besides, I don't think Bullet Punch is necessary on MMetagross so you can afford to drop it, though the ability to pick off weakened Greninja is admittedly pretty nice.

- Finally, I would run Stealth Rock on Dugtrio. Your team lacks Stealth Rock support, and although Dugtrio isn't a very good SR setter, there are a lot of times where you have nothing better to do than lay down SR with it (usually after you've trapped something and Dugtrio is useless, and the opponent sent in something to bulky to care about any of Dugtrio's attacks). Furthermore, Sucker Punch is really situational and honestly kinda useless, yeah it can kinda finish off Greninja, but it does such ridiculously small damage that even if Greninja went for say, Ice Beam the previous turn and lost its Dark resistance it still needs to be at 50% to actually die from Sucker Punch+2 rounds of LO recoil, so I don't think it's worth it.

Otherwise, this is a nice team. Hope this rate helps!
 
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Nice team...try Unaware Clefable to patch up that small weakness to Suicune/M-Slowbro and stuff. Instead of Dugtrio I'd prefer Lando-T to provide you a buffer form physical attackers,and you seem to have a bit of problem with stall? So try stallbreaker Talonflame,to give you a way around it; Greninja also seems to have a field day with this team, so I'll be leftfield and suggest Porygon2 > Keldeo....and if you want you can use Psych up on him as niche way to counter opposing CM'ers thus alowing you to keep Magic Guard on Clefable. Just some thoughts. Also if you were to run Lando-T,Impish please.
 
Hey PK cool team ^^

I agree with almost everything albacore said, however I have an alternative ''fix'' for the problematic with bulky waters, which is goth over dug. This allows you to not only trap grounded opponent but everything not holding a shed shell or being dead. Goth can come in and get a +6/+6 against heatran, allowing it to sweep the opponents team if dark types are out of the way, thanks to its good speed when holding a choice scarf. This also helps against sableye less stall (and even sableye stall as it can remove stuff such as chansey, clef, bulky waters etc. one by one) remember to take the scarf back before psychic'ing them to dead!

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Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Calm Mind
- Trick
- Rest
- Psychic
 
Thanks for your rates! I'll test all of your suggestions out and make the changes accordingly. It seems that Scarfed Keldeo solves most of my major issues so I'll be sure to see how that goes.

Cheers!
-PK
 
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