Doubles Metagross

GenOne

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[OVERVIEW]

In a metagame dominated by strong Fairy-types, Mega Metagross stands out as a powerful offensive Steel-type that can pivot in and break down an opposing team with minimal support. With a solid defensive typing, a diverse offensive movepool, and solid stats across the board, Mega Metagross finds itself in favorable matchups against several of the metagame's top-tier threats including Mega Salamence, the four island guardians, and Deoxys-A. The ability Tough Claws delivers a 30% boost to most attacks in Mega Metagross's movepool, while Psychic Terrain and Electric Terrain can be leveraged for additional boosts to Zen Headbutt and Thunder Punch, respectively, making Mega Metagross an extremely potent attacker in the right situations. However, Mega Metagross finds itself walled by most of the metagame's prominent Steel-types, which range from offensive threats like Heatran and Aegislash to late-game wincons like Celesteela and Ferrothorn. Mega Metagross's Steel / Psychic offensive typing offers it limited opportunities for super effective coverage, so it often finds itself relying on coverage moves or raw power to beat down its foes. Finally, Mega Metagross suffers from a severe case of four-moveslot syndrome; while there is no shortage of coverage options in Mega Metagross's movepool to compensate for some of its weaknesses, no matter what it runs, it is likely to find itself walled by something.

[SET]
name: Mega Attacker
move 1: Iron Head / Meteor Mash
move 2: Zen Headbutt / Thunder Punch
move 3: Ice Punch
move 4: Protect
item: Metagrossite
ability: Clear Body
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Iron Head is Mega Metagross's most reliable Steel-type STAB move and has a 30% chance to cause its target to flinch, which Mega Metagross is often able to take advantage of due to its high Speed. Meteor Mash offers slightly more power at the expense of accuracy, and it has a 20% chance of boosting Mega Metagross's Attack stat. Zen Headbutt is a secondary STAB attack that guarantees neutral hits against most Steel-resistant targets (Steel-types themselves are exceptions) and becomes Mega Metagross's strongest attack inside of Psychic Terrain. Alternatively, Thunder Punch can be used (possibly in tandem with Electric Terrain) to patch up Mega Metagross's matchup against Celesteela while also giving it a means of breaking down bulky Water-types like Tapu Fini and Milotic. Ice Punch allows Metagross to OHKO the metagame's plethora of Ice-weak threats, such as Mega Salamence, Zygarde, and Landorus-T. Protect keeps Mega Metagross safe while its partners deal with any possible threats.

Set Details
========

Maximum Attack and Speed investment allows Mega Metagross to hit as hard and fast as possible. A Jolly nature is preferred to allow Mega Metagross to outpace positive-natured base 100s like Mega Charizard Y, as well as faster attackers like Terrakion, Kartana, and Alolan Ninetales. An alternative EV spread of 80 HP / 80 Atk / 96 SpD / 252 Spe combined with a Jolly nature can be used to ensure Mega Metagross always survives a Shadow Ball from Gengar while maintaining its maximum Speed. Clear Body is a handy pre-Mega ability that can be used strategically to scout out and negate Intimidate drops from Landorus-T and Mega Salamence as they switch in.

Usage Tips
========

With a great defensive typing and a versatile offensive movepool, Mega Metagross works well in early- or mid-game scenarios to pressure foes and force switches. With solid bulk and a good defensive typing, Mega Metagross pivots into resisted and neutral attacks fairly well. However, it lacks a means of recovery, so its HP should be conserved as much as possible if you're relying on it to check a particular threat. Pre-Mega Metagross's Clear Body negates Intimidate drops, so consider not Mega Evolving if you expect your opponent to switch in an Intimidate user like Salamence or non-Choice Scarf Landorus-T. Psychic Terrain can be leveraged to boost Mega Metagross's Zen Headbutt; under Psychic Terrain, Zen Headbutt OHKOes several would-be counters including Mega Charizard Y and Volcarona, and in general, a Terrain-boosted Zen Headbutt will deal respectable damage to all but the bulkiest Psychic-resistant Pokemon. Electric Terrain can similarly be leveraged to boost Thunder Punch.

Team Options
========

Tapu Lele is the best partner Mega Metagross can ask for; Psychic Terrain boosts Mega Metagross's Zen Headbutt and reinforces its good Speed tier by blocking priority attacks. Steel-types tend to wall Mega Metagross, so Pokemon such as Landorus-T, Zygarde, and Heatran make for excellent partners. Fire-types like Heatran and Charizard Y can snipe down Mega Metagross if left unchecked, so partners such as Landorus-T, Zygarde, and Terrakion that can deal with Fire-types are useful. Mega Metagross thrives especially well on rain teams, which clear out Fire-types and also cancel out Mega Metagross's weakness to Fire. Ground-types like Landorus-T and Zygarde can snipe down Mega Metagross if given the chance, especially if holding a Choice Scarf or Dragon Dance-boosted, respectively. As such, faster Pokemon with Ice-type coverage such as Choice Scarf Kyurem-B and Swift Swim Kingdra make for good partners. Landorus-T can mitigate opposing Ground-types through Intimidate, dropping their Attack to a point where Mega Metagross can comfortably take a Ground-type attack then retaliate (especially if running Ice Punch). Icy Wind or Tailwind users like Milotic and Zapdos are able to place Mega Metagross in a favorable position against faster threats like Mega Gengar, Tapu Koko, and Choice Scarf Landorus-T. Milotic stands out as a niche option with access to Competitive that deters would-be threats such as Landorus-T, Zygarde, and, to a lesser extent, Heatran.

[STRATEGY COMMENTS]
Other Options
========

Mega Metagross naturally forces a lot of switches, so Substitute is usable as a move that punishes the opponent for switching out their Pokemon. Bullet Punch is an option to chip away at faster threats, although this move is incompatible with teams built around Psychic Terrain. Hammer Arm is an option to break down Steel-types like Heatran and Ferrothorn, but the consequent Speed drop hinders Mega Metagross, and the move still leaves it walled by Aegislash. Psych Up is a nifty option for teams with a setup sweeper like Mega Salamence, Zygarde, Azumarill, or Coil Milotic; Mega Metagross can copy the boosts of its teammate and also punish opposing setup sweepers for setting up. Earthquake combined with Groundium Z on regular Metagross is an option for dealing with opposing Steel-types while freeing up your team's Mega slot, but in doing so, Metagross loses out on significant speed and power. Earthquake can also be used on Mega Metagross, but it is rarely worth it; Earthquake doesn't get a Tough Claws boost, Heatran commonly carries Shuca Berry, and Aegislash commonly carries Wide Guard. Hone Claws is an option for boosting Mega Metagross's Attack stat while ensuring that its STAB moves never miss. This is best used when the opponent is predicted to make a switch or passive play. On rain teams, Rain Dance is a niche option to punish opponents who switch in a Mega Charizard Y while reinforcing your team's preferred weather.

Checks and Counters
========

**Steel-types**: Bulky Steel-types like Heatran, Aegislash, Celesteela, and Ferrothorn absolutely wall Mega Metagross unless it's carrying the appropriate coverage moves. Heatran and Aegislash additionally threaten Mega Metagross back with strong super effective attacks.

**Ghost-types**: Mega Gengar outspeeds Mega Metagross, prevents it from being able to switch out, and threatens to snipe it down with Shadow Ball. Aegislash resists Metagross's STAB coverage and hits back with Shadow Ball.

**Fire-types**: Strong Fire-types like Heatran, Mega Charizard Y, and Volcarona can all survive an attack from Mega Metagross then threaten it back with super effective attacks. However, inside of Psychic Terrain, Mega Metagross's Zen Headbutt will OHKO Mega Charizard Y and Volcarona before they get the chance to attack.

**Ground-types**: Ground-types like Landorus-T and Zygarde can outspeed Mega Metagross with a Choice Scarf and Dragon Dance boost, respectively, and spam their respective Ground-type attacks. Mega Metagross can run Ice Punch, however, to OHKO these Pokemon on a predicted switch or before Zygarde is able to set up a Dragon Dance.

**Dark-types**: Strong Dark-types like Hoopa-U, Tyranitar, and Hydreigon threaten to severely damage or OHKO Mega Metagross with strong super effective attacks. However, Mega Metagross can outspeed and OHKO Hoopa-U and Tyranitar with Iron Head, as Hoopa-U has poor Defense and Tyranitar is weak to Steel-type attacks.

**Intimidate and Burns**: Prior to Mega Evolving, Clear Body prevents Intimidate from affecting Metagross. However, once Mega Evolved, Mega Metagross's offensive presence can be mitigated by the opponent switching in an Intimidate user such as Landorus-T or Mega Salamence. These Intimidate users need to be wary of Metagross's Ice Punch, as it can still OHKO or severely damage them when Mega Metagross is at -1 Attack. Burns are not very common, but a burned Mega Metagross is essentially dead weight on the battlefield.

**Opposing Speed Control**: Mega Metagross typically has the bulk to temporarily ride out opposing speed control in many scenarios. However, it is most effective when it is able to leverage its high Speed. Zapdos stands out as a Tailwind setter that can comfortably absorb an attack from Mega Metagross before setting up. Thunder Wave users like Rotom-W, Rotom-H, and Thundurus can either absorb an attack or outspeed Mega Metagross to paralyze it. Bulkier Trick Room setters like Bronzong and Cresselia also have little issue setting up in front of Metagross.
 
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GenOne

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Ready for QC! While I rewrote this mostly from scratch, I did look at the QC 1/2 comments nadando left on Megacyber's analysis and tried to ensure all that feedback was implemented.

The only comment I'm going to fight back on is Bullet Punch being moved to OO; as fast as Mega Metagross already is, there are instances where being able to pick off weakened opponents with priority STAB is still really useful. One example that comes to mind is Mega Metagross vs. Shaymin-S where Shaymin can usually just spam Air Slash for flinches. Psychic Terrain can be played around, since BP can hit floating targets anyway, and in general Metagross can afford to run this since it's going to be spamming its STAB moves most of the time anyway. Ice Punch is obviously the overall best option, but BP is at least as useful as Sub imo.

e: thoughts on slashing Zen Headbutt with Thunder Punch on slot 2? On non-lele teams T punch can be better for Celesteela and hitting Water-types + if you're running Koko it's pretty strong.
 
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Talked with the rest of the QC team and they said Groundium Z shouldn't have its own set, it should be moved to OO. Rework the Overview and and Checks and Counters sections, removing any mentions of the Groundium Z set as appropriate.

Other things:
  • [SET DETAILS] When talking about its EV spread, you can just say that it lets it hit as hard and as fast as possible. The other information is extraneous.
  • [SET DETAILS] Mention that max speed invesment + Jolly lets you tie with other base 110s
  • [TEAM OPTIONS] Kind of a nitpick, but you should move the bullet on Tapu Lele to be the first one. Make sure to put more emphasis on Tapu Lele as a partner for Metagross, cause w/o it Metagross kinda sucks.
  • [OTHER OPTIONS] Remove the bullet on Explosion.
  • [CHECKS AND COUNTERS] The tag should be **Tailwind, Thunder Wave, and Trick Room**. Add examples of Thunder Wave users.
This is super solid, implement those changes then tag me so I can look over it another time :toast:
 
  • You edited it out of your post, but I agreed with you when you said that Metagross is the only relevant base 110. Change the bullet back to the way it was before, sorry about that lol.
  • In the Overview put more emphasis on how Steel-types shut it down.
  • Remove the bullet in OO on Explosion.
Again, this is super solid, keep it up! 1/2 and go ahead and start writing.
 

talkingtree

large if factual
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Before you write up - Memoric and I were talking last night and we want TPunch slashed after Zen Headbutt for non-Lele teams. Also, Ice Punch is too good, so move Sub and Bullet Punch to the top of OO. I trust you to make the associated changes during writeup, but don't forget to change the thread title
 

talkingtree

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  • [Team Options] Specify Kyurem-B as the scarfer with Ice coverage
  • [Other Options] I still want EQ talked about because singles players might just think we forgot it otherwise, but make it clear that you should not use EQ Mega Metagross.
  • [Checks and Counters] In **Dark-types** you said Mega Metagross KOes them with Iron Headbutt heehee
I had to really search for things to fix, this is excellent. Make those^ edits and you're good to go to GP! QC 2/2
 

GenOne

DOU main. GMT-7. PS!: GenOne
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  • [Team Options] Specify Kyurem-B as the scarfer with Ice coverage
  • [Other Options] I still want EQ talked about because singles players might just think we forgot it otherwise, but make it clear that you should not use EQ Mega Metagross.
  • [Checks and Counters] In **Dark-types** you said Mega Metagross KOes them with Iron Headbutt heehee
I had to really search for things to fix, this is excellent. Make those^ edits and you're good to go to GP! QC 2/2
Implemented and off to GP.
 

lotiasite

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hi, amcheck, implement what you like
add remove comments
[OVERVIEW]

In a metagame dominated by strong Fairy-types, Mega Metagross stands out as a powerful offensive Steel-type that can pivot in and break down an opposing team with minimal support. With a solid defensive typing, a diverse offensive movepool, (AC) and solid stats across the board, Mega Metagross finds itself in favourable matchups against several of the metagame'(apostrophe)s top-tier threats including Mega Salamence, the four Tapus island guardians (the standards say not to refer to them as "Tapus"), and Deoxys-A. The ability Tough Claws delivers a 33% boost to most attacks in Mega Metagross'(change apostrophe)s movepool, while Psychic Terrain and Electric Terrain can be leveraged for additional boosts to Zen Headbutt and Thunder Punch, (AC) respectively, making Mega Metagross an extremely potent attacker in the right situations. However, this Pokemon is not without flaws. It Mega Metagross finds itself walled by most of the metagame'(apostrophe)s prominent Steel-types, which range from offensive threats like Heatran and Aegislash to late-game wincons like Celesteela and Ferrothorn. Mega Metagross'(apostrophe)s Steel / Psychic offensive typing offers it limited opportunityies for super effective (RH) coverage, so it often finds itself relying on coverage moves or raw power along to beat down its opponents foes. And Finally, it Mega Metagross suffers from a severe case of Four Moveslot Syndrome four-moveslot syndrome; while there are no shortage of coverage options in Mega Metagross'(apostrophe)s movepool to compensate for some of its weaknesses, no matter what it runs it is likely to find itself walled by something.

[SET]
name: Mega Attacker
move 1: Iron Head / Meteor Mash
move 2: Zen Headbutt / Thunder Punch
move 3: Ice Punch
move 4: Protect
item: Metagrossite
ability: Clear Body
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
(add line break)
Iron Head is Mega Metagross's most reliable Steel-type STAB move. It and has a 30% chance to flinch its target, which Mega Metagross is often able to take advantage of due to its high Speed. Meteor Mash offers slightly more power at the expense of slightly less accuracy, and it has a 20% chance of boosting Mega Metagross's Attack stat. Zen Headbutt is a secondary STAB attack that guarantees neutral hits against most Steel-resistant targets (Steel-types themselves are the exception), (RC) and inside of Psychic Terrain, this becomes Mega Metagross's strongest attack inside of Psychic Terrain. Alternatively, Thunder Punch can be used (possibly in tandem with Electric Terrain) to patch up Mega Metagross'(apostrophe)s matchup versus against Celesteela while also having giving it a means of breaking down bulky Water-types like Tapu Fini and Milotic. Ice Punch allows Metagross to OHKO the metagame's plethora of Ice-weak threats, such as Mega Salamence, Zygarde, and Landorus-T. Protect keeps Mega Metagross safe while its partners deal with any possible threats.

Set Details
========
(add line break)
Mega Metagross'(apostrophe)s EV spread is very straightforward.;(period->semicolon; consider removing this for fluff) maximum investments in Attack and Speed allows it to hit as hard and fast as possible. A Jolly nature is preferred to allow Mega Metagross to outpace positive-natured (AH) base 100s like Mega Charizard Y, as well as faster attackers like Terrakion, Kartana, and Alolan Ninetales. An alternative spread of EVs: EV spread of 80 HP / 80 Atk / 96 SpD / 252 Spe combined with a Jolly nature can be used to ensure Mega Metagross always survives a Shadow Ball from Mega Gengar while maintaining its maximum Speed. Clear Body is a handy pre-Mega ability that can be used strategically to scout out and negate Intimidate drops from Landorus-T and Mega Salamence switch-ins.

Usage Tips
========
(add line break)
With a great defensive typing and a versatile offensive movepool, Mega Metagross works well in early- and or mid-game scenarios to pressure opponents foes and force switches. With solid bulk and a good defensive typing, it Mega Metagross pivots into resisted and neutral attacks fairly well. However, it lacks a means of recovery, (AC) so its HP should be conserved as much as possible if you'(apostrophe)re relying on it to check a particular threat. In its pre-Mega forme, Metagross's Clear Body negates Intimidate drops, so consider remaining in regular forme if you expect your opponent to switch in an Intimidate user like Salamence or non-scarfed Choice Scarf Landorus-T. Psychic Terrain can be leveraged to boost Mega Metagross'(apostrophe)s Zen Headbutt; under Psychic Terrain, (AC) its Zen Headbutt OHKOes several would-be counters including Mega Charizard Y and Volcarona, and in general a Terrain-boosted Zen Headbutt will deal respectable damage to all but the bulkiest of resists Psychic-resistant Pokemon. Electric Terrain can similarly be leveraged to boost Thunder Punch.

Team Options
========
(add line break)
Tapu Lele is the best partner Mega Metagross can ask for; Psychic Terrain boosts Mega Metagross's Zen Headbutt and reinforces its fast Speed tier by blocking priority attacks. Steel-types tend to wall Mega Metagross, so mons Pokemon such as Landorus-T, Zygarde, (AC) and Heatran make for excellent partners. Fire-types like Heatran and Charizard Y can snipe down Mega Metagross if left unchecked, so partners such as Landorus-T, Zygarde, and Terrakion that can deal with Fire-types are useful. Landorus-T, Zygarde, and Terrakion are great options. Mega Metagross thrives especially well on rain teams, which clear out Fire-types and also cancel out Mega Metagross's weakness to Fire. Ground-types like Landorus-T and Zygarde can snipe down Mega Metagross if given the chance, especially if scarfed holding a Choice Scarf or Dragon Dance-boosted, (AC) respectively (maybe just say "if their Speed is boosted"). As such, faster Pokemon with Ice-type coverage such as Choice Scarf Kyurem-B and Swift Swim Kingdra (scarf Kyurem-B, Swift Swim Kingdra) make for good partners. Landorus-T can mitigate opposing Ground-types through Intimidate, dropping their Attack to a point where Mega Metagross can comfortably take a Ground-type attack then retaliate (especially if running Ice Punch). Icy Wind / or Tailwind users like Milotic and Zapdos are able to place Mega Metagross in a favourable position against faster threats like Mega Gengar, Tapu Koko, and Choice Scarf Landorus-T. Milotic stands out as a niche option with access to Competitive that deters would-be threats such as Landorus-T, Zygarde, and, (AC) (to a lesser extent), (AC) Heatran.

[STRATEGY COMMENTS]
Other Options
========
(add line break)
Mega Metagross naturally forces a lot of switches, so Substitute is usable as a move that punishes the opponent for switching out their Pokemon. Bullet Punch is an option to chip away at faster threats, although this move is incompatible with teams built around Psychic Terrain. Hammer Arm is an option to break down Steel-types like Heatran and Ferrothorn, but the consequent Speed drop hinders Mega Metagross and you still leaves it get walled by Aegislash. Psych Up is a nifty option for teams with a setup sweeper like Mega Salamence, Zygarde, Azumarill, (AC) or Coil Milotic; you Mega Metagross can copy the boosts on your own setup sweepers, (RC) of its teammate and also punish opposing setup sweepers for setting up. Earthquake combined with Groundium Z on regular Metagross is an option for dealing with opposing Steel-types while freeing up your team's Mega slot, but in doing so, Metagross loses out on significant speed (this might be capital S, but im pretty sure that it's not in this case) and power. Earthquake can also be used on Mega Metagross, but it is rarely worth it; Earthquake doesn't get a Tough Claws boost, Heatran commonly carries Shuca Berry, and Aegislash commonly carries Wide Guard. Hone Claws is an option for boosting Mega Metagross's Attack stat while ensuring that its STAB moves will never miss. This is best used when the opponent is predicted to make a switch or passive play. On rain teams, Rain Dance is a niche option to punish opponents who switch in a Mega Charizard Y while reinforcing your team's preferred weather.

Checks and Counters
========

**Steel-types**: Bulky Steel-types like Heatran, Aegislash, Celesteela, and Ferrothorn absolutely wall Mega Metagross unless it's carrying the appropriate coverage moves. Heatran and Aegislash additionally threaten Mega Metagross back with strong super effective (RH) attacks.

**Ghost-types**: Mega Gengar outspeeds Mega Metagross, prevents it from being able to switch out, and threatens to snipe it down with Shadow Ball. Aegislash resists Metagross's STAB coverage and hits back with Shadow Ball.

**Fire-types**: Strong Fire-types like Heatran, Mega Charizard Y, (AC) and Volcarona can all survive an attack from Mega Metagross then threaten it back with super effective (RH) attacks. However, inside of Psychic Terrain, Mega Metagross's Zen Headbutt will OHKO Mega Charizard Y and Volcarona before they get the chance to attack.

**Ground-types**: Ground-types like Landorus-T and Zygarde can outspeed Mega Metagrosss with Choice Scarf and Dragon Dance, (AC) respectively, and spam their respective Ground-type attacks. Mega Metagross can run Ice Punch, however, to OHKO these Pokemon on a predicted switch-in, or before Zygarde is able to set up a Dragon Dance.

**Dark-types**: Strong Dark-types like Hoopa-U, Tyranitar, (AC) and Hydreigon threaten to severely damage or OHKO Mega Metagross with strong super effective (RH) attacks. However, Mega Metagross can outspeed and OHKO Hoopa-U and Tyranitar with Iron Head, as Hoopa-U has frail Defense (frail defense doesn't really make sense; either say "hoopa-u is frail" or "low defense") and Tyranitar is weak to Steel-type attacks.

**Intimidate and Burns**: In pre-Mega forme, Clear Body prevents Intimidate from affecting Metagross. However, once Mega Evolved, Mega Metagross's offensive presence can be mitigated by switching in an Intimidate user such as Landorus-T or Mega Salamence. These Intimidate users need to be wary of Metagross's Ice Punch attack, as it can still OHKO or severely damage them when Mega Metagross is at -1. Burns are not as very common this generation (no generational shifts), but a burnt burned Mega Metagross is essentially dead(add space)weight on the battlefield.

**Tailwind, Thunder Wave, and Trick Room (maybe just say "Speed Control")**: Mega Metagross typically has the bulk to temporarily ride out opposing speed control in many scenarios. However, it is most effective when it is able to leverage its high Speed. Zapdos stands out as a Tailwind setter that can comfortably absorb an attack from Mega Metagross before setting up. Thunder Wave users like Rotom-W, Rotom-H, (AC) and Thundurus can either absorb an attack or outspeed Mega Metagross to paralyze it. Bulkier Trick Room setters like Bronzong and Cresselia also have little issue setting up in front of Metagross.


remember to change curly apostrophes into straight ones :)
also, change the tag to copyediting lol
 
Last edited:
implement the above amcheck ^ and...

Mega Metagross'(apostrophe)s EV spread is very straightforward.;(period->semicolon; consider removing this for fluff) maximum investments in Attack and Speed allows it to hit as hard and fast as possible.
This part should be one sentence and read "Maximum Attack and Speed investment allows Mega Metagross to hit as hard and fast as possible." How complicated the EV investment is is fluff and not relevant to the analysis.

These Intimidate users need to be wary of Metagross's Ice Punch attack, as it can still OHKO or severely damage them when Mega Metagross is at -1
Remove the "attack" after "Ice Punch".

GP 1/2
 

GenOne

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implement the above amcheck ^ and...


This part should be one sentence and read "Maximum Attack and Speed investment allows Mega Metagross to hit as hard and fast as possible." How complicated the EV investment is is fluff and not relevant to the analysis.


Remove the "attack" after "Ice Punch".

GP 1/2
Implemented
 

Eyan

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GP 2/2
add/corrections remove comments

[OVERVIEW]

In a metagame dominated by strong Fairy-types, Mega Metagross stands out as a powerful offensive Steel-type that can pivot in and break down an opposing team with minimal support. With a solid defensive typing, a diverse offensive movepool, and solid stats across the board, Mega Metagross finds itself in favorable matchups against several of the metagame's top-tier threats including Mega Salamence, the four island guardians, and Deoxys-A. The ability Tough Claws delivers a 33% 30% (smh qc not catching this) boost to most attacks in Mega Metagross's movepool, while Psychic Terrain and Electric Terrain can be leveraged for additional boosts to Zen Headbutt and Thunder Punch, respectively, making Mega Metagross an extremely potent attacker in the right situations. However, Mega Metagross finds itself walled by most of the metagame's prominent Steel-types, which range from offensive threats like Heatran and Aegislash to late-game wincons like Celesteela and Ferrothorn. Mega Metagross's Steel / Psychic offensive typing offers it limited opportunities for super effective coverage, so it often finds itself relying on coverage moves or raw power to beat down its foes. Finally, Mega Metagross suffers from a severe case of four-moveslot syndrome; while there are is no shortage of coverage options in Mega Metagross's movepool to compensate for some of its weaknesses, no matter what it runs, (ac) it is likely to find itself walled by something.

[SET]
name: Mega Attacker
move 1: Iron Head / Meteor Mash
move 2: Zen Headbutt / Thunder Punch
move 3: Ice Punch
move 4: Protect
item: Metagrossite
ability: Clear Body
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Iron Head is Mega Metagross's most reliable Steel-type STAB move and has a 30% chance to flinch cause its target to flinch ("flinch" is an intransitive verb, so it's in the same boat as "faint". i.e. you can't faint something, but you can cause something to faint), which Mega Metagross is often able to take advantage of due to its high Speed. Meteor Mash offers slightly more power at the expense of slightly less accuracy ("at the expense of" = "while sacrificing" essentially), and it has a 20% chance of boosting Mega Metagross's Attack stat. Zen Headbutt is a secondary STAB attack that guarantees neutral hits against most Steel-resistant targets (Steel-types themselves are the exceptions) and (add space) becomes Mega Metagross's strongest attack inside of Psychic Terrain. Alternatively, Thunder Punch can be used (possibly in tandem with Electric Terrain) to patch up Mega Metagross's matchup against Celesteela while also giving it a means of breaking down bulky Water-types like Tapu Fini and Milotic. Ice Punch allows Metagross to OHKO the metagame's plethora of Ice-weak threats, such as Mega Salamence, Zygarde, and Landorus-T. Protect keeps Mega Metagross safe while its partners deal with any possible threats.

Set Details
========

Maximum Attack and Speed investment allows Mega Metagross to hit as hard and fast as possible. A Jolly nature is preferred to allow Mega Metagross to outpace positive-natured base 100s like Mega Charizard Y, as well as faster attackers like Terrakion, Kartana, and Alolan Ninetales. An alternative EV spread of 80 HP / 80 Atk / 96 SpD / 252 Spe combined with a Jolly nature can be used to ensure Mega Metagross always survives a Shadow Ball from Gengar while maintaining its maximum Speed. Clear Body is a handy pre-Mega ability that can be used strategically to scout out and negate Intimidate drops from Landorus-T and Mega Salamence switch-ins (this is a grey area. if by "Landorus-T and Mega Salamence switch-ins" you mean them acting as a switch-in, keep your wording. if you're referring to the act of them switching in, it should be "Landorus-T and Mega Salamence as they switch in").

Usage Tips
========

With a great defensive typing and a versatile offensive movepool, Mega Metagross works well in early- or mid-game scenarios to pressure foes and force switches. With solid bulk and a good defensive typing, Mega Metagross pivots into resisted and neutral attacks fairly well. However, it lacks a means of recovery, so its HP should be conserved as much as possible if you're relying on it to check a particular threat. In its pre-Mega forme (try not to refer to Mega and non-Mega as formes unless you absolutely have to), (rc) Pre-Mega Metagross's Clear Body negates Intimidate drops, so consider remaining in regular formerme not Mega Evolving if you expect your opponent to switch in an Intimidate user like Salamence or non-Choice Scarf Landorus-T. Psychic Terrain can be leveraged to boost Mega Metagross's Zen Headbutt; under Psychic Terrain, Zen Headbutt OHKOes several would-be counters including Mega Charizard Y and Volcarona, and in general, (ac) a Terrain-boosted Zen Headbutt will deal respectable damage to all but the bulkiest Psychic-resistant Pokemon. Electric Terrain can similarly be leveraged to boost Thunder Punch.

Team Options
========

Tapu Lele is the best partner Mega Metagross can ask for; Psychic Terrain boosts Mega Metagross's Zen Headbutt and reinforces its fast good Speed tier by blocking priority attacks. Steel-types tend to wall Mega Metagross, so Pokemon such as Landorus-T, Zygarde, and Heatran make for excellent partners. Fire-types like Heatran and Charizard Y can snipe down Mega Metagross if left unchecked, so partners such as Landorus-T, Zygarde, and Terrakion that can deal with Fire-types are useful. Mega Metagross thrives especially well on rain teams, which clear out Fire-types and also cancel out Mega Metagross's weakness to Fire. Ground-types like Landorus-T and Zygarde can snipe down Mega Metagross if given the chance, especially if holding a Choice Scarf or Dragon Dance-boosted, respectively. As such, faster Pokemon with Ice-type coverage such as Choice Scarf Kyurem-B and Swift Swim Kingdra make for good partners. Landorus-T can mitigate opposing Ground-types through Intimidate, dropping their Attack to a point where Mega Metagross can comfortably take a Ground-type attack then retaliate (especially if running Ice Punch). Icy Wind or Tailwind users like Milotic and Zapdos are able to place Mega Metagross in a favorable position against faster threats like Mega Gengar, Tapu Koko, and Choice Scarf Landorus-T. Milotic stands out as a niche option with access to Competitive that deters would-be threats such as Landorus-T, Zygarde, and, to a lesser extent, Heatran.

[STRATEGY COMMENTS]
Other Options
========

Mega Metagross naturally forces a lot of switches, so Substitute is usable as a move that punishes the opponent for switching out their Pokemon. Bullet Punch is an option to chip away at faster threats, although this move is incompatible with teams built around Psychic Terrain. Hammer Arm is an option to break down Steel-types like Heatran and Ferrothorn, but the consequent Speed drop hinders Mega Metagross, (ac) and the move still leaves it walled by Aegislash. Psych Up is a nifty option for teams with a setup sweeper like Mega Salamence, Zygarde, Azumarill, or Coil Milotic; Mega Metagross can copy the boosts of its teammate and also punish opposing setup sweepers for setting up. Earthquake combined with Groundium Z on regular Metagross is an option for dealing with opposing Steel-types while freeing up your team's Mega slot, but in doing so, Metagross loses out on significant speed and power. Earthquake can also be used on Mega Metagross, but it is rarely worth it; Earthquake doesn't get a Tough Claws boost, Heatran commonly carries Shuca Berry, and Aegislash commonly carries Wide Guard. Hone Claws is an option for boosting Mega Metagross's Attack stat while ensuring that its STAB moves never miss. This is best used when the opponent is predicted to make a switch or passive play. On rain teams, Rain Dance is a niche option to punish opponents who switch in a Mega Charizard Y while reinforcing your team's preferred weather.

Checks and Counters
========

**Steel-types**: Bulky Steel-types like Heatran, Aegislash, Celesteela, and Ferrothorn absolutely wall Mega Metagross unless it's carrying the appropriate coverage moves. Heatran and Aegislash additionally threaten Mega Metagross back with strong super effective (remove extra space) attacks.

**Ghost-types**: Mega Gengar outspeeds Mega Metagross, prevents it from being able to switch out, and threatens to snipe it down with Shadow Ball. Aegislash resists Metagross's STAB coverage and hits back with Shadow Ball.

**Fire-types**: Strong Fire-types like Heatran, Mega Charizard Y, and Volcarona can all survive an attack from Mega Metagross then threaten it back with super effective attacks. However, inside of Psychic Terrain, Mega Metagross's Zen Headbutt will OHKO Mega Charizard Y and Volcarona before they get the chance to attack.

**Ground-types**: Ground-types like Landorus-T and Zygarde can outspeed Mega Metagross with a Choice Scarf and Dragon Dance boost, respectively, and spam their respective Ground-type attacks. Mega Metagross can run Ice Punch, however, to OHKO these Pokemon on a predicted switch, (rc) or before Zygarde is able to set up a Dragon Dance.

**Dark-types**: Strong Dark-types like Hoopa-U, Tyranitar, and Hydreigon threaten to severely damage or OHKO Mega Metagross with strong super effective attacks. However, Mega Metagross can outspeed and OHKO Hoopa-U and Tyranitar with Iron Head, as Hoopa-U has frail poor Defense and Tyranitar is weak to Steel-type attacks.

**Intimidate and Burns**: In pre-Mega forme Prior to Mega Evolving, Clear Body prevents Intimidate from affecting Metagross. However, once Mega Evolved, Mega Metagross's offensive presence can be mitigated by the opponent switching in an Intimidate user such as Landorus-T or Mega Salamence. These Intimidate users need to be wary of Metagross's Ice Punch, as it can still OHKO or severely damage them when Mega Metagross is at -1 Attack. Burns are not very common, but a burned Mega Metagross is essentially dead weight on the battlefield.

**Tailwind, Thunder Wave, and Trick Room Opposing Speed Control**: Mega Metagross typically has the bulk to temporarily ride out opposing speed control in many scenarios. However, it is most effective when it is able to leverage its high Speed. Zapdos stands out as a Tailwind setter that can comfortably absorb an attack from Mega Metagross before setting up. Thunder Wave users like Rotom-W, Rotom-H, and Thundurus can either absorb an attack or outspeed Mega Metagross to paralyze it. Bulkier Trick Room setters like Bronzong and Cresselia also have little issue setting up in front of Metagross.

Good stuff.

 
Last edited:

GenOne

DOU main. GMT-7. PS!: GenOne
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Implemented below and in the OP, Eyan!

[OVERVIEW]

In a metagame dominated by strong Fairy-types, Mega Metagross stands out as a powerful offensive Steel-type that can pivot in and break down an opposing team with minimal support. With a solid defensive typing, a diverse offensive movepool, and solid stats across the board, Mega Metagross finds itself in favorable matchups against several of the metagame's top-tier threats including Mega Salamence, the four island guardians, and Deoxys-A. The ability Tough Claws delivers a 30% boost to most attacks in Mega Metagross's movepool, while Psychic Terrain and Electric Terrain can be leveraged for additional boosts to Zen Headbutt and Thunder Punch, respectively, making Mega Metagross an extremely potent attacker in the right situations. However, Mega Metagross finds itself walled by most of the metagame's prominent Steel-types, which range from offensive threats like Heatran and Aegislash to late-game wincons like Celesteela and Ferrothorn. Mega Metagross's Steel / Psychic offensive typing offers it limited opportunities for super effective coverage, so it often finds itself relying on coverage moves or raw power to beat down its foes. Finally, Mega Metagross suffers from a severe case of four-moveslot syndrome; while there is no shortage of coverage options in Mega Metagross's movepool to compensate for some of its weaknesses, no matter what it runs, it is likely to find itself walled by something.

[SET]
name: Mega Attacker
move 1: Iron Head / Meteor Mash
move 2: Zen Headbutt / Thunder Punch
move 3: Ice Punch
move 4: Protect
item: Metagrossite
ability: Clear Body
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

Iron Head is Mega Metagross's most reliable Steel-type STAB move and has a 30% chance to cause its target to flinch, which Mega Metagross is often able to take advantage of due to its high Speed. Meteor Mash offers slightly more power at the expense of accuracy, and it has a 20% chance of boosting Mega Metagross's Attack stat. Zen Headbutt is a secondary STAB attack that guarantees neutral hits against most Steel-resistant targets (Steel-types themselves are exceptions) and (add space) becomes Mega Metagross's strongest attack inside of Psychic Terrain. Alternatively, Thunder Punch can be used (possibly in tandem with Electric Terrain) to patch up Mega Metagross's matchup against Celesteela while also giving it a means of breaking down bulky Water-types like Tapu Fini and Milotic. Ice Punch allows Metagross to OHKO the metagame's plethora of Ice-weak threats, such as Mega Salamence, Zygarde, and Landorus-T. Protect keeps Mega Metagross safe while its partners deal with any possible threats.

Set Details
========

Maximum Attack and Speed investment allows Mega Metagross to hit as hard and fast as possible. A Jolly nature is preferred to allow Mega Metagross to outpace positive-natured base 100s like Mega Charizard Y, as well as faster attackers like Terrakion, Kartana, and Alolan Ninetales. An alternative EV spread of 80 HP / 80 Atk / 96 SpD / 252 Spe combined with a Jolly nature can be used to ensure Mega Metagross always survives a Shadow Ball from Gengar while maintaining its maximum Speed. Clear Body is a handy pre-Mega ability that can be used strategically to scout out and negate Intimidate drops from Landorus-T and Mega Salamence as they switch in.

Usage Tips
========

With a great defensive typing and a versatile offensive movepool, Mega Metagross works well in early- or mid-game scenarios to pressure foes and force switches. With solid bulk and a good defensive typing, Mega Metagross pivots into resisted and neutral attacks fairly well. However, it lacks a means of recovery, so its HP should be conserved as much as possible if you're relying on it to check a particular threat. Pre-Mega Metagross's Clear Body negates Intimidate drops, so consider not Mega Evolving if you expect your opponent to switch in an Intimidate user like Salamence or non-Choice Scarf Landorus-T. Psychic Terrain can be leveraged to boost Mega Metagross's Zen Headbutt; under Psychic Terrain, Zen Headbutt OHKOes several would-be counters including Mega Charizard Y and Volcarona, and in general, a Terrain-boosted Zen Headbutt will deal respectable damage to all but the bulkiest Psychic-resistant Pokemon. Electric Terrain can similarly be leveraged to boost Thunder Punch.

Team Options
========

Tapu Lele is the best partner Mega Metagross can ask for; Psychic Terrain boosts Mega Metagross's Zen Headbutt and reinforces its good Speed tier by blocking priority attacks. Steel-types tend to wall Mega Metagross, so Pokemon such as Landorus-T, Zygarde, and Heatran make for excellent partners. Fire-types like Heatran and Charizard Y can snipe down Mega Metagross if left unchecked, so partners such as Landorus-T, Zygarde, and Terrakion that can deal with Fire-types are useful. Mega Metagross thrives especially well on rain teams, which clear out Fire-types and also cancel out Mega Metagross's weakness to Fire. Ground-types like Landorus-T and Zygarde can snipe down Mega Metagross if given the chance, especially if holding a Choice Scarf or Dragon Dance-boosted, respectively. As such, faster Pokemon with Ice-type coverage such as Choice Scarf Kyurem-B and Swift Swim Kingdra make for good partners. Landorus-T can mitigate opposing Ground-types through Intimidate, dropping their Attack to a point where Mega Metagross can comfortably take a Ground-type attack then retaliate (especially if running Ice Punch). Icy Wind or Tailwind users like Milotic and Zapdos are able to place Mega Metagross in a favorable position against faster threats like Mega Gengar, Tapu Koko, and Choice Scarf Landorus-T. Milotic stands out as a niche option with access to Competitive that deters would-be threats such as Landorus-T, Zygarde, and, to a lesser extent, Heatran.

[STRATEGY COMMENTS]
Other Options
========

Mega Metagross naturally forces a lot of switches, so Substitute is usable as a move that punishes the opponent for switching out their Pokemon. Bullet Punch is an option to chip away at faster threats, although this move is incompatible with teams built around Psychic Terrain. Hammer Arm is an option to break down Steel-types like Heatran and Ferrothorn, but the consequent Speed drop hinders Mega Metagross, and the move still leaves it walled by Aegislash. Psych Up is a nifty option for teams with a setup sweeper like Mega Salamence, Zygarde, Azumarill, or Coil Milotic; Mega Metagross can copy the boosts of its teammate and also punish opposing setup sweepers for setting up. Earthquake combined with Groundium Z on regular Metagross is an option for dealing with opposing Steel-types while freeing up your team's Mega slot, but in doing so, Metagross loses out on significant speed and power. Earthquake can also be used on Mega Metagross, but it is rarely worth it; Earthquake doesn't get a Tough Claws boost, Heatran commonly carries Shuca Berry, and Aegislash commonly carries Wide Guard. Hone Claws is an option for boosting Mega Metagross's Attack stat while ensuring that its STAB moves never miss. This is best used when the opponent is predicted to make a switch or passive play. On rain teams, Rain Dance is a niche option to punish opponents who switch in a Mega Charizard Y while reinforcing your team's preferred weather.

Checks and Counters
========

**Steel-types**: Bulky Steel-types like Heatran, Aegislash, Celesteela, and Ferrothorn absolutely wall Mega Metagross unless it's carrying the appropriate coverage moves. Heatran and Aegislash additionally threaten Mega Metagross back with strong super effective attacks.

**Ghost-types**: Mega Gengar outspeeds Mega Metagross, prevents it from being able to switch out, and threatens to snipe it down with Shadow Ball. Aegislash resists Metagross's STAB coverage and hits back with Shadow Ball.

**Fire-types**: Strong Fire-types like Heatran, Mega Charizard Y, and Volcarona can all survive an attack from Mega Metagross then threaten it back with super effective attacks. However, inside of Psychic Terrain, Mega Metagross's Zen Headbutt will OHKO Mega Charizard Y and Volcarona before they get the chance to attack.

**Ground-types**: Ground-types like Landorus-T and Zygarde can outspeed Mega Metagross with a Choice Scarf and Dragon Dance boost, respectively, and spam their respective Ground-type attacks. Mega Metagross can run Ice Punch, however, to OHKO these Pokemon on a predicted switch or before Zygarde is able to set up a Dragon Dance.

**Dark-types**: Strong Dark-types like Hoopa-U, Tyranitar, and Hydreigon threaten to severely damage or OHKO Mega Metagross with strong super effective attacks. However, Mega Metagross can outspeed and OHKO Hoopa-U and Tyranitar with Iron Head, as Hoopa-U has poor Defense and Tyranitar is weak to Steel-type attacks.

**Intimidate and Burns**: Prior to Mega Evolving, Clear Body prevents Intimidate from affecting Metagross. However, once Mega Evolved, Mega Metagross's offensive presence can be mitigated by the opponent switching in an Intimidate user such as Landorus-T or Mega Salamence. These Intimidate users need to be wary of Metagross's Ice Punch, as it can still OHKO or severely damage them when Mega Metagross is at -1 Attack. Burns are not very common, but a burned Mega Metagross is essentially dead weight on the battlefield.

**Opposing Speed Control**: Mega Metagross typically has the bulk to temporarily ride out opposing speed control in many scenarios. However, it is most effective when it is able to leverage its high Speed. Zapdos stands out as a Tailwind setter that can comfortably absorb an attack from Mega Metagross before setting up. Thunder Wave users like Rotom-W, Rotom-H, and Thundurus can either absorb an attack or outspeed Mega Metagross to paralyze it. Bulkier Trick Room setters like Bronzong and Cresselia also have little issue setting up in front of Metagross.
 

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