Metagross (RS, minor rewrite) +

Lutra

Spreadsheeter by day, Random Ladderer by night.
is a Community Leader Alumnusis a Programmer Alumnusis a Top Community Contributor Alumnus
[SET]
name: CBGross
move 1: Meteor Mash
move 2: Earthquake
move 3: Rock Slide / Sludge Bomb / Hidden Power Fire
move 4: Explosion
item: Choice Band
nature: Adamant
evs: 252 HP / 236 Atk / 12 Def / 8 Spe

[SET COMMENTS]

<p>This set is monstrous. It requires very little prediction for a Choice Band user - due to the fact that all of its moves hit extremely hard - and if you eliminate your foe's physical walls, then this metal tank will plough down your opponent's team with its outrageous Attack and moderate defensive capabilities to aid it. Meteor Mash, Earthquake, and Explosion are a must for their raw power and ability to counter more than anything else. With the given EVs, Explosion is bound to achieve more than 75% damage even to the most defensive Skarmory.</p>

<p>For the third slot, Sludge Bomb is a good option to open up against Water-types and such, as a poisoned enemy is much easier to take down (Milotic is only occasionally an exception), as well as a good 100% accurate move. Rock Slide does a lot more to Zapdos, possibly OHKOing, as well as OHKOing Moltres and Charizard and doing some major damage to Gyarados on top. Plus, Poison-type attacks are easily walled. Hidden Power Fire takes care of Skarmory and Forretress, the two Steel type common switch-ins to Metagross, but it's a 3HKO on the former, rather than Choice Band Salamence's Flamethrower's 2HKO, which is why it's almost never seen.</p>

<p>Leftovers is an alternative choice of item as Metagross is still able to 2HKO all but the most defensive of Zapdos with Rock Slide. It can also allow counters to be much more wary of a sudden Explosion. However, it will find a harder time countering Swampert and other bulky Water-types unless it finds a window of opportunity to use Explosion.</p>

[SET]
Name: HPGross
Move 1: Meteor Mash
Move 2: Hidden Power Grass
Move 3: Explosion
Move 4: Earthquake / Pursuit
Item: Leftovers
Nature: Brave
EVs: 252 HP / 228 Atk / 20 Def / 8 SpA

[SET COMMENTS]

<p>Designed to counter the grossly over-used Swampert, one may think this is an over-centralized set. However, the small investment in Special Attack, to allow it to comfortably 2HKO the majority of Swampert with Hidden Power Grass, is of little consequence when Metagross retains most of its defensive strength and powerful offensive force. Meteor Mash is its main STAB move - a vital move in breaking down the opponent's walls while supplementing it a chance of receiving an Attack boost - which can in turn result in a decision of a possible Explosion next turn. An option of Earthquake can be used to counter common threats and guarantee that OHKO on most Dugtrio, of which the important Attack EVs allow it to do so. Pursuit can alternatively be used to KO Gengar or a Choice Band user unfortunate enough to be faced with an ineffective move against Metagross. For Uber battles, it is useful to take out Deoxys-A and even Shedinja. But for that, the CBGross set would be a more reliable choice.</p>

[SET]
name: Agiligross
move 1: Meteor Mash
move 2: Earthquake
move 3: Explosion
move 4: Agility
item: Leftovers
nature: Adamant
evs: 160 HP / 252 Atk / 96 Spe

[SET COMMENTS]

<p>Send this to counter Snorlax / Choice Band Normals / Psychics / etc. and Meteor Mash away. You will probably be met with a defensive wall immediately, so Meteor Mash / Earthquake first. Only Agility towards the end of the match when your counters have either been eliminated or weakened (unless they are non-existent). Explode whenever you feel you can do no more. If your opponent has a Ghost-type, be sure it has been fainted before you Explode. Since Metagross is such a common Pokémon, many experienced battlers have gotten used to fighting it and can predict when it will use Explosion, and can even Protect when that happens. Rock Slide over Explosion isn't a bad idea if you'd rather do a load of damage to Zapdos instead of suiciding. However, Rock Slide generally is an inferior choice due to only countering a select number of (Flying) types.</p>

[SET]
name: Mixed Attacker
move 1: Psychic
move 2: Hidden Power Fire / ThunderPunch
move 3: Meteor Mash
move 4: Explosion
item: Leftovers
nature: Brave
evs: 96 HP / 252 Atk / 160 SpA

[SET COMMENTS]

<p>Created in the intent of countering Metagross's many walls. Psychic is a powerful STAB move and is sure to do heavy damage to Weezing and friends; Hidden Power Fire stops Skarmory and Forretress, and Meteor Mash destroys any special wall that comes in to stop you. Thunderpunch still hits Skarmory (slightly harder than Hidden Power Fire, in fact), and also takes care of Gyarados. Psychic is somewhat effective against Waters that concentrate primarily on Defense and not Special Defense. Explosion is once more used for a last resort against Suicune and the like. The given Special Attack EVs support an average 2HKO by ThunderPunch on - Skarmory without any EVs invested into Special Defense. It also allows Metagross to OHKO Forretress most of the time.</p>

[SET]
name: Sleep Talking Metagross
move 1: Rest
move 2: Sleep Talk
move 3: Meteor Mash
move 4: Earthquake
item: Leftovers
nature: Adamant
evs: 252 HP / 176 Atk / 40 Def / 32 SpD / 8 Spe

[SET COMMENTS]

<p>A set for those that want something with this many resistances to remain alive throughout the battle. This thing can be recklessly brought into things like Weezing Will-O-Wisp, can be used to scout Gengar's moveset, stalls Skarmory, and makes Jynx utterly useless. One other major advantage of this variant is that if it receives multiple attack boosts, it can become near unstoppable for the majority of its usual counters. Meteor Mash and Earthquake simply offer the best power versus its common switch-ins.</p>

[SET]
name: 200
move 1: Meteor Mash
move 2: Earthquake
move 3: Sludge Bomb
move 4: Toxic / Hidden Power Fire / Agility
item: Leftovers
nature: Adamant
evs: 160 HP / 252 Atk / 96 Spe

[SET COMMENTS]

<p>Most people who try to re-play 200 after playing 386 for so long will be disappointed, since you are unable to put the fear of Explosion into your opponent and so you probably want to go with Toxic to take down the otherwise 100% walls in Swampert and Milotic. Hidden Power Fire is just for hitting Skarmory more effectively; at the same time, Ludicolo use is pretty high in 200 also, so you'll enjoy using Sludge Bomb for similar reasons. Agility will provide you with an option against an offensive threat while Meteor Mash and Earthquake work as standard.</p>

[Other Options]

<p>Metagross can come into Snorlax anytime and beat it with Psych Up by copying its boosts from Curse. Iron Defense and Rest work wonderfully with Special Defense EVs to make a tank that won't leave the scene. Watch out for Roar, though. It does also have the options of running Reflect and Light Screen to capitalise on its already moderate defenses in both the special and physical side of the spectrum.</p>

[EVs]

<p>When using Agility, at least 198 Speed is recommended. If you want to survive all Dugtrio Earthquakes: Metagross needs max HP (252 EVs) and 299 Defense (12 EVs) to survive Adamant Dugtrio, as demonstrated in the Choice Band set. You usually won't need too much Special Attack EVs: it's nice with Psychic, but ThunderPunch will still 3HKO Skarmory with Adamant and 0 Special Attack EVs. You need to max your Special Attack to 2HKO Skarmory guaranteed, and you need about 96 Special Attack EVs to have a shot at 2HKOing 252 HP / 0 Special Defense Skarmory. For the rest, feel free to stack that awesome Attack stat for maximum power.</p>

<p>For Ubers, 252 HP / 132 Atk / 44 Def / 80 SpD is better suited. 252 HP aids it in giving Metagross its required defensive strength. An additional 44 Defense EVs allow it to survive a +1 Attack Rayquaza Earthquake whilst the 80 Special Defense EVs allow it to not be 2HKOed by Thunder from Mewtwo. The rest of the EVs should be poured into Attack for key damaging purposes.<p>

[Opinion]

<p>A high-tier Pokémon for sure. Metagross has beastly stats, great defensive typing, and can sweep well if given the chance, or blow up something crucial with Explosion. Unlike Salamence, Dragonite, and Tyranitar, it has no 4x weaknesses, so it's hard to take out in one hit. However, it is walled pretty easily by most standard teams, because Steel as a main attacking type is pretty unsuitable. Meteor Mash is a good move though, aside from its typing.</p>

[Counters]

<p>Swampert, Milotic, Vaporeon, and Suicune are all bulky Waters that don't fear much from Metagross. These four have high Defenses and, since they are Water-types, resist Meteor Mash and won't take too much damage from its other attacks (with the exception of Explosion). Ludicolo is a less popular Water-type counter, but it effectively resists Meteor Mash and Earthquake and can be a nuisance to Metagross. Skarmory resists Meteor Mash too, and is immune to Earthquake, but watch out for a surprise ThunderPunch or Hidden Power Fire. It also can't really do much back except Spike up the field and Whirlwind Metagross away; so if Skarmory lacks Rest, it can't stop Metagross at the end unless it has Hidden Power Ground. Zapdos and Moltres are two other birds that resist Metagross' two most powerful attacks, but Rock Slide is commonly seen on some versions. Donphan, while it does not resist Meteor Mash, can defend quite well against its physical attacks and destroys it with Earthquake; but cannot switch into Choice Band Meteor Mashes.</p>

<p>Charizard is a threat to those that aren't using Rock Slide, as it may launch a Belly Drum and go for the sweep. Dugtrio can trap it after the initial kill, but max HP and a few Defense EVs guarantees survival even against Adamant Dugtrio. Magneton is walking on eggshells against Metagross but has a chance. If Metagross has no Earthquake (OHKO) or Hidden Power Fire (usually a 2HKO), Magneton has a nearly guaranteed win. Even if Metagross has Earthquake, there are scenarios where Magneton wins. For example, when Magneton is faster than Metagross and Metagross is at ~40% health or below, Magneton should be able to KO Metagross with Thunderbolt before Metagross gets to Earthquake back. Choice Band Metagross locked into anything except Earthquake will always die to Magneton too, unless it gets really lucky with critical hits and / or Attack boosts.</p>
 
No, I was just editing it quickly. I expect you are talking about mostly their mistakes (or my english spellings). Oh and it was "monster" before, that's why I made that mistake.

Edit: I think there are no more mistakes.
 
[SET]
name: CBGross
move 1: Meteor Mash
move 2: Earthquake
move 3: Rock Slide / Sludge Bomb / Hidden Power Fire
move 4: Explosion
item: Choice Band
nature: Adamant
evs: 252 HP / 236 Atk / 12 Def / 8 Spe

[SET COMMENTS]

<p>This set is monstrous. It requires very little prediction for a Choice Band user - due to the fact that all of its moves hit extremely hard - and if you eliminate your foe's physical walls, then this metal tank will plough down your opponent's team with its outrageous Attack and even moderate defensive capabilities to aid it. Meteor Mash, Earthquake, (comma added) and Explosion are a must for their raw power and counterability more than anything else. With the given EVs, Explosion is bound to achieve more than 75% damage even to the most defensive (omit "of")Skarmory .</p>

<p>For the fourth slot, Sludge Bomb is a good option to open up against Waters and such, as a poisoned (status isnt capitalized) enemy is much easier to take down (Milotic is only occasionally an exception), as well as a good 100% accurate move. But Rock Slide does a lot more to Zapdos, possibly OHKOing, as well as OHKOing Moltres and Charizard and doing some major damage to Gyarados on top. Plus, Poison type attacks are easily walled. Hidden Power Fire takes care of Skarmory and Forretress, the two Steel type common switch-ins to Metagross, but it's a 3HKO on the former, rather than Choice Band Salamence's Flamethrower's 2HKO, which is why it's almost never seen.</p>

<p>Leftovers is an alternative choice of item as Metagross is still able to 2HKO all but the most defensive of Zapdos with Rock Slide. It can also allow counters to be much more wary of a sudden Explosion. However, it will find a harder time countering Swampert and other bulky waters unless it finds a window of opportunity to use Explosion.</p>

[SET]
Name: HPGross
Move 1: Meteor Mash
Move 2: Hidden Power Grass
Move 3: Explosion
Move 4: Earthquake / Pursuit
Item: Leftovers
Nature: Brave
EVs: 252 HP / 228 Atk / 20 Def / 8 SpA

[SET COMMENTS]

<p>Designed to counter the grossly over-used Swampert, one may think this is an over-centralized set. However, the small investment in Special Attack, to allow it to comfortably 2HKO the majority of Swampert with Hidden Power Grass, is of little consequence when Metagross retains most of its defensive strength and powerful offensive force. Meteor Mash is its main STAB move - a vital move in breaking down the opponent's walls while supplementing it a chance of receiving an Attack boost - which can in turn result in a decision of a possible Explosion next turn. An option of Earthquake can be used to counter common threats and guarantee that OHKO on most Dugtrio, of which the important Attack EVs allow it to do so. Pursuit can alternatively be used to KO Gengar or a Choice Band user unfortunate enough to be faced with an ineffective move against Metagross. For Uber battles, it is useful to take out Deoxys-A and even Shedinja. But for that, the CBGross set would be a more reliable choice.</p>

[SET]
name: Agiligross
move 1: Meteor Mash
move 2: Earthquake
move 3: Explosion
move 4: Agility
item: Leftovers
nature: Adamant
evs: 152 HP / 252 Atk / 104 Spe

[SET COMMENTS]

<p>Send this to counter Snorlax / Choice Band Normals / Psychics / etc. and Meteor Mash away. You will probably be met with a defensive wall immediately, so Meteor Mash / Earthquake first. Only Agility towards the end of the match when your counters have either been eliminated or weakened (unless they are non-existent). Explode whenever you feel you can do no more. If your opponent has a Ghost-type, be sure it has been fainted before you Explode. Since Metagross is such a common Pokémon, many experienced battlers have gotten used to fighting it and can predict when it will use Explosion, and can even Protect when that happens. Rock Slide over Explosion isn't a bad idea if you'd rather do a load of damage to Zapdos instead of suiciding. However, Rock Slide generally is an inferior choice due to only countering a select number of Flying types.</p>

[SET]
name: Mixed Attacker
move 1: Psychic
move 2: Hidden Power Fire / ThunderPunch
move 3: Meteor Mash
move 4: Explosion
item: Leftovers
nature: Brave
evs: 96 HP / 252 Atk / 160 SpA

[SET COMMENTS]

<p> Created in the intent of countering Metagross's many walls. Psychic is a powerful STAB move and is sure to do heavy damage to Weezing and friends; Hidden Power Fire stops Skarmory and Forretress, and Meteor Mash destroys any special wall that comes in to stop you. Thunderpunch still hits Skarmory (slightly harder than Hidden Power Fire, in fact), and also takes care of Gyarados. Psychic is somewhat affective against Waters that concentrate primarily on Defense and not Special Defense. Explosion is once more used for a last resort against Suicune and the like.</p>

[SET]
name: Sleep Talking Metagross
move 1: Rest
move 2: Sleep Talk
move 3: Meteor Mash
move 4: Earthquake
item: Leftovers
nature: Adamant
evs: 252 HP / 176 Atk / 40 Def / 32 SpD / 8 Spe

[SET COMMENTS]

<p>A set for those that want something with this many resistances to remain alive throughout the battle. This thing can be recklessly brought into things like Weezing Will-O-Wisp, can be used to scout Gengar's moveset, stalls Skarmory, and makes Jynx utterly useless. One other major advantage of this variant is that if it receives multiple attack boosts, it can become near unstoppable for the majority of its usual counters. Meteor Mash and Earthquake simply offer the best power versus its common switch-ins.</p>

[SET]
name: 200
move 1: Meteor Mash
move 2: Earthquake
move 3: Sludge Bomb
move 4: Toxic / Agility
nature: Adamant
evs: 160 HP / 252 Atk / 96 Spe

[SET COMMENTS]

<p>Most people who try to re-play 200 after playing 386 for so long will be disappointed, since you are unable to put the fear of Explosion into your opponent and so you probably want to go with Toxic to take down the otherwise 100% walls in Swampert and Milotic. Ludicolo use is pretty high in 200, so you'll like Sludge Bomb a lot. Agility will provide you with an option against an offensive threat while Meteor Mash and Earthquake work as standard.</p>

[Other Options]

<p>Metagross can come into Snorlax anytime and beat it with Psych Up by copying its boosts from Curse. Iron Defense and Rest work wonderfully with Special Defense EVs to make a tank that won't leave the scene. Watch out for Roar, though. It does also have the options of running Reflect and Light Screen to capitalise on its already moderate defenses in both the special and physical side of the spectrum.</p>

[EVs]

<p>When using Agility, at least 198 Speed is recommended. If you want to survive all Dugtrio Earthquakes: Metagross needs max HP (252 EVs) and 299 Defense (12 EVs) to survive Adamant Dugtrio, as demonstrated in the Choice Band set. You usually won't need too much Special Attack EVs: it's nice with Psychic, but ThunderPunch will still 3HKO Skarmory with Adamant and 0 Special Attack EVs. You need to max your Special Attack to 2HKO Skarmory guaranteed, and you need about 96 Special Attack EVs to have a shot at 2HKOing 252 HP / 0 Special Defense Skarmory. For the rest, feel free to stack that awesome Attack stat for maximum power.</p>

<p>For Ubers, 252 HP / 132 Atk / 44 Def / 80 SpD is better suited. 252 HP aids it in giving Metagross its required defensive strength. An additional 44 Defense EVs allow it to survive a +1 Attack Rayquaza Earthquake whilst the 80 Special Defense EVs allow it to not be 2HKOed by Thunder from Mewtwo. The rest of the EVs should be poured into Attack for key damaging purposes.<p>

[Opinion]

<p>A high-tier Pokémon for sure. Metagross has beastly stats, great defensive typing, (comma added) and can sweep well if given the chance, or blow up something crucial with Explosion. Unlike Salamence, Dragonite, (comma added) and Tyranitar it has no 4x weaknesses, so it's hard to take out in one hit. However, it is walled pretty easily by most standard teams, because Steel as a main attacking type is pretty unsuitable. Meteor Mash is a good move though, aside from its typing.</p>

[Counters]

<p>Swampert, Milotic, Vaporeon, and Suicune are all bulky Waters that don't fear much from Metagross. These four have high Defenses and, since they are Water-types, resist Meteor Mash and won't take too much damage from its other attacks (with the exception of Explosion). Ludicolo is a less popular Water-type counter, but it effectively resists Meteor Mash and Earthquake and can be a nuisance to Metagross. Skarmory resists Meteor Mash too, and is immune to Earthquake, but watch out for a surprise ThunderPunch or Hidden Power Fire. It also can't really do much back except Spike up the field and Whirlwind Metagross away; so if Skarmory lacks Rest, it can't stop Metagross at the end unless it has Hidden Power Ground. Zapdos and Moltres are two other birds that resist Metagross' two most powerful attacks, but Rock Slide is commonly seen on some versions. Donphan, while it does not resist Meteor Mash, can defend quite well against its physical attacks and destroys it with Earthquake; but cannot switch into Choice Band Meteor Mashes.</p>

<p>Charizard is a threat to those that aren't using Rock Slide, as it may launch a Belly Drum and go for the sweep. Dugtrio can trap it after the initial kill, but max HP and a few Defense EVs guarantees survival even against Adamant Dugtrio. Magneton is walking on eggshells against Metagross but has a chance. If Metagross has no Earthquake (OHKO) or Hidden Power Fire (usually a 2HKO), Magneton has a nearly guaranteed win. Even if Metagross has Earthquake, there are scenarios where Magneton wins. For example, when Magneton is faster than Metagross and Metagross is at ~40% health or below, Magneton should be able to KO Metagross with Thunderbolt before Metagross gets to Earthquake back. Choice Band Metagross locked into anything except Earthquake will always die to Magneton too, unless it gets really lucky with critical hits and / or Attack boosts.</p>

Grammar fixes. Also

[SET]
name: 200
move 1: Meteor Mash
move 2: Earthquake
move 3: Sludge Bomb
move 4: Toxic / Agility
nature: Adamant
item: Leftovers
evs: 160 HP / 252 Atk / 96 Spe
I'm assuming Leftovers, since you have Agility listed.
 
Thanks, I put the comma after the "and tyranitar" since it was followed by "it." Do you want me still to add it before "and" as well?
 
[Choice Band]

and even moderate defensive capabilities to aid it

Remove "even", it's really not needed.

Meteor Mash, Earthquake and Explosion are a must for their raw power and counterability more than anything else.

Counterability = what exactly?

For the fourth slot, Sludge Bomb is a good option to open up against Water-types and such,

It's actually the third slot, so you might want to change that.

But Rock Slide does a lot more to Zapdos, possibly OHKOing,

Remove "but", it sounds odd there, even with a comma.

Plus, Poison(-)type attacks are easily walled.

You might want to put that elsewhere, like in the Sludge Bomb section.

However, it will find a harder time countering Swampert and other bulky Water-types unless it finds a window of opportunity to use Explosion.

Bulky Waters is shorthand.
---

Looks solid.
 
Ok thanks, I've made the changes. I've changed counterability to "ability to counter."
 
From the Agility set:

Rock Slide over Explosion isn't a bad idea if you'd rather do a load of damage to Zapdos instead of suiciding. However, Rock Slide generally is an inferior choice due to only countering a select number of Flying types.</p>
I may be inexperienced with R/S, but what are the Flying-types Rock Slide doesn't hit?

It hits Gyarados, Aerodactyl, Dragonite, Salamence, and Zapdos, the only one it doesn't take on is Skarmory, whom you should have already taken care of.

Edit: I guess I read it wrong.
 
That's why I used "selective." Meaning a selective group (flying types). Maybe you can rephrase that better.

Edit: I've put flying in brackets. That should make it clear enough.
 
From the Agility set:

I may be inexperienced with R/S, but what are the Flying-types Rock Slide doesn't hit?

It hits Gyarados, Aerodactyl, Dragonite, Salamence, and Zapdos, the only one it doesn't take on is Skarmory, whom you should have already taken care of.

Meteor Mash and Rock Slide hit Dragonite and Salamence with the same BP, and Aerodactyl takes more from MM. Rock Slide is really only for Gyarados and Zapdos (and the odd Moltres/Charizard).
 
I'm wondering why Agiligross has 202 speed, this probably needs explaining on the set. It's not seriously to beat other agility users is it? And what does 160 Special Attack EVs do? I think the 200 set EV spread also needs to be explained. Otherwise, I think CBGross, HPGross and RestalkGross look easy to understand.

I've just noticed that the 200 set is contrary to what the 200 article states for it, the 200 article says HP Fire/Agility for the filler slot and on here, well you can see but , Toxic/Agility. So which one is the most suitable?

Edit, one day later: I just changed "affective to effective," I've finally discovered the rule, use "e"-ffect whenever it is a noun, "a"-ffect whenever it is a verb. Even if the word stems from "affect," it will always be effective etc. except if it has to do with affection. That's the only case in which you would use "affective."
 
Updates
  • Added: "The given Special Attack EVs support an average 2HKO by ThunderPunch on - Skarmory without any EVs invested into Special Defense. It also allows Metagross to OHKO Forretress most of the time." onto Mixed Attacker set.
  • Altered Agiligross spread to: 160 HP / 252 Atk / 96 Spe - As there is no need for it to outspeed other Agiligross.
  • 200 Metagross set comments has been slightly altered with the mention of HP fire to hit Skarmory.
 
Hidden Power Fire and Toxic can both have their uses on the 200 set. Obviously, Hidden Power Fire is going to make sure you have a move to hit Skarmory with instead of being forced out by it most of the time, save a Meteor Mash boost. Toxic is to hit Swampert, Zapdos and friends with to give them a hard time provided they're not carrying Rest. It's probably worthwhile giving each move a little mention in the set comments. I probably would lean towards Toxic though for the set itself, since stuff like Forretress isn't present in 200.

As for Agility Metagross, it might be an idea to drop 8 more Speed EVs in, as this will allow you to outspeed any Milotic that have dumped their last four EVs into Speed, but that's about the only use I can see for jumping past 198 Speed.
 
Ok thanks Blue Kirby. My final input is over as far as this topic's concerned unless anyone happens to find another mistake. Updates lists the only things I have really changed since Katherine's last post.
 
Back
Top