OU Metagross

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After 4 years of being irrelevant, Metagross Mashes himself into OU stardom once again!

Overview
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Tough Claws coupled with Metagross's great physical movepool, many of which make contact, such as Meteor Mash, Zen Headbutt, Hammer Arm, and Ice Punch, lets Mega Metagross hit insanely hard. As if that weren't enough, Metagross has a great defensive Steel / Psychic typing, which, coupled with its insane 80 / 150 / 110 bulk, allows it to act as a great check for top-tier threats such as Latios, Latias, Clefable, Mega Gardevoir, and Keldeo. Mega Metagross also has a great base 110 Speed stat to back it all up, which makes it a very formidable tank. Additionally, Mega Metagross has access to Rock Polish, which turns it from a powerful wallbreaker into a devastating late-game cleaner once its checks have been removed from play. However, Metagross has a mediocre base Speed before Mega Evolving and weaknesses to common Dark-, Fire-, and Ground-type attacks. Additionally, Mega Metagross is often pressed for moveslots, meaning that it will always be walled by something.

All-Out Attacker
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name: All-Out Attacker
move 1: Meteor Mash
move 2: Zen Headbutt
move 3: Bullet Punch / Grass Knot / Ice Punch
move 4: Hammer Arm / Earthquake
ability: Clear Body
item: Metagrossite
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

Moves
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Meteor Mash is Mega Metagross's main STAB move, sporting great power and hitting the Fairy-types Mega Metagross checks super effectively. Zen Headbutt is necessary to take on the Fighting- and Poison-types that Mega Metagross checks, while also scoring a crucial 2HKO against Rotom-W, which would otherwise wall Mega Metagross. The third slot is Metagross's most versatile, as it has many viable options to choose from. Bullet Punch is the most optimal move, as it has the most overall utility. It can be used to revenge kill faster threats, avoid Speed ties with opposing base 110 Speed Pokemon when they are weakened, and be used as a reliable STAB move when missing can cost you the game. Grass Knot is also a viable option, as it hits Slowbro, physically defensive Mega Slowbro, Quagsire, and Hippowdon super effectively, and scores a 2HKO at worst against them. Ice Punch is the last move that can be used in this slot, as it is able to hit Gliscor, Garchomp, and Landorus-T 4x super effectively, which Meteor Mash fails to do. Additionally, it hits bulky Grass-types such as Celebi and Tangrowth harder than any other Move Metagross carries. In the last slot, Hammer Arm is given preference as it 2HKOes Ferrothorn and offensive Mega Scizor while also beating Skarmory that lack Counter one-on-one, thanks to the Speed drop allowing Mega Metagross to hit Skarmory after the Roost. However, Earthquake is a viable alternative if the Speed drop is unappealing and hitting Jirachi, Magnezone, Heatran, and opposing Metagross is necessary. Thunder Punch is also an option as it hits bulky Water-types and Flying-types for respectable damage, which Metagross's STAB movess fail to do against targets such as Skarmory, Slowbro, and Alomomola. Finally, Pursuit can be used to trap Latios and Latias while also getting chip damage against other targets such as Mega Gardevoir.

Set Details
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Maximum Attack and Speed investment is needed to hit as hard and fast as possible, while a Jolly nature is used to ensure a Speed tie against opposing base 110 Speed Pokemon. Clear Body prevents stat drops from Intimidate and Sticky Web. Alternatively, an Adamant nature can be used with HP investment to better act as an offensive tank, as such a set is both more powerful and more durable than the Jolly set. The best EV spread to use is 68 HP / 252 Atk / 188 Spe, which outspeeds everything up to Jolly Excadrill. Additionally, the increase in power from using an Adamant nature is incredible. For example, Mega Metagross achieves a guaranteed OHKO against physically defensive Mega Sableye, which is an otherwise very solid check to Mega Metagross, as well as a general increase in power.

Usage Tips
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This set is best used as an early- and mid-game wallbreaker that is capable of reliably checking top-tier threats such as Latios, Latias, Mega Sceptile, Mega Venusaur, and assorted Fairy-types thanks to its great bulk and power. Additionally, Mega Metagross can clean up weakened teams late-game if it opts to run Bullet Punch; Healing Wish support in this case is appreciated.

Team Options
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Magnezone is a great partner for Mega Metagross, as it traps and KOes the Steel-types that ruin Mega Metagross's day while also beating Mandibuzz and the bulky Water-types that give it trouble. Landorus-T and Rotom-W also make for great teammates, as they can U-turn or Volt Switch it into favorable matchups and check Talonflame, which can outspeed Mega Metagross and deal massive damage to it with Flare Blitz. Keldeo is also a great partner thanks to excellent type synergy; it can check all of Bisharp, Mandibuzz, Mega Scizor, and Greninja, while Mega Metagross handles Fairy-types, Latios, Latias, and bulky Poison-types that give Keldeo trouble. Unaware Clefable also walls Calm Mind Mega Slowbro and Mega Sableye, two Pokemon that otherwise give Mega Metagross trouble. Swords Dance Gliscor with Baton Pass makes for a good partner, as it has good type synergy with Mega Metagross and can pass attack boosts to Mega Metagross, which makes it even harder to wall. Lastly, Mega Metagross appreciates entry hazard support to aid in breaking down defensive cores, so Pokemon that can set up Stealth Rock such as Landorus-T and Garchomp make for great teammates. For example, Landorus-T can pivot into the Ground-type attacks that target Mega Metagross from the likes of Sand Rush Excadrill or opposing Landorus-T, while Garchomp is able to break down opposing physical walls such as Slowbro and Mega Sableye with a Lum Berry + Swords Dance set. Spikes users such as Greninja and Chesnaught help as well. Greninja forces a ton of switches and has a great movepool to hit checks such as Landorus-T and Slowbro super effectively, while Chesnaught can reliably handle Bisharp.


Rock Polish
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name: Rock Polish
move 1: Rock Polish
move 2: Meteor Mash / Iron Head
move 3: Zen Headbutt
move 4: Hammer Arm / Earthquake / Ice Punch
ability: Clear Body
item: Metagrossite
evs: 80 HP / 252 Atk / 176 Spe
nature: Adamant

Moves
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Rock Polish doubles Mega Metagross's Speed, which allows it to outspeed the entire unboosted metagame and thus become a devastating late-game sweeper. Meteor Mash and Zen Headbutt are the obligatory STAB moves to make this possible, though Iron Head is an option if missing Meteor Mash poses a problem. Mega Metagross's best coverage move in this case is Hammer Arm, as it hits Dark- and Steel-types super effectively, specifically hitting Air Balloon Excadrill, Air Balloon Heatran, Mega Gyarados, and Greninja. The Speed drop can be an issue, however, so Earthquake can be used instead if Mega Charizard X and Heatran pose a threat. Ice Punch hits Choice Scarf Landorus-T and Dragon-types, which can otherwise tank a hit and hit Mega Metagross back hard for super effective damage.

Set Details
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176 Speed EVs with an Adamant let Mega Metagross outpace neutral-natured base 100 Speed Pokemon unboosted and outspeed everything up to Adamant Sand Rush Excadrill with Rock Polish. Maximum Attack is needed to deal as much damage as possible and the remaining EVs go into HP for extra bulk.

Usage Tips
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Bring Mega Metagross in late-game against something that it forces out to set up a sweep. If a Healing Wish user such as Jirachi or Latias is on its team, it can be used as a wallbreaker early-game, checking threats such as Fairy-types, Latias, Latios, Mega Venusaur, and Mega Sceptile.

Team Options
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Pokemon that can remove Mega Metagross's checks and counters are crucial for a Rock Polish sweep. Landorus-T, Rotom-W, and Raikou take on Talonflame well and can provide Mega Metagross a free switch via Volt Switch or U-turn. Keldeo and Magnezone help break down defensive Steel-types and the former reliably checks Bisharp. Additionally, Spikes Greninja forces a lot of switches and can pressure opposing teams with Spikes to help turn 2HKOs into OHKOs while also hitting defensive Landorus-T, Slowbro, and Skarmory hard thanks to its great coverage options. Bisharp also makes for a great partner, as it deters Defog thanks to Defiant and helps keep entry hazards up. Furthermore, strong Swords Dance users such as Garchomp, Terrakion, Explosion Landorus-T, and Bisharp can lure in and weaken opposing physical walls such as Slowbro and Mega Slowbro, Skarmory, Alomomola, and Mandibuzz. Finally, a Healing Wish user allows Mega Metagross to be played more recklessly early-game and be brought back to full health once it's ready to sweep.

Other Options
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Mega Metagross has access to Stealth Rock, so a bulky Stealth Rock set with HP and Attack investment can be used as an entry hazard setter that helps keep Stealth Rock up through its great offensive presence. Toxic can be used on bulky walls Mega Metagross has lured in such as Cresselia, Alomomola, and Slowbro. Finally, Substitute is an option to avoid mind games with Bisharp and avoid a Sucker Punch, as well as avoid status from defensive Pokemon that could otherwise give it trouble. Power-Up Punch in combination with Substitute allows Metagross to set up on would-be counters such as Alomomola and Ferrothorn, which have no way of breaking its Substitutes and become complete setup bait.

Checks & Counters
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**Steel-types**: Steel-types such as Skarmory, Ferrothorn, and bulky Mega Scizor can give Mega Metagross trouble, as the former has access to Counter while the latter two can whittle it down. However, if Mega Metagross is carrying Hammer Arm, only bulky Mega Scizor can actually wall it, as Ferrothorn, offensive Mega Scizor, and Skarmory are 2HKOed by the move. Bisharp also revenge kills Mega Metagross with Sucker Punch after a little bit of prior damage.

**Bulky Water-types**: Slowbro, Alomomola, Suicune, physically defensive Gyarados and Quagsire wall Mega Metagross if it lacks Grass Knot, as they cannot be 2HKOed by any of Metagross's other moves and have access to recovery moves to heal off any damage taken. Physically defensive Starmie can also check Metagross unless it is running Grass Knot.

**Faster Pokemon**: Choice Band Talonflame can OHKO Mega Metagross with Flare Blitz, Choice Scarf Landorus-T can 2HKO Mega Metagross with Earthquake while also dropping Mega Metagross's Attack with Intimidate, Mega Manectric can OHKO with Overheat, and Greninja can KO Mega Metagross with Dark Pulse after a bit of prior damage. Dugtrio holding a Focus Sash also deserves a mention as it can trap Mega Metagross and 2HKO it with Earthquake. Additionally, if Mega Metagross is weakened, Pokemon such as Mega Sceptile and Mega Beedrill can pick it off with Hidden Power Fire and Drill Run, respectively.

**Physically Defensive Walls**: Mega Sableye is a great check to Metagross, as Meteor Mash is the only move with a chance to 2HKO it, and it is able to burn Mega Metagross with Will-o-Wisp. Quagsire, Hippowdon, Suicune, and Slowbro and Mega Slowbro all wall Mega Metagross if it lacks Grass Knot and all have access to reliable recovery options to heal off any damage taken. Physically defensive Mandibuzz, physically defensive Gliscor, physically defensive Mew, and physically defensive Landorus-T can also switch into Metagross easily, although an untimely Attack boost from Meteor Mash can change this. Additionally, Ice Punch deals with all of these bar Mew, which is a relatively common coverage move. Finally, Skarmory will always beat Mega Metagross that lack Hammer Arm, as Skarmory has the physical bulk and recovery to tank any hits that it can throw at it; if Skarmory has Counter, it can simply switch between Roost and Counter to bring Mega Metagross down. Running a 29 Speed IV on Skarmory ensures that it will not be undersped by Mega Metagross after two Hammer Arms, which helps it immensely in a 1v1 scenario.
 
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Grass Knot is more than just Other Moves material, it's an excellent move on MMetagross that lets it get past bulky waters that generally wall it and are often the first things people switch into it. imo it's better than Ice Punch which basically only hits Garchomp and Lando-T (which you wear down a ton anyway) and should be slashed before it but I guess that's just me.

Slash Hammer Arm before Earthqauke imo because it just hits more stuff in general (Ferrothron, Skarmory after Roost, Air Baloon Heatran, Air Baloon Excadrill, to name a few). You do miss out on opposing Metagross which is kinda important but I really feel like Hammer Arm>EQ for the most part.

I'd drop a mention of HP Fire and Thunder Punch too, they're not really good moves but they are at least usable.

Mention in pros and cons that it tend to get worn down a lot by a combination of Iron Barbs/Rough Skin/Rocky Helmet and that it has pretty bad case of 4MSS.
 
I do not think Hammer Arm is the best idea for the Rock Polish set. Dropping your speed by one stage can leave you unable to outspeed some important Choice Scarf users, most notably Landorus-T, who can rip an immense amount of damage off of your health with STAB Earthquake.
 
Hammer Arm has merit on the Rock Polish set mainly for the ability to hit Air Balloon Excadrill, which is often the fastest thing on the opposing team, so you can still definitely sweep even after Hammer Arm (+1 Metagross is still pretty fast).
 
hammer arm is the best option on agiligross for a number of reasons. it provides coverage on ferrothorn, heatran, balloon drill, greninja, bisharp, mega gyarados, and magnezone. it also does the most damage to skarmory out of any move on the set. the speed reduction is less of an issue because of the possibility of an agility boost, but honestly the coverage is so valuable that i'll even run it on just an all-out attacker set.

i think hammer arm should be slashed into the all-out attacker set for the above reasons and grass knot should be mentioned for hitting slowbro.
 
yeah hammer arm is slashed in the all out attacker set along with EQ, tho im torn between it being first or second. Im fine with either one honestly, as theyre roughly equal in terms of viability.

Alfalfa I have Hammer Arm slashed on the agility set for the reasons Jukain and Albacore said. Definitely worth the slot imo.

Grass Knot is more than just Other Moves material, it's an excellent move on MMetagross that lets it get past bulky waters that generally wall it and are often the first things people switch into it. imo it's better than Ice Punch which basically only hits Garchomp and Lando-T (which you wear down a ton anyway) and should be slashed before it but I guess that's just me.
Im gonna have to disagree about Ice Punch not being better than GK. Ice Punch is Crucial to hit Garchomp, Lando T, and Gliscor, because otherwise youre gonna be taking 60+% from EQ depending on the mon. It also hits the Latis slightly harder than Meteor Mash and doesnt miss, which is really clutch when youre in the late game and rolls come into play. It also can kill Latios w/o Rocks and Latias w/ Rocks, which Meteor Mash cant do.

Latios:
252 Atk Tough Claws Metagross Meteor Mash vs. 4 HP / 0 Def Latios: 256-303 (84.7 - 100.3%) -- 6.3% chance to OHKO
252 Atk Tough Claws Metagross Ice Punch vs. 4 HP / 0 Def Latios: 284-336 (94 - 111.2%) -- 68.8% chance to OHKO

Latias:
252 Atk Tough Claws Metagross Meteor Mash vs. 72 HP / 0 Def Latias: 232-274 (72.7 - 85.8%) -- guaranteed 2HKO after Stealth Rock
252 Atk Tough Claws Metagross Ice Punch vs. 72 HP / 0 Def Latias: 260-306 (81.5 - 95.9%) -- 56.3% chance to OHKO after Stealth Rock

Grass Knot is really only good for Slowbro imo, which is really the only relevant bulky water it hits (cune is like nonexistent in oras, and alomomola is barely 3HKOed.) aside from Quagsire, I guess, which is why i feel its best placed in moves with BP and Pursuit, two other moves that have viable niches but generally inferior to the main moves.

Slash Hammer Arm before Earthqauke imo because it just hits more stuff in general (Ferrothron, Skarmory after Roost, Air Baloon Heatran, Air Baloon Excadrill, to name a few). You do miss out on opposing Metagross which is kinda important but I really feel like Hammer Arm>EQ for the most part.
Im torn on this but not opposed like I said above, so Id like some more input from others.

I'd drop a mention of HP Fire and Thunder Punch too, they're not really good moves but they are at least usable.
HP Fire is ass - it doesnt 2HKO Skarm or Ferro, which is the only reason why youd run it in the first place. Hammer Arm deals with both + others. Ill put TPunch in OO tho.

Mention in pros and cons that it tend to get worn down a lot by a combination of Iron Barbs/Rough Skin/Rocky Helmet and that it has pretty bad case of 4MSS.
k.
 
Hammer Arm is important and imo is a much better option over Earthquake. It's pretty sad that Ferrothorn can basically wall you without Hammer Arm and realistically considering it has the tool to threaten Ferrothorn that shouldnt be happening. Hammer Arm provides more consistent coverage and I would personally slash it first on both sets. Just mention the pros and cons of both with emphasis why one would use Hammer Arm over Earthquake as this is a question viewers will have.
 
quick nitpicks: the GOTTA GO FAST set's evs are 4 evs above the limit, and i'm agreeing with jukain, albacore, and am about slashing hammer arm first on the aforementioned set. it gets the tough claws boost and hits quite a few notable targets (bisharp, ferrothorn, balloon mons) harder than earthquake would.
 
quick nitpicks: the GOTTA GO FAST set's evs are 4 evs above the limit, and i'm agreeing with jukain, albacore, and am about slashing hammer arm first on the aforementioned set. it gets the tough claws boost and hits quite a few notable targets (bisharp, ferrothorn, balloon mons) harder than earthquake would.
Fixed the EVs and moved Hammer Arm up over EQ.

Moving this to QC as I feel its ready.
 
When you say that Hammer Arm beats Skarm 1-on-1 thanks to the drop, make sure to elaborate on why. it didn't make that much sense to me before i saw albacore's post , so explaining it will ultimately lead to it making more sense.

Also, I agree with alba about grass knot being better than ice punch as its targets are already worn down nicely by Metagross' other attacks.
 
i think bp deserves a slash next to ice punch. I find myself playing around with those two sets and honestly zen headbutt/mm hit 'em just as hard especially when mega evolving and still having clear body. I'd definitely slash it behind though
done.

any input on the ice punch v grass knot debate?
 
done.

any input on the ice punch v grass knot debate?
grass knot is really not worth it. it hits two pokemon hard, mega pert and slowbro, and mega gross is usually paired with stuff like rotom anyway so eh i'd just keep it in other options.
 
Not QC, but am I really the only one who's been messing around with toxic > bullet punch / ice punch? It fucks with a lot of megametas counters and nearly all its checks; and for the wallbreaker set - really helps soften up opposing team for other pokes (Cress is especially annoying for offense if your team is weakened late game), as well as set up sweepers looking to capitalize on m-metas weird coverage (looking at you, gyara). Gliscor sucks, but it should at least be OO imo.
 
Not QC, but am I really the only one who's been playing with toxic > bullet punch / ice punch? It fucks with a lot of megametas counters and nearly all its checks and for the wallbreaker set, really helps soften up opposing team for other pokes, as well as set up sweepers looking to capitalize on m-metas weird coverage (looking at you, gyara). It should at least be OO imo.
I dont think its really worth using that over BP or Ice Punch, but I agree that it deserves a spot in OO.
 
i agree with Jukain that hammer arm should be slashed first on the rock polish set; you only really miss out on charX, tran, and jirachi when dropping eq, and you still hit tran hard with hammer arm.

as for grass knot, i don't really see why you would use it just to hit the /uncommon/ slowbro, swampert, and hippowdon, when you can use hammer arm, eq, and ice punch, all of which are much better options. imo, it is OO material, but others should voice their opinion here, too.

i'd like to see substitute mentioned in OO. it lets you avoid will-o-wisp from mega sableye and rotom-w. it also lets you avoid sucker punch from bisharp, and while it is situational, it is a cool option.

2/3
 
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i agree with Jukain that hammer arm should be slashed first on the rock polish set; you only really miss out on charX, tran, and jirachi when dropping eq, and you still hit tran hard with hammer arm.

as for grass knot, i don't really see why you would use it just to hit the /uncommon/ slowbro, swampert, and hippowdon, when you can use hammer arm, eq, and ice punch, all of which are much better options. imo, it is OO material, but others should voice their opinion here, too.

i'd like to see substitute mentioned in OO. it lets you avoid will-o-wisp from mega sableye and rotom-w. it also lets you avoid sucker punch from bisharp, and while it is situational, it is a cool option.

2/3
Done. Will write this up l8r
 
Hammer Arm > EQ definitely. And i am in the minority who thinks that GK should be on the main set, the ability to take on Mega Slowbro, Hippowdon, and Quagsire is great against stall, as well as the ability to OHKO Mega Swampert against rain offense, which otherwise is a great check to Mega Metagross. Ice Punch is obviously better against offense, but each has enough merits to be on the main set.
 
Hammer Arm > EQ definitely. And i am in the minority who thinks that GK should be on the main set, the ability to take on Mega Slowbro, Hippowdon, and Quagsire is great against stall, as well as the ability to OHKO Mega Swampert against rain offense, which otherwise is a great check to Mega Metagross. Ice Punch is obviously better against offense, but each has enough merits to be on the main set.
I have GK Mentioned in moves. Are you saying to slash it?
 
Maybe Brick Break in Other Options? You lose a good chunk of power that you'd have with Hammer Arm (you now need a little help to 2HKO Ferrothorn, for example), but Brick Break is still about as powerful as Earthquake after Tough Claws, so it's not as weak as it sounds. The main advantage over Hammer Arm is the lack of a speed drop, which can really bite you in the butt sometimes when you're using it on something that prides its Speed stat as much as Mega Metagross does, and I guess removing the occasional Dual Screens is a nice little bonus. Hammer Arm is generally better due to the significantly greater power and ability to beat Skarmory 1-on-1, but an Other Options mention doesn't seem too unreasonable.
 
honestly i dont really like it as a main slash :[ but maybe as a high option in OO. Idk alex, it just doesn't come into play most of the time
 
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