Introduction:
Hello, and welcome to my 2nd Sun and Moon OU RMT. If you saw my original post, you'll notice that this team looks very similar; however, that team was made for the pre-bank meta, and this is for regular OU. I've taken many of your suggestions and innovated a bit more, and the changes I've made have allowed me to peak even higher on the ladder. I'll explain my mentality behind building this team, dive into the specific movesets and team roles, and then describe this team's threats and challenging matchups.
Teambuilding Process:
I started off with Mega-Metagross, one of the best Pokemon and definitely the best mega-evolution in SM OU. Gen 7 introduced new mega-evolution mechanics and a plethora of fairy types for Metagross to abuse - there's really no downside to using this Pokemon.
Next, I added a reliable stealth rocker in Mamoswine, and a setup sweeper in Gyarados (at this point I knew I wanted to play offense/hyper offense). These three Pokemon synergize very well together by virtue of their typing and combined offensive pressure.
Scizor/Ferrothorn/Celesteela were a problem for these three, so I added Magnezone, which could also deal with bulky water types. The team also lacked speed for a hyper-offensive build, so I added scarf Hydreigon, which was my check to Ash-Greninja, another huge nuisance to the team at this point.
Mimikyu was the final Pokemon and a great glue for this team, providing spin-blocking, a secondary setup sweeper, a secondary answer to fighting-types to which this team was very weak, a powerful Z-move, and a fairy type to complete my dragon/steel/fairy core.
In-Depth Analysis:
Chewbecca (Mamoswine) (F) @
Ability:
Shiny: Yes
EVs:
Jolly Nature
- Stealth Rock
-
- Earthquake
- Ice Shard
Barnacles (Gyarados) (M) @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Ice Fang
-
Gyarados is my first set-up sweeper, and it synergizes very well with Mega-Metagross, able to switch in on the fire and ground types that threaten it out, like Landorus-T or Heatran. Waterfall is reliable stab with a handy chance to flinch, and is capable of OHKO-ing Tapu Koko at +1 after stealth rock. Ice Fang can help Gyarados surprise kill Tapu Bulu, defensive Garchomp, Latios/Latias, and Zapdos - all Pokemon that would have nothing to fear from the expected Earthquake set.
Dangerzone (Magnezone) @ Assault Vest
Ability: Magnet Pull
Shiny: Yes
EVs:
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
Magnezone was initially added to trap and remove troubling steel types, mainly Mega-Scizor/Celesteela/Ferrothorn/Skarmory. I was using a timid Choice Specs set for a while, until I realized that I was struggling vs Tapu Fini + Ground type cores, because if I clicked thunderbolt on an incoming ground type I lost a ton of momentum, but if I used flash cannon on a Tapu Fini that stayed in, it could defog away the rocks that I really needed to stay for the duration of the game. Assault Vest Magnezone eased my predictions while still allowing me to either remove or deal massive damage to the aforementioned threats - in addition, it doesn't get OHKO'd by Ash-Greninja's Hydro Pump, which allows me to check it later on if Hydreigon went down.
Important Calcs:
(AV) 252+ SpA Magnezone Hidden Power Fire vs. 248 HP / 200 SpD Scizor-Mega: 240-284 (69.9 - 82.7%) -- guaranteed 2HKO
(Specs) 252 SpA Choice Specs Magnezone Hidden Power Fire vs. 248 HP / 200 SpD Scizor-Mega: 324-384 (94.4 - 111.9%) -- 68.8% chance to OHKO
(AV) 252+ SpA Magnezone Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 224-264 (63.6 - 75%) -- guaranteed 2HKO after Leftovers recovery
(Specs) 252 SpA Choice Specs Magnezone Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 300-356 (85.2 - 101.1%) -- 12.5% chance to OHKO
Though Specs seems like the more powerful option, AV achieves the same 2hkos, but removes the need to predict against Tapu Fini + Bulky Grounds (an incredibly common core that this team struggles with). AV also helps Magnezone check more threats late game.
(AV) 252 SpA Tapu Lele Hidden Power Fire vs. 52 HP / 0 SpD Assault Vest Magnezone: 72-85 (24.4 - 28.9%) -- 99.6% chance to 4HKO
(Specs) 252 SpA Tapu Lele Hidden Power Fire vs. 0 HP / 0 SpD Magnezone: 108-127 (38.4 - 45.1%) -- guaranteed 3HKO
Though the damage increase from Lele seems small, AV allows Magnezone to check Lele multiple times per match, whereas if the Specs set takes one HP Fire, it cannot switch in again, for it is always 2hko'd after that.
(AV) 252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 52 HP / 0 SpD Assault Vest Magnezone: 166-196 (56.4 - 66.6%) -- guaranteed 2HKO
(Specs) 252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 0 HP / 0 SpD Magnezone: 248-293 (88.2 - 104.2%) -- 31.3% chance to OHKO
Huge difference here. If the Specs Magnezone were to take any bit of prior damage before coming in on Greninja, it would die to Hydro Pump. AV allows it to check Ash-Greninja if my primary check, Hydreigon, was weakened or KO'd. In a metagame where Ash-Greninja can easily sweep unprepared teams and is so common on the ladder, a secondary answer can be the difference between winning and getting swept.
(AV) 252+ SpA Magnezone Hidden Power Fire vs. 248 HP / 200 SpD Scizor-Mega: 240-284 (69.9 - 82.7%) -- guaranteed 2HKO
(Specs) 252 SpA Choice Specs Magnezone Hidden Power Fire vs. 248 HP / 200 SpD Scizor-Mega: 324-384 (94.4 - 111.9%) -- 68.8% chance to OHKO
(AV) 252+ SpA Magnezone Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 224-264 (63.6 - 75%) -- guaranteed 2HKO after Leftovers recovery
(Specs) 252 SpA Choice Specs Magnezone Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 300-356 (85.2 - 101.1%) -- 12.5% chance to OHKO
Though Specs seems like the more powerful option, AV achieves the same 2hkos, but removes the need to predict against Tapu Fini + Bulky Grounds (an incredibly common core that this team struggles with). AV also helps Magnezone check more threats late game.
(AV) 252 SpA Tapu Lele Hidden Power Fire vs. 52 HP / 0 SpD Assault Vest Magnezone: 72-85 (24.4 - 28.9%) -- 99.6% chance to 4HKO
(Specs) 252 SpA Tapu Lele Hidden Power Fire vs. 0 HP / 0 SpD Magnezone: 108-127 (38.4 - 45.1%) -- guaranteed 3HKO
Though the damage increase from Lele seems small, AV allows Magnezone to check Lele multiple times per match, whereas if the Specs set takes one HP Fire, it cannot switch in again, for it is always 2hko'd after that.
(AV) 252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 52 HP / 0 SpD Assault Vest Magnezone: 166-196 (56.4 - 66.6%) -- guaranteed 2HKO
(Specs) 252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 0 HP / 0 SpD Magnezone: 248-293 (88.2 - 104.2%) -- 31.3% chance to OHKO
Huge difference here. If the Specs Magnezone were to take any bit of prior damage before coming in on Greninja, it would die to Hydro Pump. AV allows it to check Ash-Greninja if my primary check, Hydreigon, was weakened or KO'd. In a metagame where Ash-Greninja can easily sweep unprepared teams and is so common on the ladder, a secondary answer can be the difference between winning and getting swept.
Medusa (Hydreigon) (F) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- U-turn
Hydreigon is my Choice Scarf user that can check many threatening Pokemon like Mega-Gyarados and Mega-Charizard X (if Adamant) at +1 speed, as well as Pheromosa (if non scarfed), Mega-Metagross, Ash-Greninja, and Tapu Lele. Draco Meteor can be used as a nuke, but it's somewhat shaky to use when any Tapu + Magearna thinks they can switch in. If it's Lele, hit them with a Dark Pulse for a good chance to 2hko after rocks (252 SpA Hydreigon Dark Pulse vs. 0 HP / 0 SpD Tapu Lele: 114-135 (40.5 - 48%) -- 60.5% chance to 2HKO after Stealth Rock). If it's Magearna or Bulu, you can use Flamethrower for good chip damage, or to 2hko in Bulu's case. If it's Fini or Koko, your best bet is to U-turn out into Magnezone, or whatever is best in that specific match. Flamethrower can be swapped for flash cannon if you're feeling overpowered by Tapu spam, but it's worked well so far. (Earth Power is also an option). A Hasty nature is used in conjunction with U-turn to deal more chip damage and kill more Ash-Greninja's than a Timid nature would. (Hydreigon isn't supposed to take physical hits anyway, and the higher chance to kill Greninja depending on the prior damage on it is super helpful).
Pikaboo (Mimikyu) (M) @ Ghostium Z
Ability: Disguise
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Play Rough
- Shadow Sneak
Mimikyu is an incredibly underrated threat that, with Disguise, can boost to +2 vs basically anything, and serves as my secondary setup sweeper. When boosted by Ghostium Z and after a Swords Dance, Shadow Claw is capable of OHKOing mega-scizor, nearly every variant of the Tapus, and a plethora of other threats. Play Rough can kill Mandibuzz at +2, which sometimes tries to check Mimikyu with foul play. It can also attempt to deal with Chansey and Mega-Sableye if it isn't statused. Shadow sneak is additional priority, which is very nice for an offensive team that isn't tremendously fast, and it can deal chip damage to non Bullet Punch Mega-Metagross so Hydreigon can revenge with Dark Pulse, or my own can revenge with EQ. Mimikyu is mainly used to whittle down the opponents team and force switches as they try to check it. For example, it can help weaken Landorus-T with +1 Never-Ending Nightmare after it switches in on an SD, which is very useful for Metagross late game.
Sovereign (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Bullet Punch
Mega-Metagross is so damn good. It can be used as a monstrous wallbreaker, a revenge-killer with Bullet Punch, a check to the Tapus and other fairies, and a way to force switches and weaken physical walls, like Toxapex, Garchomp, Tapu Fini, for another member to clean up, if it needs to. Standard set, with EQ>Hammer Arm to better deal with other Mega-Metagross, to KO Magnezone/Heatran without worrying about the speed drop, and for better accuracy. Bullet Punch in particular is extremely good on this set because it can revenge Tapu Koko, Mamoswine, and out-speed Mimikyu's priority Shadow Sneak after its Disguise has been busted. Either play Metagross aggressively early game and weaken walls for something else, or keep it healthy late game to clean up after walls have already been weakened and nothing has the HP left to take its strong attacks. Don't just haphazardly switch into Wood Hammers and Thunderbolts and then get forced out by Greninja's Dark Pulse - decide if role best suits Metagross in a a particular match and play it with that strategy in mind. Mega-Metagross is a monster of a Pokemon - powerful, bulky, and fast - it can do almost anything, but it cannot do everything. An example is if Metagross is your only remaining answer to Toxapex, sack something and bring it in safely rather than switch into scald and hope for the best. But I guess that goes without saying.
Threatlist:
Will-o-Wisp/Spikes: This team has no hazard removal or cleric, and usually does fine without one. However, hard stall teams can really pressure my team this way.
http://pastebin.com/PtnfV4HE updated version of this team
http://pastebin.com/QNZbX7Zh (alternate version I've been testing with AV tangrowth
http://pastebin.com/QNZbX7Zh (alternate version I've been testing with AV tangrowth
Conclusion:
I've had a lot of fun building, laddering with, and reworking this team. It's got some neat aspects to it like a dragon/fairy/steel core, volt/turn, triple priority, as well as a Z-move and Mega-evolution. Any help/comments are greatly appreciated, from tweaking EV spreads to replacing some team members entirely, if you think it would help. Please feel free to use this team, though I ask that you keep the nicknames. Enjoy, and thank you!
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