ORAS OU Mega Metagross volt-turn (1600s and climbing)

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Hey guys! So I normally diverage from standard builds, because i do not find them as fun. I decided to build a more standard team, but i really wanted to have fun with it, so i chose to use one of the best Mega's as well as funnest, Mega Metagross!!!

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Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Bullet Punch / Thunder Punch
- Ice Punch
- Hammer Arm

First we have the beast of the team, Mega Metagross. You can see from the expertly drawn picture that he has death in his eyes; the soul of a killer. In all seriousness though Mega Metagross destroys many mons of the current meta. Access to hammer arm, as well as ice punch covers many of its weaknesses. Although I use Bullet Punch due to weaviles being an issue to the team, as well as general priority helping mega metagross (so speed tie with diancie is not needed), thunder punch is an option if i find cores with bulky waters becoming very prevalent on the ladder.


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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

The mighty washing machine. Rotom wash is one of the best defensive pivots of the meta today. Rotom was chosen to create the great dual defensive core with lando as i will explain later. Rotom helps Metagross a lot as not only does it burn things such as scarf tyranitar that could pursuit, it also gets rid of threats such as non lum bisharp (even after 1 sd, if rotom is at full health, it can take on bisharp once lum is burned). Rotom also creates a strong volt turner that aids with things like skarmory, thundurus, and slowbro.

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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

So landorus creates not only a dual defensive core with rotom, but also gives more momentum and rocks. Landorus aids the team overall as it punishes opposing volt-turn teams. Things like scarf drill that can beat rotom get hard walled by lando, as well as jirachi that could u-turn out against rotom. Landorus also gets initmidate, which helps with threats like zard x. Although zard x is an issue, it can be played around if Lando is kept healthy. Rocks also help tremendously, as they pressure double switches which could overall hurt the team.

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Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Earthquake
- Defog
- Roost

Latios was chosen to help pressure bulky waters, as well as defensive walls in general. A defogger was also needed, and i really didnt want to lose offensive pressure, so latios was choosen over latias. In testing, heatran was quite the nuisance with burns and such. So I chose to run eq over psyshock. While surf is more common now a days, I am not threatened by sand, and surf lacks the roll to ohko a heatran after rocks (while the chance is small, i find eq much more effective killing heatran as it ohko anything below 75% guaranteed). Roost was choosen over hp fire to aid with volcanion, as well as zard y. (while not the best zard y answer, lati and my last two in conjunction handle it nicely).

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Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off

Tornadus-Therian is one of my favorite mons in the meta today, as it carries unique coverage as well as u-turn. I chose av over lo as although not as offensive, i found grass types (namely amoonguss) to be a large threat as my latios and metagross lack psychic stab. Heat wave was choosen over superpower as ferrothorn is a large issue to my team, as my only other way of killing it is burn widdling it, or getting it low enough that hammer arm kills (and i dont like the recoil from barbs). Torn also gives me a way to widdle thicker teams as i can knock items, and gain momentum by u-turning. Although Latios is my first choice, tornadus can also be a sacrifice to willo, as knock and u-turn are generally not for damage, and regen makes it not as effective.

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Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Dragon Claw

This last spot was debated a lot. First it was a breloom, and then a terakkion. I ended up with kyurem as it adds a electric resist, and in conjunction with rotom-w, thundurs is much easier to take care of. I also lacked a fast killer that can clean up games at the end. Although Metagross is the star of the team, generally my game plan ends up being damage things so that kyurem can come in and get a kill each time. Outrage hits things super hard, while ice beam hits things like lando and chomp without recoil. Dclaw is choosen if there is a fairy, and i dont want to be locked in, or late game if I dont need to outrage and risk confusion. Fusion bolt is another way of dealing with bulky water that gross do not like.

Issues:
Pursuit trap teams that include gastrodon are an issue, although they are not common.
Rain could be a large issue, if rotom and tornadus are weakened.

Thank you all for reading, giving suggestions and feedback, and following *cough,cough* XD. This team has done very well on the ladder, only losing once or twice. I will continue laddering, and update with the peak when i reach one, however the team is steadily at 1600s and doesnt seem to be stopping. And before anyone asks, yes these materpieces are hand drawn on ms paint by yours truly. My username on PS is streams and i am voiced in rmt, and If you see me feel free to pm me =)

Importable: http://pastebin.com/fq5VswxF
 
Hello, Nice metagross-mega team you got here. I do notice dark types like weavile and bisharp are pretty hard to switch into as nothing appreciates taking their knock offs. Common dragon types like latios and latias can give this team some problems especially with stealth rocks up as they can continuously spam draco metor weakening your metagross and tornadus-t down. I have a few suggestion that can help improve this team while keeping the main idea.

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My first suggestion is to replace kyurem-b with keldeo. This allows the team to have a dark resist to take on dark spams teams and knock offs. Keldeo also benefits from tornadus-t and metagross-mega can break threw things like ammongous, clefables, venusaur etc which opens up for keldeo to have a better time at spamming its attacks. You do lose an eletric resist with kyurem-b gone but you already have an electric immunity in landorus-therian and another electric resist in latios with roost.

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My next suggestion is to run pursuit over Ice Punch on metagross-mega. This allows metagross to eliminate bulky psychic types like latios/latias allowing keldeo to be more be able to spam its stab moves more freely. Removing latios/latias is also good as then you do not have to consistently continue to take draco metors which will wear your team down especially if rocks are up to weaken tornadus-therian as well.

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My next suggestion is to run Thunderbolt over Earthquake on Latios. You said you had earthquake to catch heatran, but heatran can be dealt with by rotom-w and keldeo. Thunderbolt allows you to hit bulky water types like suicune/manaphy/azumarill but more importantly it can hit flying types like skarmory opening up for metagross-mega and tornadus-t.

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Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power Electric

I chose scarf to give this team more speed control and give a better revenge killer for things like weavile/lopunny-mega etc. Hidden Power Eletric was chosen in the last slot to hit bulky water types like slowbro opening up for keldeo and metagross.

Thanks for the suggestions man. I will for sure make these changes on a copy of the team and ladder with it to test it out! I feel like those switches were good. Dark was my real only issue with the team, and i feel like the switch to keldeo made the other changes necessary, but keep the overall flow of the team. Thanks again man!
 
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