Hello Smogen, I've been messing around with this team for a little while and I just can't seem to perfect it on my own. I'm not an expert on how to put a team together but this one has been working really well for me and I would like to find a way to improve it. Note that although it says ORAS Ubers, It can also be used in other formats quite effectivly.
Team Members in order:
Metagross
Salamence
Aggron
Galvantula
Amoonguss
Hitmonlee
(Brace youself for a wall of text)
Metagross (Deathbringer)
(Source: gndillustrations.deviantart.com)
Item: Metagrossite
Ability: Clear Body
EVs: 136 HP / 196 Atk / 176 Spe
Jolly Nature
- Zen Headbutt
- Thunder Punch
- Meteor Mash
- Bullet Punch
Why Is it on the team: I admit, I've always loved Metagross. It has a great attack stat, as well as solid defences that allows it to hold out for many turns. Whats great is that it's mega-form enhances all these good stats even further, and gives it enough speed to outpace many potential dangers. Even though they made it weak to dark and ghost, it is still a good counter for many dangers for the rest of my team.
Move Selection:
Zen Headbutt: Now that Metagross can actually outspeed most threats, it can take full advantage of Zen Headbutt's side effect of flinching, it is also a really powerful STAB which can be used on fighting types, which are a huge threat to Aggron.
Thunderpunch: Thunderpunch on Metagross is incredibly helpful. This move is great coverage for water and flying types which think they have a safe switch on Metagross, and go down HARD. Paralysis is also a bonus, but doesn't have much use since my team is made of Superfast pokemon who could outspeed the threat anyway. or Superslow pokemon who aren't quite fast enough to take advantage of it.
Meteor Mash: Metagross' Bread and Butter, Mega Metagross is fearsome enough, but if by some chance it gets a +1 bonus to attack, the enemy is basically doomed. Metagross is a hard counter for Xerneas and many other Fairies, and also does some good damage on ice types, sadly most rock types survive because of high Defense and Sturdy, but Amoongus cleans them up nicely.
Bullet Punch: The only thing that is more annoying than defeat, is being defeated when the enemy only had 1HP left. Bullet punch is the solution to this as although Metagross is fast, many foes are faster (Gods curse you Focus Sash Darkrai!!!) Alas, Metagross still has one weakness... Swords Dance Arceus with earthquake.
Salamence (Skylord)
(Source: www.animeyume.com)
Item: Haban Berry
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Rock Slide
Why is it on the team: Salamence is fearsome: At +1 Attack it can One Shot lots of threats, and at +1 Speed it can outspeed lots of those threats as well. Although they say Intimidate is better, I prefer combining Moxie with the dragon dance to just demolish everything. A note about the Haban Berry, for some reason the only threat to Salamence is other dragons. Metagross just kills everything that might have an ice move.
Move Selection:
Dragon Claw: Dragon Claw not be the strongest physical dragon move, but since the strongest only has 75% Accuracy, I'm prepared to lose 20 Damage for a more reliable attack. STAB Damage makes it my strongest attack outside of super effective hits and it the only quick way to stop rival dragons.
Dragon Dance: Explained above as the reason for selection.
Earthquake: Deal supereffective damage on 6/18 types, which is quite alot, also has high damage and deals with diggers too. Good for dealing with Primal Groudon as well.
Rock Slide: Combats it's weakness to ice types without ice shard, and because of the +1 Speed it takes full advantage of flinching. Perfect for that one Togekiss without a fairy move. (Which has actually happened to me.)
Aggron (Robosaurus)
(Source: zhoid.deviantart.com)
Item: Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk
Adamant Nature
- Endeavor
- Metal Burst
- Shadow Claw
- Seismic Toss
Why is it on the team: Aggrons appear on many teams, but this one is probably a first. This one takes full advantage of it's sturdy ability to wreak many foes plans with it's surprising moveset. There's only one problem... It's defences are too good! If anything what I need is for Aggron is some suggestions on what stats should be placed where.
Move Selection:
Endeavor: Endeavor is to be combined with the Custap berry and sturdy, at 1HP Endeavor gains priority, meaning that Fake Out/Bullet punch will defeat them. It's the perfect last resort for Aggron for everything except those with priority. But for that we have...
Metal Burst: Counter and Mirror Coat Combined. Perfect to kill a foe with max attack who isn't expecting it. Problem is that if hazards are out, sturdy is nullified and means that metal burst could be rendered worthless.
Shadow Claw: Coverage for ghost and dark. Kinda a filler really. Any Suggestions?
Seismic Toss: I got sick of defense boosters, so I got this. I guess it has its uses. (I'm looking at you Lugia) Although it does bring up a question... Why did I put so much in attack then?
Spiderbolt (Galvantula)
(Source: www.smogon.com)
Item: Choice Scarf
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Energy Ball
Why is it on the team: Choice Scarf Galvantula is the perfect counter for Darkrai and Mewtwo Y, and it's 91% accurate Thunder is a force to be feared. Although it can't last long in battle, it can still do enough damage to be worth it. It's also cute and fuzzy, unlike real spiders.
Move Selection:
Thunder: Thunder is the strongest special electric attack, but it's accuracy has always been a drawback, now that Compound Eyes removes this, it is very dangerous. Paralysis is also a bonus which benefits the team.
Bug Buzz: The reason I chose Galvantula instead of things like Jolteon, STAB bug buzz one shots the threats mentioned above, and best of all: It goes through substitutes to really ruin someone's day.
Volt Switch: Gets Galvantula out of deadly situations fast. A good finisher to allow a better ally to take the field and DESTROY EVERYTHING!!!
Energy Ball: The destruction of Ground types... Without Sturdy... And High Sp. Def... And no priority... I'm sure it'll come in handy some day.
Amoonguss (DoomShroom)
(Source: primalmoron.deviantart.com)
Item: Focus Sash
Ability: Regenerator
EVs: 252 HP / 160 Def / 92 SpA / 4 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Giga Drain
- Foul Play
Why is it on the Team: Amoonguss is the ultimate wall for many foes. It is the representation of the drug vets use to put animals to sleep permanently. A perfect defensive measure as despite the focus sash, it is hard to take down in one shot even with supereffective attacks. Although Darkrai's Ability is 'Bad Dreams', Amoonguss is the true nightmare bringer.
Move Selection:
Spore: This is the move that is the difference between victory and defeat in some cases. Sleep is a great status because it allows free attacks, switches and time to boost stats. Or all three each consecutive turn. What's Better is that most foes don't have insomnia, and Magic Bounce does nothing. So Amoonguss can freely release the Death Sleep on all who cross it.
Clear Smog: This move is completely underused despite what it can do. Use belly Drum, Clear Smog says 'nope', Attack reduced to normal. It completely ruins those who rely on stat boosts (Except aegislash) And it completely ruins plans for evasion boosters with it's perfect accuracy.
Giga Drain: Amoonguss' best feature is that it can last for ages in battle, giga drain allows it to last even longer and continue to annoy enemies. Although it isn't that strong, it better than nothing.
Foul Play: You know how I said Clear Smog does nothing to Aegislash, Foul Play is the alternitive, it is perfect to deal with Swords Dance Arceus and other Attack Boosting pokemon. Note: I don't know it lowering the attack IVs makes foul play stronger or weaker, but if it weakens it... Well Amoonguss wasn't that strong anyway.
Hitmonlee (Mr. Noface)
(Source: www.kisamayatsu.com)
Item: Liechi Berry
Ability: Unburden
EVs: 252 Atk / 252 Spe
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpD
- Endure
- Reversal
- Blaze Kick
- Fake Out
Why is it on the team: Hitmonlee can be a destructive force of nature if used right. Unburden + Liechi Berry = Destruction to all who do not have priority: Reversal does 300 Damage at 1 hp and since Hitmonlee has 546 speed, anything without priority or resistance dies instantly. The lower defenses means that it Hitmonlee is more likely to survive with lower health.
Move Selection:
Endure: Endure is the whole point of this set. Mega Lucario may do more damage with Reversal, but Hitmonlee actually has the speed to make it worthwhile due to unburden. The best part, Kangaskhan's Parental Bond doesn't nullify it like it nullifies focus sash.
Reversal: Reversal is strongest at 1 HP, but is good enough at 25% with the help of the liechi berry. A single move can be the difference between life and death, and this one is a clear example of it in action.
Blaze Kick: I just needed a fire move, Blaze Kick is actually the only option with Hitmonlee, but it makes use of the Attack boost to at least get rid of Scizor
Fake Out: If Aggron successfully uses endeavor at 1 HP, either bullet punch or fake out will deal the final blow, fake out is for foes who happen to learn extremespeed.
So that's the team. If you could give me any suggestions I would appreciate it. Only one thing, don't bother telling me stealth rocks is useful and to include it somewhere. I've never had any use and with this team. Otherwise, anything else is useful.
Team Members in order:
Metagross
Salamence
Aggron
Galvantula
Amoonguss
Hitmonlee
(Brace youself for a wall of text)
Metagross (Deathbringer)
(Source: gndillustrations.deviantart.com)
Item: Metagrossite
Ability: Clear Body
EVs: 136 HP / 196 Atk / 176 Spe
Jolly Nature
- Zen Headbutt
- Thunder Punch
- Meteor Mash
- Bullet Punch
Why Is it on the team: I admit, I've always loved Metagross. It has a great attack stat, as well as solid defences that allows it to hold out for many turns. Whats great is that it's mega-form enhances all these good stats even further, and gives it enough speed to outpace many potential dangers. Even though they made it weak to dark and ghost, it is still a good counter for many dangers for the rest of my team.
Move Selection:
Zen Headbutt: Now that Metagross can actually outspeed most threats, it can take full advantage of Zen Headbutt's side effect of flinching, it is also a really powerful STAB which can be used on fighting types, which are a huge threat to Aggron.
Thunderpunch: Thunderpunch on Metagross is incredibly helpful. This move is great coverage for water and flying types which think they have a safe switch on Metagross, and go down HARD. Paralysis is also a bonus, but doesn't have much use since my team is made of Superfast pokemon who could outspeed the threat anyway. or Superslow pokemon who aren't quite fast enough to take advantage of it.
Meteor Mash: Metagross' Bread and Butter, Mega Metagross is fearsome enough, but if by some chance it gets a +1 bonus to attack, the enemy is basically doomed. Metagross is a hard counter for Xerneas and many other Fairies, and also does some good damage on ice types, sadly most rock types survive because of high Defense and Sturdy, but Amoongus cleans them up nicely.
Bullet Punch: The only thing that is more annoying than defeat, is being defeated when the enemy only had 1HP left. Bullet punch is the solution to this as although Metagross is fast, many foes are faster (Gods curse you Focus Sash Darkrai!!!) Alas, Metagross still has one weakness... Swords Dance Arceus with earthquake.
Salamence (Skylord)
(Source: www.animeyume.com)
Item: Haban Berry
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Rock Slide
Why is it on the team: Salamence is fearsome: At +1 Attack it can One Shot lots of threats, and at +1 Speed it can outspeed lots of those threats as well. Although they say Intimidate is better, I prefer combining Moxie with the dragon dance to just demolish everything. A note about the Haban Berry, for some reason the only threat to Salamence is other dragons. Metagross just kills everything that might have an ice move.
Move Selection:
Dragon Claw: Dragon Claw not be the strongest physical dragon move, but since the strongest only has 75% Accuracy, I'm prepared to lose 20 Damage for a more reliable attack. STAB Damage makes it my strongest attack outside of super effective hits and it the only quick way to stop rival dragons.
Dragon Dance: Explained above as the reason for selection.
Earthquake: Deal supereffective damage on 6/18 types, which is quite alot, also has high damage and deals with diggers too. Good for dealing with Primal Groudon as well.
Rock Slide: Combats it's weakness to ice types without ice shard, and because of the +1 Speed it takes full advantage of flinching. Perfect for that one Togekiss without a fairy move. (Which has actually happened to me.)
Aggron (Robosaurus)
(Source: zhoid.deviantart.com)
Item: Custap Berry
Ability: Sturdy
EVs: 252 HP / 252 Atk
Adamant Nature
- Endeavor
- Metal Burst
- Shadow Claw
- Seismic Toss
Why is it on the team: Aggrons appear on many teams, but this one is probably a first. This one takes full advantage of it's sturdy ability to wreak many foes plans with it's surprising moveset. There's only one problem... It's defences are too good! If anything what I need is for Aggron is some suggestions on what stats should be placed where.
Move Selection:
Endeavor: Endeavor is to be combined with the Custap berry and sturdy, at 1HP Endeavor gains priority, meaning that Fake Out/Bullet punch will defeat them. It's the perfect last resort for Aggron for everything except those with priority. But for that we have...
Metal Burst: Counter and Mirror Coat Combined. Perfect to kill a foe with max attack who isn't expecting it. Problem is that if hazards are out, sturdy is nullified and means that metal burst could be rendered worthless.
Shadow Claw: Coverage for ghost and dark. Kinda a filler really. Any Suggestions?
Seismic Toss: I got sick of defense boosters, so I got this. I guess it has its uses. (I'm looking at you Lugia) Although it does bring up a question... Why did I put so much in attack then?
Spiderbolt (Galvantula)
(Source: www.smogon.com)
Item: Choice Scarf
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder
- Bug Buzz
- Volt Switch
- Energy Ball
Why is it on the team: Choice Scarf Galvantula is the perfect counter for Darkrai and Mewtwo Y, and it's 91% accurate Thunder is a force to be feared. Although it can't last long in battle, it can still do enough damage to be worth it. It's also cute and fuzzy, unlike real spiders.
Move Selection:
Thunder: Thunder is the strongest special electric attack, but it's accuracy has always been a drawback, now that Compound Eyes removes this, it is very dangerous. Paralysis is also a bonus which benefits the team.
Bug Buzz: The reason I chose Galvantula instead of things like Jolteon, STAB bug buzz one shots the threats mentioned above, and best of all: It goes through substitutes to really ruin someone's day.
Volt Switch: Gets Galvantula out of deadly situations fast. A good finisher to allow a better ally to take the field and DESTROY EVERYTHING!!!
Energy Ball: The destruction of Ground types... Without Sturdy... And High Sp. Def... And no priority... I'm sure it'll come in handy some day.
Amoonguss (DoomShroom)
(Source: primalmoron.deviantart.com)
Item: Focus Sash
Ability: Regenerator
EVs: 252 HP / 160 Def / 92 SpA / 4 SpD
Calm Nature
IVs: 0 Atk
- Spore
- Clear Smog
- Giga Drain
- Foul Play
Why is it on the Team: Amoonguss is the ultimate wall for many foes. It is the representation of the drug vets use to put animals to sleep permanently. A perfect defensive measure as despite the focus sash, it is hard to take down in one shot even with supereffective attacks. Although Darkrai's Ability is 'Bad Dreams', Amoonguss is the true nightmare bringer.
Move Selection:
Spore: This is the move that is the difference between victory and defeat in some cases. Sleep is a great status because it allows free attacks, switches and time to boost stats. Or all three each consecutive turn. What's Better is that most foes don't have insomnia, and Magic Bounce does nothing. So Amoonguss can freely release the Death Sleep on all who cross it.
Clear Smog: This move is completely underused despite what it can do. Use belly Drum, Clear Smog says 'nope', Attack reduced to normal. It completely ruins those who rely on stat boosts (Except aegislash) And it completely ruins plans for evasion boosters with it's perfect accuracy.
Giga Drain: Amoonguss' best feature is that it can last for ages in battle, giga drain allows it to last even longer and continue to annoy enemies. Although it isn't that strong, it better than nothing.
Foul Play: You know how I said Clear Smog does nothing to Aegislash, Foul Play is the alternitive, it is perfect to deal with Swords Dance Arceus and other Attack Boosting pokemon. Note: I don't know it lowering the attack IVs makes foul play stronger or weaker, but if it weakens it... Well Amoonguss wasn't that strong anyway.
Hitmonlee (Mr. Noface)
(Source: www.kisamayatsu.com)
Item: Liechi Berry
Ability: Unburden
EVs: 252 Atk / 252 Spe
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpD
- Endure
- Reversal
- Blaze Kick
- Fake Out
Why is it on the team: Hitmonlee can be a destructive force of nature if used right. Unburden + Liechi Berry = Destruction to all who do not have priority: Reversal does 300 Damage at 1 hp and since Hitmonlee has 546 speed, anything without priority or resistance dies instantly. The lower defenses means that it Hitmonlee is more likely to survive with lower health.
Move Selection:
Endure: Endure is the whole point of this set. Mega Lucario may do more damage with Reversal, but Hitmonlee actually has the speed to make it worthwhile due to unburden. The best part, Kangaskhan's Parental Bond doesn't nullify it like it nullifies focus sash.
Reversal: Reversal is strongest at 1 HP, but is good enough at 25% with the help of the liechi berry. A single move can be the difference between life and death, and this one is a clear example of it in action.
Blaze Kick: I just needed a fire move, Blaze Kick is actually the only option with Hitmonlee, but it makes use of the Attack boost to at least get rid of Scizor
Fake Out: If Aggron successfully uses endeavor at 1 HP, either bullet punch or fake out will deal the final blow, fake out is for foes who happen to learn extremespeed.
So that's the team. If you could give me any suggestions I would appreciate it. Only one thing, don't bother telling me stealth rocks is useful and to include it somewhere. I've never had any use and with this team. Otherwise, anything else is useful.
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