I have started playing competitive pokemon again and I wanted to make a generally offensive/some defense mega metagross team. My team is rather generic id say because there isnt anything that is not unpopular, but I wanted to see how I can improve it. I have been playing with it for a while and i am almost 1400 so it isn't that bad. So, here's my team.
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Hammer Arm
Mega Metagross is obviously the main dude that I built the team around. I don't use the rock polish set because I use metagross to just generally punch holes in things and then heal him up with healing with from latias. Clear body for obvious reasons, so many lando-ts come in thinking that i mega evolve before he switches out......I went standard evs in attack speed and defense and jolly nature for max 350 speed so I can outspeed most things. Meteor mash and zen headbutt are required for coverage and instead of eq I went hammer arm because it has generally better coverage and air ballon doesnt affect it. The speed drop sucks but gotta deal with it. I went bullet punch as opposed to grass knot, thunder punch, etc. because of again, the priority and being able to kill any scarfers that i get low. I was gonna go grassknot because slowbro was making me angry, but I decided against it because I can deal with slowbro generally.
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Scald
- Calm Mind
- Secret Sword
I picked Keldeo because he compliments Metagross quite well and takes care of some of his weaknesses, although both are still weak to talonflame, but I got that covered. I was split over specs or sub set and I eventually picked the sub one, but specs I feel can work well too as I tend to not get too many opportunities to set up with this set because when i substitute and calm mind, they always have some sort of counter that can either OHKO me or almost. So I might switch this for specs so that I have quick damage to dish out rather than try to set up and fail, but sometimes this set really pays off. Alot of the time you can catch people off guard and start setting up. I use leftovers so i don't get too low of of subbing, standard eves in Spa Spe and Def and standard moves, sub, cm, scald and SS. All standard, the only reason I use keldeo is because as I mentioned he compliments Metagross by taking of ground and fire types while metagross takes on the fairy ones and he is just really strong in the metagame as well. I dont really have a preference for specs or subcm as they are both good in differen't scenarios, so ill just stick to this set for now.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- U-turn
- Stone Edge
- Knock Off
- Earthquake
Landorus-t forms the volt-turn core with Rotom-W that I will talk about under. In addition to beating stuff up with metagross, I also use the infamously strong lando-t rotom-w volt turn core. The reason why is because rotom-w helps the keldeo metagross core mostly by stopping talon flame in his tracks and by tanking most physical moves thrown at the two. Lando-t in turn compliments rotom-w by reducing the attack of physical threats, such as talon flame, and by forming the core with him. Rotom also tanks the water and ice thrown at him. Both can constantly keep the offensive pressure up. i run scarf on him since he outspeeds almost anything with it and is my general revenge killer. I run jolly for max speed, standard evs with some in defense to tank physical hits a bit better after the intimidate. I run U-turn for obvious reasons along with EQ and SE for coverage, but instead of explosion or superpower I run the knock off because it has great utility and it hits psychic types, something that metagross nor the rest of the team can really hit super effectively. Also you may have noticed by now that I really don't have many offensive options against grass, so U-turn actually helps me out pretty well in that case.
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Thunderbolt
- Draco Meteor
- Healing Wish
Latias is my offensive support. The healing wish helps out especially metagross later on after he starts to punch holes in things in the early game. Standard Latias with life orb for damage, timid to outspeed, max evs in speed for the same reason, and evs in spA and some in HP for the extra bulk. Defog isn't too necessary on this team, but it certainly helps. Half my team levitates so spikes can't hurt them, toxic spikes hurts no one but keldeo, and no one is weak to SR. I chose Draco for obvious reasons, the whole reason why this latias is considered offensive really. I chose the T-bolt over the psyshock because my team is pretty well off against fighting types as opposed to water. Latias resists them, Metagross has zen for them, etc. Even though I have volt switch on Rotom-W and power whip on the ferro, i would rather carry t-bolt than psyshock on Latias. This is generally just because water types are more threatening to Metagross than fighting types, for example, Slowbro, and most slowbros dont see the t-bolt coming either.
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect
Really the reason why I picked ferrothorn is because of the fact that I need an SR setter and I needed something that could hurt water types(I need to kill slowbro) and I needed something very tanky and annoying in general, otherwise I wouldve picked heatran. I could still probably go heatran since he is more on the offensive side and can hit grass and steel, something that the rest of my team can't really hit, but I'll stick with ferrothorn for now since so many opponents can't do anything to him without the zone and dealing with steel types isn't so hard due to hammer arm on metagross and popular grass types are dual typed so either metagross can take them or lando-t can wear them down. Maybe if I had no way to deal with talonflame id go heatran. Ferrothorn can lives so many hits and can wear so many opponents down to set metagross or sometimes maybe even keldeo for a sweep. I go standard mixed tank with the proportional evs in all defensive stats, relaxed nature to help with the special side and i go the standard SR but instead of gyro ball i go power whip because it deals tons of damage to water types and more damage in general than gyro ball. Leech seed and protect stall also help out alot in wearing teams down.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-W helps out alot as ive mentioned in the previous ones. He helps the keldeo metagross core by beating things such as talonflame. He is extremely bulky, as i run the typical defensive set, and has really good typing of course. WOW helps wear down things to set up for a sweep and is just annoying in general combined with ferrothorn and lando-t. Lando-t for the volt turn core, and ferrothorn for the utility core. I run the typical bulky evs with leftovers and some speed to outspeed certain threats. I run the obvious voltswitch, WOW, hydropump for damage and painsplit to stay healthy on a predicted switch. I could've went the chestoresto but that is only a one time use.
So these are some of the things I'm not too sure on.
- Rock polish or All out Metagross
- Specs or SubCM Keldeo
- Ferrothorn or Heatran
- Earthquake instead of hammer arm or grassknot or something else instead of bullet punch (if i stay all out metagross)
- psyshock or t-bolt
- any other stuff
Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Hammer Arm
Mega Metagross is obviously the main dude that I built the team around. I don't use the rock polish set because I use metagross to just generally punch holes in things and then heal him up with healing with from latias. Clear body for obvious reasons, so many lando-ts come in thinking that i mega evolve before he switches out......I went standard evs in attack speed and defense and jolly nature for max 350 speed so I can outspeed most things. Meteor mash and zen headbutt are required for coverage and instead of eq I went hammer arm because it has generally better coverage and air ballon doesnt affect it. The speed drop sucks but gotta deal with it. I went bullet punch as opposed to grass knot, thunder punch, etc. because of again, the priority and being able to kill any scarfers that i get low. I was gonna go grassknot because slowbro was making me angry, but I decided against it because I can deal with slowbro generally.

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Scald
- Calm Mind
- Secret Sword
I picked Keldeo because he compliments Metagross quite well and takes care of some of his weaknesses, although both are still weak to talonflame, but I got that covered. I was split over specs or sub set and I eventually picked the sub one, but specs I feel can work well too as I tend to not get too many opportunities to set up with this set because when i substitute and calm mind, they always have some sort of counter that can either OHKO me or almost. So I might switch this for specs so that I have quick damage to dish out rather than try to set up and fail, but sometimes this set really pays off. Alot of the time you can catch people off guard and start setting up. I use leftovers so i don't get too low of of subbing, standard eves in Spa Spe and Def and standard moves, sub, cm, scald and SS. All standard, the only reason I use keldeo is because as I mentioned he compliments Metagross by taking of ground and fire types while metagross takes on the fairy ones and he is just really strong in the metagame as well. I dont really have a preference for specs or subcm as they are both good in differen't scenarios, so ill just stick to this set for now.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- U-turn
- Stone Edge
- Knock Off
- Earthquake
Landorus-t forms the volt-turn core with Rotom-W that I will talk about under. In addition to beating stuff up with metagross, I also use the infamously strong lando-t rotom-w volt turn core. The reason why is because rotom-w helps the keldeo metagross core mostly by stopping talon flame in his tracks and by tanking most physical moves thrown at the two. Lando-t in turn compliments rotom-w by reducing the attack of physical threats, such as talon flame, and by forming the core with him. Rotom also tanks the water and ice thrown at him. Both can constantly keep the offensive pressure up. i run scarf on him since he outspeeds almost anything with it and is my general revenge killer. I run jolly for max speed, standard evs with some in defense to tank physical hits a bit better after the intimidate. I run U-turn for obvious reasons along with EQ and SE for coverage, but instead of explosion or superpower I run the knock off because it has great utility and it hits psychic types, something that metagross nor the rest of the team can really hit super effectively. Also you may have noticed by now that I really don't have many offensive options against grass, so U-turn actually helps me out pretty well in that case.

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Thunderbolt
- Draco Meteor
- Healing Wish
Latias is my offensive support. The healing wish helps out especially metagross later on after he starts to punch holes in things in the early game. Standard Latias with life orb for damage, timid to outspeed, max evs in speed for the same reason, and evs in spA and some in HP for the extra bulk. Defog isn't too necessary on this team, but it certainly helps. Half my team levitates so spikes can't hurt them, toxic spikes hurts no one but keldeo, and no one is weak to SR. I chose Draco for obvious reasons, the whole reason why this latias is considered offensive really. I chose the T-bolt over the psyshock because my team is pretty well off against fighting types as opposed to water. Latias resists them, Metagross has zen for them, etc. Even though I have volt switch on Rotom-W and power whip on the ferro, i would rather carry t-bolt than psyshock on Latias. This is generally just because water types are more threatening to Metagross than fighting types, for example, Slowbro, and most slowbros dont see the t-bolt coming either.

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect
Really the reason why I picked ferrothorn is because of the fact that I need an SR setter and I needed something that could hurt water types(I need to kill slowbro) and I needed something very tanky and annoying in general, otherwise I wouldve picked heatran. I could still probably go heatran since he is more on the offensive side and can hit grass and steel, something that the rest of my team can't really hit, but I'll stick with ferrothorn for now since so many opponents can't do anything to him without the zone and dealing with steel types isn't so hard due to hammer arm on metagross and popular grass types are dual typed so either metagross can take them or lando-t can wear them down. Maybe if I had no way to deal with talonflame id go heatran. Ferrothorn can lives so many hits and can wear so many opponents down to set metagross or sometimes maybe even keldeo for a sweep. I go standard mixed tank with the proportional evs in all defensive stats, relaxed nature to help with the special side and i go the standard SR but instead of gyro ball i go power whip because it deals tons of damage to water types and more damage in general than gyro ball. Leech seed and protect stall also help out alot in wearing teams down.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-W helps out alot as ive mentioned in the previous ones. He helps the keldeo metagross core by beating things such as talonflame. He is extremely bulky, as i run the typical defensive set, and has really good typing of course. WOW helps wear down things to set up for a sweep and is just annoying in general combined with ferrothorn and lando-t. Lando-t for the volt turn core, and ferrothorn for the utility core. I run the typical bulky evs with leftovers and some speed to outspeed certain threats. I run the obvious voltswitch, WOW, hydropump for damage and painsplit to stay healthy on a predicted switch. I could've went the chestoresto but that is only a one time use.
So these are some of the things I'm not too sure on.
- Rock polish or All out Metagross
- Specs or SubCM Keldeo
- Ferrothorn or Heatran
- Earthquake instead of hammer arm or grassknot or something else instead of bullet punch (if i stay all out metagross)
- psyshock or t-bolt
- any other stuff