ORAS OU OU Megagross Team

Hi all! I made an OU Team I just want to know if there is anything else I might want to change.


Metagross @ Metagrossite
Jolly Nature
Clear Body/Tough Claws
252 Atk/252 Speed/4 Def
Meteor Mash
Zen Headbutt
Ice Punch
Hammer Arm

Metagross is the star of my team. I like his large bulk and big Attack stat and he can be a good sweeper. I went with a Jolly one to maximize Speed and I maxed out Attack and Speed. I also gave him a bit of Defense. Meteor Mash and Zen Headbutt are for STAB. Ice Punch and Hammer Arm are for coverage.

Clefable Leftovers
Calm Nature
Magic Guard
252 HP/172 Def/82 SpeD
Moonblast
Thunder Wave
Stealth Rock
Moonlight

I went with Clefable because I wanted a Fairy type and a hazard setter that can be bulky. I went with a Calm one and I went with Magic Guard as its ability so I don't have to worry about taking damage from burns, weather, etc. I maxed HP and gave it a good amount of Defense and some Special Defense so it can tank. Moonblast is for STAB, Thunder Wave and Stealth Rock are for hazards, and Moonlight is for so it can recover HP (I don't have access to Soft-Boiled).

Weavile Life Orb
Jolly Nature
Pressure
252 Attack/252 Speed/4 Def
Icicle Crash
Ice Shard
Low Kick
Knock Off

I wanted Weavile because I needed a fast, offensive Pokemon. Its typing can take out main threats (such as Bisharp). I went with a Jolly one so I could get maximum speed. I maxed out Attack, Speed, and I gave it a small amount of Defense. Icicle Crash and Knock Off are for STAB, Ice Shard is for revenge kills, and Low Kick is for coverage.

Magnezone@Choice Scarf
Timid Nature
Magnet Pull
252 Special Attack/252 Speed/4 Def
Volt Switch
Thunderbolt
Flash Cannon
Hidden Power Fire

I chose Magnezone because it can trap Steel typed that threaten Weavile and Clefable and it can be a great special attacker as well. I went with a Timid one and maxed out Speed and Special Attack and gave it a little Defense. Thunderbolt is for STAB, Volt Switch is for moment, Flash Cannon is for STAB, and HP Fire is to roast trapped Steel types like Scizor.

Starmie@Life Orb
Timid Nature
Natural Cure
4 HP/252 Special Attack/252 Speed
Hydro Pump
Ice Beam
Psychic
Rapid Spin

I chose Starmie becuase my team needed a spinner and it can also have offensice capabilities. I chose one with a Timid nature and maxed out Special Attack. I also maxed Speed and gave it a little HP. I chose Natural Cure for the ability so I can heal status conditions when I switch out. Hydro Pump is for powerful STAB, Psychic is for STAB and so I can hit bulky special walls. Ice Beam is for coverage. Rapid Spin is so I can remove hazards like Stealth Rock.

Haxorus@ Lum Berry
Adamant
Mold Breaker
252 Attack/240 Speed/16 HP
Swords Dance
Outrage
Earthquake
Poison Jab

I chose Haxorus because I wanted a Dragon type for my team and Haxorus isn't as weak to Ice as Garchomp or Salamence are and it has a monstrous Attack stat. Lum Berry is to cure statuses. Went with Adamant to maximize attack and Mold Breaker to hit no matter what. I maxed Attack and almost maxed Speed and gave a bit of HP. Swords Dance is to increase Attack, Outrage for huge STAB, Earthquake and Poison Jab for coverage.

I would appreciate any input! :)
 
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Hey Ojo46, the main issue I see with your team is your lack of a ground resist, which makes you extraordinarily weak to Sand Rush Excadrill, especially since you have no methods of counter play against it. You also have no answers to Zard X, which can easily set up a Dragon Dance on your Magnezone then clean through your team very easily.

To help with this, you should run Double Dance Landorus-T > Haxorus as your win condition. It checks Excadrill and can get off an Intimidate on Zard X to allow Clefable to Thunder Wave it if worst comes to worst.

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Landorus-Therian @ Earth Plate / Yache Berry
Ability: Intimidate
EVs: 152 HP / 112 Atk / 244 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

There's a lot of HP investment since you have literally nothing else for Excadrill, so the investment allows you to take 2 Life Orb Iron Heads from it fairly comfortably. The Attack investment might seem very little but the Attack stat is the same as a Jolly Landorus-T's with 252 Atk EVs. 244 Speed allows you to outspeed offensive Heatrans, as well as Jolly Excadrill in the sand (basically the fastest thing in the metagame). Earth Plate helps boost the power of your Earthquakes, making you be able to hit hard without a Swords Dance boost, but Yache Berry allows you to set up a Rock Polish on Raikou, Thundurus, and M-Manectric, and can also help you tank an Ice Shard from Weavile depending on the range of HP you're at.
You should also run Analytic > Natural Cure on your Starmie since this allows you to hit your opponent much harder as they switch, which helps you OHKO or 2HKO stuff that you otherwise couldn't. This is very useful seeing as though Starmie only has Base 100 SpA, plus you have Clefable as a Status absorber anyway. You should also run Thunderbolt > Psychic to hit Slowbro and other bulky water types that might switch into you, which helps your Landorus-T and M-Metagross a lot in wallbreaking / cleaning.

Lastly, you should run Grass Knot > Ice Punch on Mega Metagross to be able to OHKO Quagsire which can take on Landorus-Therian by ignoring it's Swords Dance boosts, as well as be able to 2HKO Slowbro and Whirlwind Hippowdon which prevent your Landorus-T from sweeping.

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin

Landorus-Therian @ Earth Plate / Yache Berry
Ability: Intimidate
EVs: 152 HP / 112 Atk / 244 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish
Hope i was able to help!
 
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