ORAS OU Mega Metagross Victini COMBOOOOOO

Hi guys, this is my 4th team, and I really like it's basis. But I'm struggling to win matches with it, I need some help with it. I based my team around Victini and then thought metagross would make a good combo to help him out. This is what I got so far.


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Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Trick
- U-turn
Victini is an all around BOSS, he can take a physically defensive Rotom W down with 2 V creates, it's hilarious. The one problem he runs into is pursuit trappers, but he has a decent speed stat so the ones that pose the most of a threat to him are scarf TTAR and Weavile, plus Bisharp if I already used V create, as I lower my speed so he can land a juicy revenge kill on me. I run Bolt Strike which was a good move in the first place, but gains importance thanks to everyone running Volcanion, they see my V create coming, and switch to volc. But it's easy to predict and I can hammer out a 1 hit KO with Bolt strike. Trick are for the pesky pokemon that normally wall my victini, as I can just switch their items and then they are left defenseless, It also helps if I can predict a pursuit trapper entering the fray. U-turn is what I use when I first play Victini onto the field, I can gauge who will be played in return to my flaming midget and then gain an advantage of making them switch by pressuring with a counter to their solution.
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Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Punch
- Rock Polish
- Meteor Mash
- Zen Headbutt
Metagross is an amazing pokemon, and probably one of my over all favourites, I was really happy when I heard he was getting a Mega with ORAS, but I expected it none the less, as it is stephen's main. Metagross is played to rock polish up and outspeed every other pokemon in the meta, I throw him in on fairys to scare them back and then set up, one natural problem that got was getting walled by some physical defensive ground types, so I settled that by adding Ice punch, I'm thinking of replacing Zen Headbutt with Hammer arm, but went with it as a surprise STAB move. Meteor Mash is a great move in general, and with Metagross's speed boost and typing, no move can damage him other than sucker punch and Shadow sneak, which are not uncommon, but predictable. Sucker punch is the more dangerous out of the two as it can deal more damage, if I can predict it, I can take it out non the less by feinting with Rock Polish twice and then a normal hit.
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Dragalge @ Draco Plate
Ability: Adaptability
EVs: 212 HP / 44 SpA / 252 SpD
Calm Nature
- Draco Meteor
- Sludge Wave
- Toxic Spikes
- Hidden Power [Fire]

This is Dragalge, my main opener, he sets up toxic spikes to support my team and then goes adaptability draco meteor and smashes them instantly. I also switch him in
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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-Wash is my standard defensive pivot, he can really hammer down on the pokemon that threaten me most, such as talonflame and Charizard Y, and all the flaming fuckers that can take down excadrill and Metagross.
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Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
I noticed my team was pretty slow, so I added an excadrill scarf spinner, This way I take out some of the faster pokemon, counter manectric, lopunny and all the fast smackers that could ruin me.
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Absol @ Leftovers
Ability: JustifiedEVs: 4 HP / 252 Atk / 252 Spe
Jolly nature (+Spe, -SpA)
- Swords Dance
- Knock Off
- Baton Pass
- Sucker Punch
Absol is the smack dab swords dance passer that lets me take intimidates and buff up my mons so I can say get rekt, I use Justified to switch in to dark moves and then gain some additional buffers for my Absol, he's a really underrated mon. I run Sucker punch to hit the guys who think they can surprise absol while he buffs and then take them out. Knock off is to take off important items like rocky helmet, which could lead to some serious damage on my physical attackers

Thanks for reading this far, I want to add another SP attacker but I don't know any that really fit the bill. Thanks.
 
Hiya there! It's a solid start, but I do notice several problems here. BTW for future reference, I recommend adding more lines to your descriptions.

First off, I see a MASSIVE weakness to Bisharp, because although Rotom can burn it, it takes too much from a Knock Off to reliably check it. Another thing is that in general, Ground-types threaten your team hugely since Rotom is your only answer to them and everything else just dies to it.

First change I would recommend would be running Keldeo>Absol to provide you with an answer to Bisharp, as well as answers to Grounds in general. It also checks some Waters for you that Rotom cannot such as Mega Sharpedo, EQ Mega Gyarados, etc. as well as a strong wall breaker that has the capability of breaking down Mega Sableye. Also, Absol just doesn't function well in OU due to the fact that it's outclassed heavily. As a Swords Dancing Dark-type, Bisharp is better. As a Swords Dance passer, something like Celebi is better.
647.png
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind

Now, Keldeo doesn't exactly deal with Garchomp very well, and I see a slight weakness to Mega Zard X as max speed Jolly variants outspeed and KO Excadrill. To fix this, I feel like Hippowdon>Dragalge is a solid option here as this allows Excadrill to run a Sand Rush set instead of Scarf, which deals with Zard better, as well as providing you with a switch in to Mega Zard itself and a good Stealth Rocker in the form of Hippowdon. Hippowdon also gives you another answer to Ground-types that Victini and Metagross despise which seems really valuable for you. Hippo also provides you with a switch in to the likes of Lopunny and Manectric, which were also somewhat of a nuisance to deal with due to their speed tiers.
450.png
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic / Whirlwind
530.png
Excadrill Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

After this, I feel like you're a little weak to the Lati Twins since they are pretty hard to kill and your only switch-in is Metagross. Because of this, I think running Pursuit>Rock Polish is a good option here to trap and kill the Latis. It also helps against other mons like Gengar (risky but a lot of people don't like risking 50/50's).
I also feel like now that we have Sand Rush Excadrill on the team, Rock Polish isn't as needed since you have that to outspeed stuff now.

Finally, my favorite part. The little nitpicks. Give Victini 4 EVs in Defense because, why not. Also, on your special attackers (now Keldeo and Rotom-W) run 0 ATK IVs to minimize random things like confusion damage and Foul Play.

Tl;dr
359.png
-->
647.png

691.png
-->
450.png

530.png
-->Sand Rush
376-m.png
-->Pursuit>RP
494.png
-->Extra EVs
479w.png
-->0 ATK Ivs

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Trick
- U-turn

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

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

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

Hope I helped with the team, Good luck with it~:toast:
 
Hiya there! It's a solid start, but I do notice several problems here. BTW for future reference, I recommend adding more lines to your descriptions.

First off, I see a MASSIVE weakness to Bisharp, because although Rotom can burn it, it takes too much from a Knock Off to reliably check it. Another thing is that in general, Ground-types threaten your team hugely since Rotom is your only answer to them and everything else just dies to it.

First change I would recommend would be running Keldeo>Absol to provide you with an answer to Bisharp, as well as answers to Grounds in general. It also checks some Waters for you that Rotom cannot such as Mega Sharpedo, EQ Mega Gyarados, etc. as well as a strong wall breaker that has the capability of breaking down Mega Sableye. Also, Absol just doesn't function well in OU due to the fact that it's outclassed heavily. As a Swords Dancing Dark-type, Bisharp is better. As a Swords Dance passer, something like Celebi is better.
647.png
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind

Now, Keldeo doesn't exactly deal with Garchomp very well, and I see a slight weakness to Mega Zard X as max speed Jolly variants outspeed and KO Excadrill. To fix this, I feel like Hippowdon>Dragalge is a solid option here as this allows Excadrill to run a Sand Rush set instead of Scarf, which deals with Zard better, as well as providing you with a switch in to Mega Zard itself and a good Stealth Rocker in the form of Hippowdon. Hippowdon also gives you another answer to Ground-types that Victini and Metagross despise which seems really valuable for you. Hippo also provides you with a switch in to the likes of Lopunny and Manectric, which were also somewhat of a nuisance to deal with due to their speed tiers.
450.png
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic / Whirlwind
530.png
Excadrill Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

After this, I feel like you're a little weak to the Lati Twins since they are pretty hard to kill and your only switch-in is Metagross. Because of this, I think running Pursuit>Rock Polish is a good option here to trap and kill the Latis. It also helps against other mons like Gengar (risky but a lot of people don't like risking 50/50's).
I also feel like now that we have Sand Rush Excadrill on the team, Rock Polish isn't as needed since you have that to outspeed stuff now.

Finally, my favorite part. The little nitpicks. Give Victini 4 EVs in Defense because, why not. Also, on your special attackers (now Keldeo and Rotom-W) run 0 ATK IVs to minimize random things like confusion damage and Foul Play.

Tl;dr
359.png
-->
647.png

691.png
-->
450.png

530.png
-->Sand Rush
376-m.png
-->Pursuit>RP
494.png
-->Extra EVs
479w.png
-->0 ATK Ivs

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- Trick
- U-turn

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

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

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

Hope I helped with the team, Good luck with it~:toast:
Thanks, sorry about Rotom Wash and Excadrill, and Dragalge seemed pretty self explanatory to me. I didn't know how to elaborate on them
 
Thanks, sorry about Rotom Wash and Excadrill, and Dragalge seemed pretty self explanatory to me. I didn't know how to elaborate on them
Oh lol it's fine, I got the point of what you meant, I just meant in the future its better to elaborate more to prevent the thread from getting locked. Stuff like going into the move choices/EVs despite them being obvious is a good option sometimes.
 
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