ORAS OU Metagross + Hydreigon offense - peaked 1429

Hey guys,
I'm glad you found your way to my third post on this forum.
After I have already presented teams around Salamance and Mega Diancie, I went with more of a standart team this time. Turns out it worked, since i peaked 1429 and was very succesfull using this squad.

Team Preview:
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Importable: http://pastebin.com/THvn895K

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When i started building this team, i had an offensive core of three in mind:

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Popeye (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Hammer Arm/Bullet Punch
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Puppeteer (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon/Earth Power
- Superpower/Iron Tail
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Milgram (Raikou) @ Choice Specs/Assault Vest
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 252 Spe
Timid Nature
- Volt Switch
- Shadow Ball
- Thunderbolt
- Hidden Power [Ice]

These three mons have such a great offensive synergy!
I am in kind fo a hurry, so I will not explain the obvious sets, but some things should be mentioned:
Metagross: Hammer Arm gives you great coverage hitting Bisharp, Excadrill, Ferrothorn etc.
Bullet Punch gives STAB priority, espacially hitting Weavile hard.
Fun fact: I just realised my Metagross was Timid all the time. I think that shows how strong this thing is if not used by an idiot like me.
Hydreigon: Superpower for Snorlax, Chansey, Heatran, Ttar and Bisharp, also gives you a strong hit after 1 or two Dracos. Iron Tail hits fairys upon switch-in.
Flash Cannon threatens fairys, while Earth Power hits Heatran, Ttar, Bisharp etc making Superpower less usefull.
Raikou: Choice Specs gives you so much damage, while AV makes you more versityle and able to deal with threats like Mega Alakazam and Mega Sceptile.
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For me, a staple for a good offensive team is Manaphy.
This thing is so broken because of its versatility and the high pressure, it puts on your opponent when it comes in. You dont joke around with Tail Glow, so your opponents switches are very obvious to read, allowing your "two" wallbreakers to come in.
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Manaphy
Joker (Manaphy) @ Leftovers
Ability: Hydration
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Tail Glow
- Scald
- Energy Ball
- Ice Beam

I found this set to be most useful sweeping entire teams or at least forcing switches and sacrifices on your opponents side. There is barely any match where this set does not deal with at least 4 of your opponents mons once it is set up.
Trust me, its so good!

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The defensive part of this team looks very bad on paper, i do declare.
I decided on:
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Landorus-T
Höllenschiss (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Rock Slide

and
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Amoongus
Ella Ella (Amoonguss) @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / - 252 HP 136 Def 120 SpD
Bold Nature
- Spore
- Clear Smog
- Giga Drain
- Hidden Power [Fire]

What?
2 more ice weaknesses?
no sepcial wall?

I know I am crazy. When I came up with this defensive core, I felt the same way. So I jumped into the OU ladder to see what Pokemon these team would benefit more from. Oddly I started winning and winning and suddenly climbed the 1400s.
I dont have to tell you how beneficial Rpcks Spore and u-turn are. Though i still do not know, why thrse two mons form a good defensive core. I think we just have to accept it as a fact :D
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Ladder peak prove: http://www.directupload.net/file/d/4071/xjwhah4d_png.htm

Replay: http://replay.pokemonshowdown.com/ou-256588986
A very nice replay, showing strenghts and weaknesses of this team and also me playing surprisingly well.

Threatlist:
Weavile
Volcarona
offensive Garchomp
Mega Metagross
Mega Medicham
Mega Alakazam

note: these are mostly offensive threats, but none of them switches into a well played Hydreigon or Metagross



Thank you guys for reading and I hope you are having fun with the team.
Hope to see mirrors on the ladder :D

~m0xx
 
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i'm on my phone atm but i think i'll write something later. Can you provide an importable of the team in the meanwhile?
 
hello. Just by glancing over ur team I can see ur team is a little bit dark spam weak. (weavile / bisharp) I think this can be eaisly fixed by throwing down a keldeo over manaphy. I would personally run the rest talk set cause keldeo is ur dark resist and dark types run knock off so other sets besides rest talk gets u widdled since u have no fourm of recovery besides leftovers. But if u run rest talk u can just rest off the dmg. Heres the set.

keldeo.gif

Keldeo @ Life Orb
Ability: Justified
EVs: 24 HP / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Secret Sword

Item:
life orb lets u hit as hard as possible while at the same time letting u change moves. Evs: 24 hp gives u a life orb number, max speed is for trying to be as fast as possible, the rest is tossed in spa. Nature: timid is to be as fast as possible. Ivs: 0 attack to take less from foul plays and when u hit urself in confusion. Moveset: Rest allows u to gain hp even without an item unlike the other keldeo sets. Sleep talk to let u use a move while u are still asleep. Scald is because we are good players and we want to burn. Secret sword is ur hardest hitting fighting stab move.

On ur amoongus i would change ur spread to 252 hp / 136 def / 120 spd. The given EV spread and nature allow Amoonguss to effectively check Choice Band Azumarill, Keldeo lacking Icy Wind, and Thundurus lacking Hidden Power Flying. If a better check to all Keldeo, Thundurus, Gengar, and other special attackers

Hope i helped! vm me if u need further assistance and gl with ur team


I will definately try out Keldeo, I think it is a great addition.
The Amoongus spread is a thing I'm still testing. The mixed spread is very good, but I often found myself in situations where I had to take physical super effective hits.
I will definately add the mixed one to the thread, tho.
Thanks for your help!
~m0xx
 
okay i was about to suggest keldeo too, but i don't think it should replace manaphy, but amoongus instead.
Your team does ok against fairies as you have metagross and a good lure in hydreigon, so amoongus is not really needed; on the other hand i see a huge weakness to latis, that's why i would say to replace the hammer arm/bpunch slot on metagross with pursuit, that would make things easier for manaphy and hydreigon and also would free the field from a huge threat to keldeo, which can act as a second wincon with the subCM set.
furthermore, this would make ice beam less useful on manaphy, while hp fire would be a lot better to get rid easily of ferrothorn.
so here the list of changes i would suggest:
- keldeo over amoongus
keldeo.gif

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Substitute
- Calm Mind

ice and dark resist, checks many things like weavile, scizor and bisharp and provides a solid wincon to your team once its checks are gone (easily done thanks to fairies being killed by gross/dreigon and bulky waters by raikou/manaphy)

- pursuit over hammer arm/bpunch on metagross. It traps lat@s mainly, allowing keldeo, manaphy and hydreigon to do their jobs more efficiently. I'm not a fan of ice punch metagross usually but here is quite helpful with bulky grounds so i'd keep it

- hidden power fire over ice beam on manaphy. With lati@s gone there are not many relevant threats to hit with ice beam that the team cannot handle, while ferrothorn is a bit annoying and hp fire manaphy is a good way to beat it.

other hints:
add a couple speed evs on manaphy to outpace jolly lando-t
run assault vest on raikou as it will have a more pivotal job without amoongus

hope this was helpful and that i didn't forget anything :)
 
okay i was about to suggest keldeo too, but i don't think it should replace manaphy, but amoongus instead.
Your team does ok against fairies as you have metagross and a good lure in hydreigon, so amoongus is not really needed; on the other hand i see a huge weakness to latis, that's why i would say to replace the hammer arm/bpunch slot on metagross with pursuit, that would make things easier for manaphy and hydreigon and also would free the field from a huge threat to keldeo, which can act as a second wincon with the subCM set.
furthermore, this would make ice beam less useful on manaphy, while hp fire would be a lot better to get rid easily of ferrothorn.
so here the list of changes i would suggest:
- keldeo over amoongus
keldeo.gif

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Substitute
- Calm Mind

ice and dark resist, checks many things like weavile, scizor and bisharp and provides a solid wincon to your team once its checks are gone (easily done thanks to fairies being killed by gross/dreigon and bulky waters by raikou/manaphy)

- pursuit over hammer arm/bpunch on metagross. It traps lat@s mainly, allowing keldeo, manaphy and hydreigon to do their jobs more efficiently. I'm not a fan of ice punch metagross usually but here is quite helpful with bulky grounds so i'd keep it

- hidden power fire over ice beam on manaphy. With lati@s gone there are not many relevant threats to hit with ice beam that the team cannot handle, while ferrothorn is a bit annoying and hp fire manaphy is a good way to beat it.

other hints:
add a couple speed evs on manaphy to outpace jolly lando-t
run assault vest on raikou as it will have a more pivotal job without amoongus

hope this was helpful and that i didn't forget anything :)

very cool ideas, I will definately test them!
~m0xx
 
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