ORAS OU Megagross + Manaphy balance peak 1882

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Hi, I am sacredtwin11, and this is my first team that I've posted here.

I built this team around Megagross and Manaphy, 2 hard hitting offensive threats with deceptive bulk. Coming from a stall background beforehand, I decided to try my hand at making this balance team.

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

Megagross, one of the core members of the team. I picked Metagross based on it's solid speed and monstrous attack. While its coverage may not be the best, and more meta(heh) metagross sets run ice punch or pursuit or earthquake, my metagross isn't meant to be staying in on garchomps or lando-t's. STABs are explanatory, hammer arm hits steels and darks, potentially looking into switching it to EQ. Bullet Punch is for the only priority on this team, and has saved me quite a few times. Because of that, I'm reluctant to switch it out for ice punch or pursuit, although that might be better as it'd let me avoid getting into situations required bullet punch.

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Manaphy @ Leftovers
Ability: Hydration
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance
- Scald
- Ice Beam

Manaphy is the quite the monster against any stall or balance team. EVs speed creep people trying to speed creep max speed heatran, and I go modest with the rest in HP in order to hit harder. Tail glow rain dance auto wins against some stall teams, although unaware max SpD clefable has the capability to stall things out even with burns, although crits ruin it. Ice beam hits grasses, and I've elected to use ice beam over energy ball or psychic to better deal with dragons, tangrowth, and ferrothorn.

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 220 HP / 52 Def / 200 SpA / 36 Spe
Lax Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Toxic

Tank chomp with some of the weirdest EV's you'll ever see. I like having hard hitting Fire Blasts, especially against ferrothorns and skarmorys that stay in on you so that explains the special attack, also to make sure to be able to kill ferro even if it leech seeds. I run random speed evs to get outspeeds on tankier pokemon, so that's where 36 Spe comes from. Toxic is preferred over dragon tail because I like the residual damage toxic brings.

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(tfw when the artist doesn't have klefki feelsbadman)

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 184 Def / 64 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Magnet Rise
- Toxic

No attacking moves klefki. WOOOOOOOO. Klefki serves as speed control with t-wave, and I just loved magnet rise + spikes, allowing it to setup on a lot more pokemon. When electric type or ground type mons switch in, I feel like I don't really do anything, so that explains toxic. While excadrill and magnezone super hard counter this set, it makes it that much easier for me to double switch, gaining momentum. Klefki serves as a check to most setup sweepers as well as the latis, weavile, kyurem, and some other things I'm probably forgetting.

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Latias @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Healing Wish
- Psyshock
- Draco Meteor

Latias, one of the key members of the team due to healing wish, also serves a huge role in checking specs keldeo while meta is unevolved, or klefki can't t-wave it. Along with that, it stops zard-y, and depending on serperior's set, it can take it on too. Because my team is weak to suicune/some slowbros, I run t-bolt. No defog is run because my team deals with hazards pretty well between to SR resists, a magic guard mon, and latias ignoring spikes, and a key part to my strategy is getting rocks and spikes up.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 132 Def / 88 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Flamethrower
- Moonblast
- Calm Mind

Clefable, the "glue" of my team. Clefable walls so many things that it's ridiculous, and can sweep very easily once it's checks/counters are too weakened by the rest of my team. Standard CM set, although flamethrower is chosen over t-wave to beat most steels, and screw heatran.



Threats:

(Probably missing a lot of stuff)
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Serperior
Questions over what set the serp is screw me over. I normally switch in klefki, but if it's sub, I can't do anything. On the other hand, if he leaf storms immediately, latias is screwed. Serp just makes my team uncomfortable.
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Volcanion
Volcanion gets free switch ins on manaphy, and meta and chomp aren't able to quite OHKO it, so when it does come in, it hits hard and usually screws over latias.

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Excadrill
Mold breaker Exca sucks, but so does sand rush. Either way, I have to play around it a lot, usually trying to double switch to manaphy or chomp, or magnet rise on klefki to force it to iron head to get a switch to manaphy. Regardless, excadrill is hugely annoying when in sand or scarfed.


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+
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That one stall team with Sableye and Shedinja
Can't break sableye when shedinja is around. Manaphy and clef beat sable, but shedinja beats manaphy, and that team usually runs talon which wrecks clef. No one else can do anything, so I'm usually donezo against this team unless they play dumb or I get lucky.
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Offensive SD Talonflame
Weaken garchomp, and offensive SD talonflame sweeps me. It'll probably take enough recoil to be sniped by a bullet punch, but it will have gone through enough of my team that I've likely lost at that point.

Please rate if you liked the team! Suggestions for improvement are welcome.


 
i sadly do not have a constructive comment, just wanted to say i read your rmt and i find it nice :) keep up the good work. mega manetric looks potentially anoying too, if overheat and hp ice.
 
Maybe if u struggle vs shedinja try to use this manaphy set!

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Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Tail Glow
- Scald
- Rain Dance
- Shadow Ball

With this set, you can easily hit latios and shedinja at the same time, and you won't have problems vs unaware clef due to RDance! I didn't try the team so, try this and then tell me how it works also if it's a bit a gimmick set :]
 
Hello, Nice hazard stacking team you got here. I do see threats to your team. excadrill can be a big threat as it can 2ko everything on your team including your garchomp.
You also mentioned volcanion being a threat which i agree with as it can slowly wear down your latias. Same thing with pokemons like charizard y, manertic-mega as they can slowly wear down your latias by spamming attacks. Kyurem-black can be hard to switch into as your clefable set will be 2koed by ice beam. I have a few ideas of improving this team while keeping the main idea of being a hazard stacking team.

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My first recommendation is too run 240 hp / 176 Def / 92 Spe with a impish nature on garchomp. This gives garchomp more physical bulk allowing physical attackers like bisharp/excadrill not being able to 2ko garchomp allowing garchomp to switch in and fire back with an attack. The speed allows garchomp to outspeed base 70s (breeloom/Bisharp/volcanion). I also recommend dragon tail over toxic on garchomp. This allows you to force switches allowing you to abuse your hazard stack. I get that you wanted toxic to lure bulky grounds like hippowdown and landorus-therian for mega-metagoss but this can still be accomplished with your klefki.

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My next recommendation is to run roost over thunderbolt and removing some Spa Evs to run 72 Hp on latias. This allows latias to have longevity. So things like charizard y, manetric-mega, volcanion, keldeos have a harder time taking down latias as now you have access to recovery. You can run roost over psyshock if you prefer thunderbolt to kept on latias to hit things like skarmory/azumarill. However this will make poison types like vensaur-mega a little bit more annoying as they will wall you. The 72 Spa allows latias to be bulkier to take on things like Thunderbolt from life orb Thundurs.

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My next recommendation is to run pursuit over bullet punch on mega metagross. This allows this team to have a pursuiter which really benefits your hazard stacking as you can get rid of common hazard removers like latos/latias/starmie to prevent your hazards from being removed. This also compliments your manaphy as manaphy do not appreciate bulky psychic types like latias/latios so eliminating them allows manaphy to sweep more easily.

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My next recommendation is to run 252 Hp / 172 Def / 84 Def with a calm nature on clefable. This allows clefable to avoid 2kos from kyurem-black's ice beam which is very hard to switch into. This also avoids the 2ko from manetric-mega. versus electric types like manetric-mega as if common pursuiters (tyranitar/weavile) can trap latias allowing manetric-mega to run threw this team. The 172 Physical Def evs allow you avoid 2kos from things like lopunny-mega's return, Psyshock from latios.

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I also recommend you run take out some HP investment and run Max Speed Timid Manaphy. This Speed allows you to outspeed things like jolly excadrill, jolly landorus, +Speed Kyurem-b. You also speed tie with other manaphy, Mega Medicam, Mega gardevoir, and both forms of mega Charizard.

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And my last recommendation is to run max Hp and Max Def with a bold Nature on klefki. This allows you to take on things like azumarill, weavile, mega altaria, lopunny-mega etc better. I chose this spread over The calm nature spread because things like Gardevoir-mega can be dealt with by metagross-mega. So running Max def on klefki allows you to better take on azumarill, weavile.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Rain Dance
- Scald
- Ice Beam

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Pursuit

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Magnet Rise
- Toxic

Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 176 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Soft-Boiled
- Flamethrower
- Moonblast
- Calm Mind

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 180 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Healing Wish
- Psyshock
- Draco Meteor
 
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