✧Introduction✧
Hi everyone, I'm HailFall. Some of you probably know me already, but I'm an OU player who dabbles in a few other tiers and posts a good amount on the OU forums. On PS I usually spend my time in the OU room discussing the metagame with other people, chilling in other rooms, or tilting on the ladder. I started playing OU around October 2015 and I'm still learning it to an extent but I definitely really enjoy the tier and the community. This team is one I'm very happy with so I'm posting it here!
The main idea behind this team is to, in each game, use Mega Metagross' ability to pressure bulky Ground-types and Pursuit trap to make it easier for Terrakion or Manaphy to clean late game. Choice Scarf Terrakion is a really slept on threat honestly and it puts in all kinds of work against common offensive teams with a little prediction. The decline in Hippowdon usage especially helps it to clean with ease after the opponent's Ground-type has been weakened enough by repeatedly switching into Metagross' and Terrakion's STAB moves. Manaphy is without a doubt one of if not the best win condition against defensively inclined teams, making it a great pick to take advantage of the builds Terrakion cannot. Unfortunately, many of these kinds of teams carry something along the lines of Latios to revenge kill Manaphy and prevent it from getting out of hand. That's where Metagross comes in, tanking a Draco Meteor and then Pursuit trapping the Latios to prevent it from coming in again to halt a Manaphy sweep. The remainder of the team is focused on checking and countering the Pokemon that pose a threat to this strategy being carried out successfully and to provide valuable support such as Stealth Rock.
✧Teambuilding✧

Not a ton to say other than I wanted to build around Mega Metagross because its a pretty solid mon overall, so thats what I did.


Most people run Latios as a revenge killer for Manaphy, so I figured pursuit Mega Metagross would make a pretty sick partner. Metagross also has a decent offense matchup while Manaphy has a good matchup against defensive teams, so that was another thing that drew me to this core.



Team was looking kind of weak to Bisharp and Weavile so I felt Terrakion would be a good addition. I could have gone Keldeo here but i liked the dynamic of pressuring grounds for each other that it has with Metagross.




Everything was looking a bit weak to Mega Scizor, and I wanted a more reliable switch-in to stuff steels usually switch into than Metagross is, so I thought Heatran would be a nice addition. Its also just a super versatile and great mon to run in general; pretty hard to go wrong with.





Latios was nice here to give me a check to some pretty threatening mons like Keldeo and fast Electric-types. It was also a decent water resist and something to stop Rotom-W from dancing around on this team without anything to heavily pressure it.






Lando-T was needed as my last to provide a check to a billion things like Mega Lopunny and sand and its also a rocker to free up a slot on Heatran's moveset. It was also needed for the sake of protecting against other grounds like opposing Landorus-T which were just a massive headache for this team to handle.
✧Team✧



C O M E T
Mega Metagross
Item: Metagrossite
Ability: Tough Claws
EVs: 244 Atk / 12 Def / 252 Spe
Nature: Jolly
[Meteor Mash] [Hammer Arm] [Thunder Punch] [Pursuit]
Meteor Mash is the only STAB move my Metagross is running, and it does a fantastic job of doing a large chunk of damage to nearly anything that doesn't resist it. Hammer Arm is almost compulsory providing great coverage alongside Meteor Mash as it gives a way to hit Heatran, Jirachi, Ferrothorn, and Magnezone for good damage. I'd been debating between Thunder Punch and Ice Punch in this slot but given the team's weaknesses I decided Thunder Punch was best. It gives Metagross solid coverage for pokemon like Keldeo, Manaphy, Suicune, Slowking, specially defensive Skarmory, and Slowbro while also applying pressure to physically defensive Skarmory as with a bit of prior damage + Stealth Rock damage Thunder Punch is a 2HKO. Pursuit is a great move for dealing large sums of damage to retreating pokemon like Latios, Jirachi, and non-Heat Wave Tornadus-T which supports Manaphy in ways previously stated. 12 Defense EVs are a minor detail but they allow Mega Metagross to live Adamant Life Orb Bisharp's Sucker Punch from full HP should the need arise. Aside from that the EVs are standard.



M O O N
Manaphy
Item: Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Nature: Timid
IVs: 0 Atk
[Scald] [Ice Beam] [Energy Ball] [Tail Glow]
The set is standard, with Scald as Manaphy's STAB move it can use to fish for burns and is its main way of dealing damage to everything that doesnt resist it. Ice Beam allows Manaphy to hit Grass- and Dragon-types like Amoonguss and Latios for super effective damage. Energy Ball lets Manaphy hit Rotom-W, Slowbro, and other Water-types super effectively and eliminate them with ease. Tail Glow is what makes Manaphy such a potent offensive threat, getting it to +3 in a single turn and letting it wreak havoc on anything slower than it not named Chansey or Unaware Clefable.



A S T E R O I D
Terrakion
Item: Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Jolly
[Close Combat] [Stone Edge] [Rock Slide] [Toxic]
Terrakion is my next mon and it's here as a secondary path to victory better suited to clean up offensive teams than Manaphy. Metagross denting the tier's fat Ground-types lets Terrakion go to town late game and obliterate offense with relative ease. Scarf is a really great Terrakion set even if Choice Band is overall better in this meta. On this team Scarf is definitely needed though, as it aids Terrakion in revenge killing threats such as Volcarona, Mega Charizard X, Mega and non-Mega Alakazam, Weavile, and Tornadus-T to name a few. Scarf also has a bit of surprise factor which can let it more easily carry out its job. Terrakion is also my check to Bisharp and Tyranitar which can conveniently take advantage of choiced Pursuit trappers with Justified, dissuading things like Tyranitar from trying to pursuit trap my Latios.
Close Combat is very powerful STAB even without a boosting item which is very spammable and great for revenge killing. Stone Edge is secondary STAB that works well in tandem with Close Combat and deals solid damage to most Flying-types that would try to come into it. Defensive Landorus-T variants don't take a significant amount from it but the increasingly popular scarfed variants do, and lefties Lando is continuing to decline in usage meaning very few will have the longevity to consistenly tank hits from both this and Mega Metagross. Rock Slide is another disgustingly spammable move because of Rock being a great offensive typing, better accuracy than stone edge, and Rock Slide's nifty flinch chance which has gotten me out of a few sticky situations in the past. Its used for when the increased accuracy is more important than the extra power. Toxic may seem odd on a scarf user, but its here as a lure for Hippowdon and Slowbro which are frustrating for this team to handle otherwise.
Close Combat is very powerful STAB even without a boosting item which is very spammable and great for revenge killing. Stone Edge is secondary STAB that works well in tandem with Close Combat and deals solid damage to most Flying-types that would try to come into it. Defensive Landorus-T variants don't take a significant amount from it but the increasingly popular scarfed variants do, and lefties Lando is continuing to decline in usage meaning very few will have the longevity to consistenly tank hits from both this and Mega Metagross. Rock Slide is another disgustingly spammable move because of Rock being a great offensive typing, better accuracy than stone edge, and Rock Slide's nifty flinch chance which has gotten me out of a few sticky situations in the past. Its used for when the increased accuracy is more important than the extra power. Toxic may seem odd on a scarf user, but its here as a lure for Hippowdon and Slowbro which are frustrating for this team to handle otherwise.



G A L A X Y
Heatran
Item: Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Nature: Timid
IVs: 0 Atk
This moveset is standard for the stallbreaker set. Magma Storm is a STAB move that stings even without any investment and is great for chipping away at things in general and breaking stall by isolating their mons. Earth Power lets my Heatran hit other Heatran and is a more accurate way of dealing damage to the opponent. Toxic is great for chipping away at the fat water types that love switching into Heatran like Rotom-W and Slowbro, both of which are somewhat irritating for this team. Finally taunt is used to let Heatran more effectively break down bulky mons like Chansey and Clefable by halting their recovery.



S H O O T I N G S T A R
Latios
Item: Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
[Draco Meteor] [Surf] [Hidden Power Fire] [Roost]
Draco Meteor is Latios' ridiculously powerful STAB move which in most situations is enough to force the opponent to switch into a Steel- or Fairy-type in order to eat it. Surf is used to hit Heatran, one of the most common Latios checks as well as to prevent it from being total Tyranitar bait. Hidden Power Fire works very well alongside these two other moves as it smacks Ferrothorn and, most importantly, Mega Scizor that think they're safe after Surf has been revealed, assuming Latios is running Psyshock and Defog or Roost in the remaining two slots. This set is very effective at breaking down the common Heatran + Mega Scizor archetypes that can give Mega Metagross problems, and nearly any team lacking a Clefable or Chansey really. Roost is used in the final slot to give Latios the necessary longevity to take on threats like Keldeo consistently.



P L A N E T
Therian Forme Landorus
Item: Rocky Helmet
Ability: Intimidate
EVs:
Nature:
[Earthquake] [Hidden Power Ice] [Stealth Rock] [U-turn]
This is a slight alteration of the standard moveset better suited to this team. Earthquake is Lando-T's STAB that hits quite hard even without any attack investment and kills most of the things it checks. Hidden Power Ice is very important on this Lando as my team has very limited counterplay to certain threats like SD + Salac Garchomp and dual dance Landorus-T, meaing Lando cannot afford to be passive against them. Stealth Rock is an incredibly important support move to have on a team, and Lando-T makes a great setter. U-turn is great for grabbing momentum on things like Skarmory or Tangrowth coming in and avoid the tempo of the match being shifted out of my favor. 88 Speed is enough to outspeed and potentially KO Modest Volcanion that try to revenge kill Lando, as Latios isnt the most solid answer in the world. It also helps a bit against Breloom, possibly stopping it from getting off a free spore.
✧Threatlist✧



✧Importable✧
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 244 Atk / 12 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm
- Thunder Punch
- Pursuit
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Energy Ball
- Tail Glow
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Toxic
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Toxic
- Taunt
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Surf
- Hidden Power [Fire]
- Roost
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn
Ability: Tough Claws
EVs: 244 Atk / 12 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Hammer Arm
- Thunder Punch
- Pursuit
Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Energy Ball
- Tail Glow
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Rock Slide
- Toxic
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Toxic
- Taunt
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Surf
- Hidden Power [Fire]
- Roost
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- Hidden Power [Ice]
- Stealth Rock
- U-turn
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