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ADV OU (OverUsed) Metagross [GP Ready]

Discussion in 'Individual Analyses' started by eden's embrace, Mar 27, 2016.

  1. eden's embrace

    eden's embrace end. Host Emeritus

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    Metagross[​IMG]
    Type: Steel / Psychic
    Stats: 80 | 135 | 130 | 95 | 90 | 70
    Abilities: Clear Body

    Introduction

    With a massive attack stat backed up by solid HP and defense stats as well; Metagross, along with Salamence, Tyranitar and Aerodactyl constitute possibly the most threatening leads in the ADV 1U metagame. Metagross can run a variety of sets ranging from the evergreen Choice Band, to an extremely effective mixed set, to an offensive Toxic set, and lastly a defensive Toxic set. The CB set is noticeable because its Explosion opens up the game for a number of Physical sweepers that can run train, once the bulky waters (usually Suicune, Swampert, or Milotic) or the Skarmory that is inevitably drawn in, is removed. The fact that Clear Body ignores Intimidate, makes it even better.

    Sets

    CB


    Metagross @ Choice Band
    Trait: Clear Body
    EVs: 252 HP / 236 Atk / 12 Def / 8 Spe
    Adamant Nature
    -Meteor Mash
    -Explosion
    -Earthquake
    -Rock Slide / Double Edge

    Set Details

    Metagross is frequently known for being able to set the tone of a match from turn 1, by forcing your opponent to start playing defensively and reveal their options for dealing with it. Solely by virtue of its being out, you get the chance to possibly force a switch in to Skarmory or a bulky water, possibly giving you a further idea of your opponents team composition as well as their play style. The EV spread here is relatively straight forward and lets Metagross do as much damage as possible, while still living Adamant CB Dugtrio Earthquake from full HP; however it might be prudent to run a tad more speed, possibly around enough to reach 222 or so to outspeed Suicune. Double Edge is a nice option that can hit switch ins like Milotic and Swampert extremely hard, without having to commit to Explosion. Of special note on this set is Explosion which can open up the game for a number of physical sweepers that appreciate , either of Skarmory or bulky waters gone; ranging from CB/DD Mence, CB Aerodactyl and even CB/DD Tar. Magneton (especially with HP:Grass for Swampert) is an extremely notable teammate for being able to get rid of Skarmory and Forretress (and able to get rid of Swampert as well assuming it hovers around 70-80% mark), stopping either from getting more than one layer of Spikes if they manage to switch in on Metagross, and possibly letting Metagross save its Explosion for something more valuable.

    Mixed

    Metagross @ Leftovers / Lum Berry
    Ability: Clear Body
    EVs: 128 HP / 88 Atk / 16 Def / 252 SpA / 24 SpD
    Quiet Nature
    - Meteor Mash
    - Hidden Power [Fire] / Hidden Power [Grass]
    - Psychic / Thunderpunch / Earthquake
    - Explosion / Pursuit

    Set Details

    Mixed Metagross is a set that came about mostly as a response to Swampert being extremely common, and so has HP:Grass to lure Swampert for the other physical threats that run amok in ADV 1U such as Mence,Aerodactyl and Tyranitar. However with Spike support running HP:Grass becomes much less necessary, because Psychic does enough to the standard Physically defensive Swampert that it’ll get 3HKO’d taking Spikes into account which lets
    HP:Fire be used instead stopping Forretress or Skarmory from using Metagross as spike bait. Psychic also makes sure that this variant of Metagross, forces Gengar to switch, or stay in and trade for a burn. Leftovers is usually preferred but, the Lum Berry allows Metagross to also function as proper Gengar switch in, and not mind getting Will-O-Wisp, or take one Hypnosis. Thunderpunch is a slightly niche option, that lets you threaten Skarmory, while at the same time slamming the slightly obscure Gyarados. Earthquake lets you pick up Magneton(which can potentially pivot in on any move but HP:Fire, and proceed to remove Metagross from the game). Pursuit lets you catch stuff like Gengar, and possibly unhealthy Swampert, that has been chipped by either of Psychic, or HP:Grass, on the switch out. The EVs let Metagross hit as hard as possible with its special moves, while still being able to live Dugtrio's Earthquake. The special defense hits a benchmark for being 3HKO'd by Fire Punch from Bulky Gengar. The lure factor that Explosion Metagross has remains although its Explosion does nowhere near as much to Skarmory now.

    Agiligross

    Metagross @ Leftovers / Lum Berry
    Trait: Clear Body
    EVs: 160 HP / 252 Atk / 96 Spe
    Adamant Nature
    - Agility
    - Meteor Mash
    - Earthquake
    - Explosion

    Agility Metagross is probably one of the most threatening late game sweepers, and is the best recipient of an SD Pass from Celebi hands down. Even if it doesn't win late game, it usually leaves the opposing team ravaged enough, for your other members to pick up the pieces. The EV spread gives it bulk to setup late game, maximizes it power, and gives it enough speed to outspeed the whole OU metagame at +2. Once Spikes damage has chipped everything, and the bulky water and/or Skarmory is gone this set can go to town. Running a coverage move like Rock Slide is always an option, but more often than not the utility of Explosion in removing bulky waters for stuff like Aerodactyl, Salamence, and Tyranitar is appreciated.

    Toxic Offensive Metagross

    Metagross @ Leftovers
    Ability: Clear Body
    EVs: 248 HP / 136 Atk / 112 Def / 12 Spe
    Adamant Nature
    - Meteor Mash
    - Earthquake
    - Toxic
    - Explosion

    This set does some very nice things throughout the course of a match especially with something like Magneton, to force Toxic on to relevant targets like Swampert and Milotic. The nice thing about this set is that once you Toxic, Swampert or Milotic they are crippled; so now your Explosion can potentially be used on something else if you play your cards right. The EVs hit some nice benchmarks, in always living +1 Salamence and Tyranitar Earthquake after 1 layer of Spikes; living Dugtrio Earthquake, and having a guaranteed OHKO on Swampert with Explosion.

    Toxic Defensive Metagross

    Metagross @ Leftovers
    Ability: Clear Body
    EVs: 248 HP / 172 Def / 72 SpD / 16 Spe
    Impish Nature
    - Meteor Mash
    - Earthquake
    - Toxic
    - Protect

    This set is similar to the previous set, in that it likes to be paired with Magneton to force Toxic on to Milotic and Swampert. However this is a much more defensive set, with the special defense benchmark being living 2 Thunderbolts from Magneton, with the rest being dumped into physical defense. Protect helps with scouting Choice Band users, and racking up damage from Toxic. This set also appreciates spikes, to help exploit Choice Band users locked into the wrong moves.

    Other Options

    Dual Screens Metagross is a viable set if not its best one. Psych Up Metagross with toxic has been done before, and can serve as a nice stop to Snorlax for some teams. A Substitute Liechi set is also very good late game with things like Magneton,Toxic, and sand. HP:Bug and Sludge Bomb, are options to nail Celebi on CB Gross's 4th moveslot, Sludge Bomb has the distinct advantage of being able to permanently cripple Swampert with posion. Hidden Power Fire used along with Toxic, has the benefit of being able to force Toxic on to Swampert or Milotic without giving Forretress room to spike up, like it can versus the usual Toxic sets. Using Hidden Power Grass for Swampert is an older, but still decent option

    Checks and Counters

    The most notable checks to Metagross are probably Skarmory, and the bulky waters Suicune, Swampert, Vaporeon and Milotic. Zapdos is also another very relevant check; both of Moltres and Charizard can also come in on everything but rock slide. The wonderful thing about Metagross however is the fact, that its set of checks overlap with other prominent threats of the tier such as Salamece,Aerodactyl, and Tyranitar. Dugtrio can revenge a chipped Metagross, Jirachi is a solid switch in to most of Metagross' options barring Earthquake. Metagross also potentially gets trapped by Magneton if locked into CB Meteor Mash, or if it is the mixed variant. Ludicolo can switch in on most moves as well but its relatively rare. Nothing truly counters it because if worse comes to worst, it can trade with one of the following possibly opening the road for one of its team mates to sweep mid/late game.
     
    Last edited: Oct 24, 2017
  2. Cowboy Dan

    Cowboy Dan Host Emeritus

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    I would probably put agiligross in the main analysis. It's really dangerous in the late game and probably the best recipient of an attack boost from sd celebi. You can put pursuit in other options, and maybe light screen. On the mixed set, you can mention leftovers as an option as the HP grass set prefers it imo. You can also add thunderpunch as a good option alongside hp grass over EQ. Finally I might mention adding more special attack on that set. The small investment is fine if you're doing HP grass + EQ but if you go with psychic HP Fire or tpunch HP grass, it's better to have quite a bit more special attack.

    Edit: a couple nitpicks, looks like you forgot to change its abilities as they are currently listed as serene grace and natural cure. Also not sure what's up with the spAtk evs on the restalk set.
     
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  3. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    I'd maybe even note dual screens in OO, I've seen it suggested once or twice. Also yeah good stuff

    --

    edited the abilities (and did a couple of minor formatting changes)
     
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  4. autumn leaves

    autumn leaves Member

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    lum on agiligross, a sub/liechi set is also very good lategame with things like mag/toxic/sand

    restalk isnt viable with the sleep talk nerf, unfortunately

    "possibly around enough to reach 227 or so to outspeed Magneton and Suicune which are becoming increasingly relevant benchmarks."
    this is creep (and excessive at that). 222 beats cbtar. this only really happens on some crocune and i Guess some mags? but yeah.

    looks fine otherwise
     
  5. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Use spaces between your possibilities on a set, e.g: Meteor Mash / Explosion > Meteor Mash/Explosion

    Your image is broken

    You should add the Toxic set

    On the CB set, more options should be slashed with Rock Slide, such as Double Edge

    RestTalk should be moved to OO, and you should write in decent detail about it and the pursuit set there, saying why they are viable but also what their flaws are that limit them.

    Need to fix the spacing and stuff in the OO section, and add more detail. For example, Zapdos is missing, which is an important check. Moltres / Charizard deserve a very brief mention: obliterated by rock slide but otherwise have some value. Mention forretress as being able to eq it, or rare stuff like counter, but can't do much back really and can be screwed by hp fire. Mention duggy as able to trap it but unable to switch in. Mention magneton as being able to revenge kill on choice locked meteor mash.

    SunnyR
     
  6. ThrashNinjax

    ThrashNinjax Lets take to the Skies Host Emeritus

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    Delete ResTalk, add Pursuit behind Agility. Also a defensive toxic protect set (with psych up as a slash - its been done and is pretty cool) should be added ahead of pursuit.

    Sludge Bomb could be slashed on cb since it dumpsters celebi and poison chance can cripple zap / pert. Double-Edge and HP Bug could be slashed too.

    Zapdos is also an ok Metagross check since its fairly bulky and resists mm, Flygon's scared of mash but revenges meta in almost all scenarios. Aside from that looks solid, gj
     
  7. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    What does psych up do? :eek: also toxic can be done in a few ways. Sunny has the nice toxic mmash eq boom set with these good custom EVs he should 100% include, and then I guess there's the more Golden Sun style of protox meta? I think btw with any defensive metagross a note should be made that you should also consider Jirachi and Registeel in that kind of role since they do similar things defensively but all have their own quirks that let them stand out.

    agree w this, meta's 4th slot on cb is very flexible.
     
  8. Cowboy Dan

    Cowboy Dan Host Emeritus

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    Agreeing that toxic metagross should be included in here. It's a great lure with a lot of defensive value. Not sure how I would split up bulky and offensive variants since they tend to operate a bit differently but at least some mention of both the impish and adamant variants should be included.
     
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  9. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    I mean offensive toxic tends to be toxic / mmash / eq / boom with sunny's spread, bulky toxic is something like toxic protect mmash eq usually.

    CB Sludge Bomb and CB Toxic should be in OO.
     
  10. Cowboy Dan

    Cowboy Dan Host Emeritus

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    Defensive toxic can run a lot of things though, protox is probably the main one but explosion is still a damn good move to have around. I know UD has even given up EQ to run protect and boom. I guess just make it one set with all those slashes and put a mention of the defensive spread in the analysis
     
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  11. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Well if you're running an offensive spread you're not going protect

    maybe split it into

    mmash
    eq
    toxic
    boom
    offensive evs

    mmash
    toxic
    prot / eq
    eq / boom
    defensive evs

    ?
     
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  12. Cowboy Dan

    Cowboy Dan Host Emeritus

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    yeah that works

    edit: oh wait nvm lol defensive set should be more like

    mash
    toxic
    eq/boom
    protect/boom
     
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  13. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Remove resttalk mention from intro.

    Add a mention of Clear Body letting it blank the intimidate from Salamence and Gyarados in the OP as being something useful.

    Mention that CB Gross is often run as a lead, and explain why it's good in that role. Also maybe mention that it's a great wallbreaker in the tier. Mention what the moves are for in your description, something like: meteor mash is STAB and can be very dangerous with its 20% chance to attack raise, earthquake provides great coverage alongside, choice band explosion is a nuke, and then in the 4th slot, rock slide hits the few mons that take meteor mash and eq fine - zapdos and skarmory mainly. Mention that double edge is a good choice too for the ability to hit almost any switch-in pretty hard, but given steel's spammability it's not very necessary. Furthermore, Steel-types such as Skarmory are common metagross switch-ins, and Double Edge doesn't hit them very hard. Mention HP Bug as an option for celebi, as well as sludge bomb which does something which I forgot. If you think some of those options aren't good enough for a set details mention, discuss them in OO.

    What do thunder punch, earthquake, and psychic do in the mixed set. Also mention its ability as a lead - in fact lum variants are very commonly found as leads. Mention lum also stops gar's hypnosis. Give an example of the more specially invested spreads you might run if you run a different move combination on the set.

    Kinda feel like the agiligross description is missing something, but idk what. Maybe say what explosion is for? Like, why is it used instead of some coverage move for, for example, zapdos or skarm or bulky waters?

    What other targets would the toxic metagross wish to explode on?

    In C&C, mention dugtrio revenge killing it is a possibility. Also mention that steel-resists such as Jirachi can check it too even if they're vulnerable to earthquake. Pokemon like Jirachi and Gengar can trade damage with Metagross, as they outspeed, but Metagross does significantly more damage back. Mention that Magneton can trap it to some extent too, with its 4x steel resist, and outspeeding most variants of metagross.

    That's all that comes to my head rn.

    Once you implement all that and others are happy with this, you can mark it as GP Ready.

    edit: add ludicolo to c&c too because resists steel+ground.
     
  14. Cowboy Dan

    Cowboy Dan Host Emeritus

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    Not sure about the heavy attack spread being the main spread for the mixed version. It's fine for mash/eq/boom/x versions but most mixed meta these days are psychic/hp fire or some other variant that has two special attacks. With these I think it's far more advantageous to run close to max spA.
     
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  15. eden's embrace

    eden's embrace end. Host Emeritus

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    You're right! That set i listed is not what is the best version i think; best one is like HP:Fire/Psych/Boom/Mash afaik
     
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  16. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    why's there 24 spdef on the mixed meta and why did you un-slash lum berry on it?

    e: also you didn't address a lot of stuff that was in my post too x_x
     
  17. eden's embrace

    eden's embrace end. Host Emeritus

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    idt there are any relevant more sp.def invested sets or ev spreads for the mixed set that i know of off hand. If you know of any hmu

    mmash
    toxic
    prot / eq
    eq / boom
    defensive evs

    This one is usually mmash/tox/tect/eq; and i did make passing mention of it; idk the evs thought for it exactly so i didn't write it out seperately.

    if dan has a set import with benchmarks and stuff tho i'll add if needed
     
    Last edited: May 29, 2017
  18. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    What do those EVs do though? You haven't explained it.

    and you still haven't addressed anything in my post x
     
  19. eden's embrace

    eden's embrace end. Host Emeritus

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    Metagross[​IMG]
    Type: Steel / Psychic
    Stats: 80 | 135 | 130 | 95 | 90 | 70
    Abilities: Clear Body

    Introduction

    With a massive attack stat backed up by solid HP and defense stats as well; Metagross, along with Salamence, Tyranitar and Aerodactyl constitute possibly the most threatening leads in the ADV 1U metagame. Metagross can run a variety of sets ranging from the evergreen Choice Band, to an extremely effective mixed set, to a defensive RestTalk set that checks a variety of threatening opponents such as Jirachi, Gengar and CB Aerodactyl. The CB set is noticeable because its Explosion opens up the game for a number of Physical sweepers that can run train, once the bulky waters (usually Suicune, Swampert, or Milotic) or the Skarmory that is inevitably drawn in, is removed. The fact that Clear Body ignores Intimidate, makes it even better.

    Sets

    CB


    Metagross @ Choice Band
    Trait: Clear Body
    EVs: 252 HP / 236 Atk / 12 Def / 8 Spe
    Adamant Nature
    -Meteor Mash
    -Explosion
    -Earthquake
    -Rock Slide / Double Edge

    Set Details

    Metagross is frequently known for being able to set the tone of a match from turn 1, by forcing your opponent to start playing defensively and reveal their options for dealing with it. Solely by virtue of its being out, you get the chance to possibly force a switch in to Skarmory or a bulky water, possibly giving you a further idea of your opponents team composition as well as their play style. The EV spread here is relatively straight forward and lets Metagross do as much damage as possible, while still living Adamant CB Dugtrio Earthquake from full HP; however it might be prudent to run a tad more speed, possibly around enough to reach 222 or so to outspeed Suicune. Double Edge is a nice option that can hit switch ins like Milotic and Swampert extremely hard, without having to commit to Explosion. Of special note on this set is Explosion which can open up the game for a number of physical sweepers that appreciate , either of Skarmory or bulky waters gone; ranging from CB/DD Mence, CB Aerodactyl and even CB/DD Tar. Magneton (especially with HP:Grass for Swampert) is an extremely notable teammate for being able to get rid of Skarmory and Forretress (and able to get rid of Swampert as well assuming it hovers around 70-80% mark), stopping either from getting more than one layer of Spikes if they manage to switch in on Metagross, and possibly letting Metagross save its Explosion for something more valuable.

    Mixed

    Metagross @ Leftovers/Lum Berry
    Ability: Clear Body
    EVs: 128 HP / 88 Atk / 16 Def / 252 SpA / 24 SpD
    Quiet Nature
    - Meteor Mash
    - Hidden Power [Fire] / Hidden Power [Grass]
    - Psychic / Thunderpunch / Earthquake
    - Explosion/Pursuit

    Set Details

    Mixed Metagross is a set that came about mostly as a response to Swampert being extremely common, and so has HP:Grass to lure Swampert for the other physical threats that run amok in ADV 1U such as Mence,Aerodactyl and Tyranitar. However with Spike support running HP:Grass becomes much less necessary, because Psychic does enough to the standard Physically defensive Swampert that it’ll get 3HKO’d taking Spikes into account which lets HP:Fire be used instead stopping Forretress or Skarmory from using Metagross as spike bait. Psychic also makes sure that this variant of Metagross, forces Gengar to switch, or stay in and trade for a burn. Leftovers is usually preferred but, the Lum Berry allows Metagross to also function as proper Gengar switch in, and not mind getting Will-O-Wisp, or take one Hypnosis. Thunderpunch is a slightly niche option, that lets you threaten Skarmory, while at the same time slamming the slightly obscure Gyarados. Pursuit lets you catch stuff like Gengar, and possibly unhealthy Swampert, that has been chipped by either of Psychic, or HP:Grass, on the switch out. The EVs let Metagross hit as hard as possible with its special moves, while still being able to live Dugtrio's Earthquake. The special defense hits a relative benchmark for Fire Punch from Bulky Gengar. The lure factor that Explosion Metagross has remains although its Explosion does nowhere near as much to Skarmory now.

    Agiligross

    Metagross @ Leftovers / Lum Berry
    Trait: Clear Body
    EVs: 160 HP / 252 Atk / 96 Spe
    Adamant Nature
    - Agility
    - Meteor Mash
    - Earthquake
    - Explosion

    Agility Metagross is probably one of the most threatening late game sweepers, and is the best recepeint of an SD Pass from Celebi hands down. The EV spread gives it bulk to setup late game, maximizes it power, and gives it enough speed to outspeed the whole OU metagame at +2. Once Spikes damage has chipped everything, and the bulky water and/or Skarmory is gone this set can go to town. Also worth mentioning is that it excels versus offensive teams that often have only offensive Suicune at most to check this, so late game even if the "bulky" water is alive it can STILL end the game, and of course it still has Explosion to open up a game in a pinch if needed. Of course running a coverage move like Rock Slide is always an option, but more often than not the sheer utility of Explosion in removing bulky waters for stuff like Aerodactyl, Salamence, and Tyranitar is appreciated.

    Toxic Offensive Metagross

    Metagross @ Leftovers
    Ability: Clear Body
    EVs: 248 HP / 136 Atk / 112 Def / 12 Spe
    Adamant Nature
    - Meteor Mash
    - Earthquake
    - Toxic
    - Explosion

    This set does some very nice things throughout the course of a match especially with something like Magneton, to force Toxic on to relevant targets like Swampert and Milotic. The nice thing about this set is that once you Toxic, Swampert or Milotic they are crippled; so now your Explosion can potentially be used on something else if you play your cards right. The EVs hit some nice benchmarks, in always living +1 Salamence and Tyranitar Earthquake after 1 layer of Spikes; living Dugtrio Earthquake, and having a guaranteed OHKO on Swampert with Explosion. Running a more defensive Impish nature set, with Protect>Explosion is also an option.

    Toxic Defensive Metagross

    Metagross @ Leftovers
    Ability: Clear Body
    EVs: 248 HP / 172 Def / 72 SpD / 16 Spe
    Impish Nature
    - Meteor Mash
    - Earthquake
    - Toxic
    - Protect

    This set is similar to the previous set, in that it likes to be paired with Magneton to force Toxic on to Milotic and Swampert. However this is a much more defensive set, with the special defense benchmark being living 2 Thunderbolts from Magneton, with the rest being dumped into physical defense. Protect helps with scouting Choice Band users, and racking up damage from Toxic. This set also appreciates spikes, to help exploit Choice Band users locked into the wrong moves.

    Other Options

    Pursuit Metagross is a really cool way to take out Gengar, and Dual Screens Metagross also is a viable set if not its best one. Psych Up Metagross with toxic has been done before, and can serve as a nice stop to Snorlax for some teams. HP:Bug and Sludge Bomb, are options to nail Celebi on CB Gross's 4th moveslot, Sludge Bomb has the distinct advantage of being able to permanently cripple Swampert with posion.

    Checks and Counters

    The most notable checks to Metagross are probably Skarmory, and the bulky waters Suicune, Swampert, Vaporeon and Milotic. Zapdos is also another very relevant check; both of Moltres and Charizard can also come in on everything but rock slide. The wonderful thing about Metagross however is the fact, that its set of checks overlap with other prominent threats of the tier such as Salamece,Aerodactyl, and Tyranitar. Dugtrio can revenge a chipped Metagross, Jirachi is a solid switch in to most of Metagross' options barring Earthquake. Metagross also potentially gets trapped by Magneton if locked into CB Meteor Mash, or if it is the mixed variant. Ludicolo can switch in on most moves as well but its relatively rare. Nothing truly counters it because if worse comes to worst, it can trade with one of the following possibly opening the road for one of its team mates to sweep mid/late game.

    All of the highlighted portions are basically things you told be to address, unless I'm missing something I think I addressed everything, to at least some extent?
     
    Last edited: May 29, 2017
  20. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Still need to remove this bit and maybe tweak it to mention what other sets it can run.

    You still don't say what Rock Slide is for. You still didn't talk about how it's often seen as a lead and why it's a good lead and what its downsides are as a lead.

    What does EQ do on this set? What does 'relative benchmark' even mean... can it live 3 fire punches or 2 fire punches from what kind of gengar etc? Be more specific.

    delet this. you already listed a more defensive set below it.

    You already mentioned this in set details of one set. Either keep it in set details or keep it in OO, but not both. If you keep it in OO, mention why it's a worse option than the listed sets.
     
  21. eden's embrace

    eden's embrace end. Host Emeritus

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  22. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    chance the title to say [GP Ready] > [WIP] and post it in the GP Queue thread.
     
  23. eden's embrace

    eden's embrace end. Host Emeritus

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    edited this a little bit; probably worth mentioning a CB Gross spread that hits 222 or so, which I will later
     

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