XY OU Mega Metagross Team

Hey, this is my second RMT here, I'm looking for rates/advice on my new team :)
This is probably the most successful team I've ever had but it has a few holes (Damn you lopunny and mega-alakazam)

Team Building Process:
I had never used mega-metagross when I made this team so I wanted to try it out, and jesus its good.
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Next I was thinking of pokemon with good synergy with metagross to match up with. I decided his first partner would be keldeo because they have pretty good offensive and defensive synergy, and keldeo can be a win condition against things not ready for SubCM. And i decided to make metagross the wallbreaker set.
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I noticed they were both able to be KO'd by talonflame, which is no bueno. And i needed rocks, so i decided to add this new threat people call tankchomp.
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Next I needed something to take care of slowbro's and to be a bit bulky on the special side. AV Raikou seemed to be a good fit for this spot, and he allowed me to get volt switch to help maintain momentum, which is always nice.
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At this point I felt weak to dragon dancers and other kings of setup, so i chose to go with scarf lando-t (no way!). he makes a great voltturn core with raikou and checks an enormous amount of stuff. very good bulk and damage throughtout the match

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The final member of the team took a lot of thinking about, but i eventually decided on using a bulky starmie (not reflect type though). Starmie is great for spinning away rocks (I don't need it to do this job amazingly well, its just a nice bonus, since nothing is really weak to them. spikes are another story.) It does a good job of checking keldeo who i was weak to otherwise. (i still kinda am, but its really not too bad if i play around it.)
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Metagross @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot

This is the guy that I decided to build around. I went for the standard wallbreaker set. Meteor mash is chosen over iron head because i like +1 hax better than flinch hax. Zen Headbutt is secondary stab, you see it on every metagross. Nothing special. Hammer arm for steels that resist the stabs, I try to use it as a hit and run move because I hate the speed drop. Grass knot for slowbro, hippowdon, etc that try to wall me.

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Keldeo-Resolute @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Secret Sword

Keldeo is my win condition a lot of the time vs stall once chansey/quagsire are gone and even sometimes against balance/offense. SubCM can really damage people who try to make crazy predictions trying to avoid the specs set. It hits a lot of the stuff megagross has trouble with and just a super scary and powerful pokemon in general.

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

The guy who rose to fame and takes 50% of your hp away without hitting you. Pretty reliable rocker. I've tried fire blast in the last slot but toxic usually seems to work better with this team as i dont really have trouble with skarmory since i have starmie and raikou. Ferrothorn isn't really a problem, even though i dont have a single fire move lol. He's just pretty easy to play around.
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Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Psyshock
- Scald
- Recover
- Rapid Spin

My main keldeo check. Psyshock over psychic in case of SubCM keldeo or other fat special mons. Scald for the burn hax we all love. Recover for longevity. Rapid spin for removing hazards in a pinch, although its not really a priority for this team. I have considered running hp fire over rapid spin. Starmie is naturally fast and can serve as a revenge killer in clutch situations.

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Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory

Again, pretty standard. I went for extrasensory over shadow ball so i can deal with venusaur a bit better. Its main job is to take on slowbros and stuff like that, and it does it pretty well. It's fast and bulky so it is useful versus offense, balance and stall. If you haven't tried him out I highly recommend it.

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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 60 Def / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

The last member of the team. The ev spread is to outspeed Mega-Alakazam and hit it with a u-turn. the extra evs are in defense to take hits a little bit better. You see him on a huge chunk of teams, so pretty standard again. He checks a huuuuge portion of the physical metagame, especially sand offense so he is pretty necessary so i dont lose a pokemon every time excadrill comes in. Great synergy with the raikou.

Threatlist:
Mega-Lopunny: with ice punch my only hope is to wear it down with tankchomp and revenge kill it with scarf lando-t.
Mega-Alakazam: it just 6-0's me after a little prior damage
Mega-Sableye: I have no fairy moves lol. If I predict right keldeo can beat non-cm variants, but i just straight up lose to cm sableye.

Importable
Metagross @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot

Keldeo-Resolute @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Secret Sword

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Psyshock
- Scald
- Recover
- Rapid Spin

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 60 Def / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
 
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Hey nice team!

Mega Lopunny doesn't look too big of a threat since you have Tank Chomp and Lando-T, but Azumarill and Mega Altaria do. Mega Metagross is the only thing that resists fairy on your team and Azumarill can do major damage with Knock Off, and Mega Altaria can use Earthquake and Fire Blast. Bisharp is also a huge threat as it can sweep once Keldeo is gone, especially if it takes advantage of Lando-T's intimidate. Once change that can help with all those 3 and Lopunny is Talonflame > Lando-T. Your team lacked priority and Talonflame (252 Atk Jolly Sharp Beak) is able to 1HKO Mega Lopunny, 1HKO Mega Alakazam 62.5% of the time, give Azumarill 56-67% with Brave Bird, and check Mega Altaria decently. Bisharp can be killed with Flare Blitz, but still remains as a threat since it can kill Talonflame with Sucker Punch. Talonflame can also set up on Mega Sableye (without Foul Play) and if you decide to run the stall breaker set, you'll gain a check to Charizard-Y, something your team doesn't handle too well. Adding Talonflame will give you a fire type, something that's great to have offensively and defensively gives you another fairy resistance. Finally, I have 1 suggestion for Mega Metagross.
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Metagross should have 252 Atk / 4 Def / 252 Spe. Grass Knot is to hit Slowbro and Hippowdon, and since 3/4 of your attacks are physical, it's better to run 252 Atk instead. You could potentially run Pursuit > Grass Knot to kill Latios and Latias since they check Keldeo, and you can get rid of Hippowdon and Slowbro with Keldeo and Raikou respectively, so Grass Knot isn't completely necessary (run Jolly if you decide to replace Grass Knot). Having a trapper is really useful in the current metagame, and Pursuit will also help kill Tornadus-T, instead of letting it recover and be a constant problem.

A new threat to think about would be Sand Rush Excadrill, as Garchomp will be the only safe switch in. Hope I helped ^_^

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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Or

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp / Taunt (Taunt helps avoid Toxic, which prevents Talonflame from setting up)
 
Hey nice team!

Mega Lopunny doesn't look too big of a threat since you have Tank Chomp and Lando-T, but Azumarill and Mega Altaria do. Mega Metagross is the only thing that resists fairy on your team and Azumarill can do major damage with Knock Off, and Mega Altaria can use Earthquake and Fire Blast. Bisharp is also a huge threat as it can sweep once Keldeo is gone, especially if it takes advantage of Lando-T's intimidate. Once change that can help with all those 3 and Lopunny is Talonflame > Lando-T. Your team lacked priority and Talonflame (252 Atk Jolly Sharp Beak) is able to 1HKO Mega Lopunny, 1HKO Mega Alakazam 62.5% of the time, give Azumarill 56-67% with Brave Bird, and check Mega Altaria decently. Bisharp can be killed with Flare Blitz, but still remains as a threat since it can kill Talonflame with Sucker Punch. Talonflame can also set up on Mega Sableye (without Foul Play) and if you decide to run the stall breaker set, you'll gain a check to Charizard-Y, something your team doesn't handle too well. Adding Talonflame will give you a fire type, something that's great to have offensively and defensively gives you another fairy resistance. Finally, I have 1 suggestion for Mega Metagross.
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Metagross should have 252 Atk / 4 Def / 252 Spe. Grass Knot is to hit Slowbro and Hippowdon, and since 3/4 of your attacks are physical, it's better to run 252 Atk instead. You could potentially run Pursuit > Grass Knot to kill Latios and Latias since they check Keldeo, and you can get rid of Hippowdon and Slowbro with Keldeo and Raikou respectively, so Grass Knot isn't completely necessary (run Jolly if you decide to replace Grass Knot). Having a trapper is really useful in the current metagame, and Pursuit will also help kill Tornadus-T, instead of letting it recover and be a constant problem.

A new threat to think about would be Sand Rush Excadrill, as Garchomp will be the only safe switch in. Hope I helped ^_^

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Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost

Or

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Will-O-Wisp / Taunt (Taunt helps avoid Toxic, which prevents Talonflame from setting up)

Thanks I'll try out both talonflame sets, the first one seems like it'll help a lot since i dont have any fire moves.
The only thing im worried about is i dont really have a switch in to lopunny so it basically gets a kill every time it comes in.

Also, IDK why when i imported the team it had 252 spatk ev's xD it's not like that in the actual team which is strange.
 
Thanks I'll try out both talonflame sets, the first one seems like it'll help a lot since i dont have any fire moves.
The only thing im worried about is i dont really have a switch in to lopunny so it basically gets a kill every time it comes in.

Also, IDK why when i imported the team it had 252 spatk ev's xD it's not like that in the actual team which is strange.

Yeah switching into attacks will be harder since you'll have to mainly rely on Garchomp, gl with both of the sets, and don't forget to double check the EV's next time ;)
 
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