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[Grammar] Metagross

Discussion in 'OU Analyses' started by Joyverse, Aug 10, 2016.

  1. Joyverse

    Joyverse Back for a blast!

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    Uh, the pictures are too big, sorry! >_>

    General
    Ever since The Iron Giant- Metagross was introduced in Generation 3, it was always a force to be reckoned with. Generation 4 blessed it with a strong physical Psychic move- Zen Headbutt and a STAB priority move in the form of Bullet Punch making it more viable. However upon the advent of Black/White saw a reduction in its usage and this continued on to the XY era. But then like every other fallen hero, Metagross rose up in usage once again due to the addition of its cold and cruel new mega evolution which only gave it positive stat changes, and a strong new ability in the form of Tough Claws.

    Boasting a heavy 135 Attack backed by a strong arsenal of physical moves such as Meteor Mash, Zen Headbutt, Thunder Punch, Ice Punch and so on, makes it one dangerous presence. However average bulk and a slow 70 base speed by OU standards makes you want to wish for a lot more.

    Upon Mega evolving, it is a totally different story.Getting only positive changes to its stats, it becomes more balanced and its presence more demonic.145 base Attack coupled with the solid Tough Claws ability boosting all its contact moves and the blistering fast 110 Speed stat is all it needs to dismantle teams on its own.
    However not everything is cool about the Mega form as well.
    Its biggest flaws lies in its Speed and 4MSS.. While 110 Speed is no joke in OU, it is still susceptible to status effects before Mega-evolving due it's rather subpar speed. And with so many Pokemon already at base 110, it at best has to rely on speed ties to win against them. With a rather crippling 4MSS, it can never cover for all of its checks at once and something is going to beat it at any given time, which makes it fairly dependent on its teammates for such support.

    This therefore means it has be played very carefully before it is evolved. Also, when to evolve is another constraint in its own right.
    However its pros outweigh its cons by far and it always has to be though of whenever you are building in OU.


    ALL-OUT MEGA ATTACKER

    Metagross @ Metagrossite
    Trait: Clear Body
    EVs: 252 Atk / 4 Def / 252 Spe
    Jolly Nature
    - Meteor Mash / Iron Head
    - Zen Headbutt / Thunder Punch
    - Hammer Arm / Earthquake
    - Ice Punch / Bullet Punch / Pursuit

    Clear Body makes sure you Mega evolve without any stat drops caused due to Sticky Web or Intimidate. The move choices highly depend on your overall play style and team options. Slot 1 has the obligatory STAB Steel move which is generally Meteor Mash, being boosted by its new ability and having a nifty 20% chance of boosting Attack, this is a rather solid move. However, you can opt for Iron Head, while being 10 points lower in terms of Base Power, this move won't miss and also has a 30% to flinch your opponents making it a worthy addition as well . Zen Headbutt is your Psychic STAB and this too can flinch and covers the bulky Water types that its Steel STAB can't otherwise touch, it also hits Mega Venusaur and Amoonguss for super effective damage. Thunder Punch can be used over Zen Headbutt as it is still able to hit Water types rather hard and as a plus also hits Skarmory and Slowbro that otherwise resists Zen Headbutt. For Slot 3, Hammer Arm is generally preferred as it is boosted by Tough Claws and hits steel types like Bisharp, Ferrothorn and Heatran for super effective damage. Earthquake can be used over this as even while it is not boosted by Tough Claws, it hits Heatran and Charizard X for super effective damage and it doesn't offer the crippling Speed drop that Hammer Arm has. Slot 4 is made to round off coverage. Generally Ice Punch is the top choice, being able to take on Defensive Garchomp, Gliscor and Landorus-T for super effective damage. Having it with Thunder Punch gives it solid neutral coverage that you would expect from BoltBeam. Bullet Punch can also be used to pick off weakened Pokemon and it helps it to avoid speed ties with likes of Gengar and the Latwins. Pursuit too, helps in supporting Keldeo by trapping the Latwins and Celebi, letting Keldeo sweep everything else afterwards.

    ROCK POLISH FINISHER

    Metagross @ Metagrossite
    Trait: Clear Body
    EVs: 252 Atk / 80 HP / 176 Spe
    Adamant Nature
    - Meteor Mash / Iron Head
    - Zen Headbutt
    - Hammer Arm / Ice Punch / Earthquake
    - Rock Polish

    The set is generally used as a late game sweeper, when most of it's checks are either severely weakened or gone. Meteor Mash / Iron Head are to power through most Pokemon. Zen Headbutt helps rounding off the STAB by hitting Keldeo, Rotom-W and any other Pokemon that generally resist still, and with the nifty chance to flinch, it only gets better. Hammer Arm can be used for the last attacking slot to completely destroy Steel types like Heatran and Ferrothorn. Since having a Speed dropping move alongside Rock Polish is counter productive at best, Ice Punch can be used as it OHKOes Landorus-T, Gliscor, Garchomp and the like. Earthquake is generally considered as it deals solid damage to Jirachi, Victini, Heatran, Zard X and opposing Metagross. And it doesn't cripple Metagross with the Speed drops.
    The set's EVs put it at 300 Speed after evolving letting it naturally outspeed neutral base 100s and under. Only setup when it's late-game or it's absolutely necessary. You can also opt for a bulkier spread of 228 HP / 252 Atk / 28 Spe which lets you outspeed base 70s naturally at 263 Speed and gives you much more bulk to take on tanks and walls. Another point of note is that at +2, the given spread reaches 526 Speed which allows Metagross to outspeed all Pokemon upto scarfed base 110s.

    ASSAULT VEST
    Metagross @ Assault Vest
    Trait: Clear Body
    EVs: 252 HP / 160 Atk / 96 SDef
    Adamant Nature
    - Bullet Punch
    - Meteor Mash
    - Pursuit
    - Earthquake / Zen Headbutt / Ice Punch

    Assault Vest Metagross is generally used to Pursuit trap the likes of the Latwins, Alakazam, Celebi and to an extent - Jirachi. The 252 HP EVs with 96 Special Defense combined with Assault Vest helps it avoid the 2HKO from Alakazam's Shadow Ball and also it also lets it take on Hidden Power Latios. It can, like its other variants can switch in to Clefable (sans Thunder Wave) and Mega Gardevoir (sans Will-o-Wisp) and threaten them with Pursuit and/or Meteor Mash.160 Attack EVs puts it to a jump point that helps it to KO most offensive Pokemon, notably the Latwins to a combo of Meteor Mash and Bullet Punch. Earthquake is generally used to threaten most Fire and Steel type switch-ins notably Heatran, Excadrill, Bisharp and opposing Metagross. Zen Headbutt can be used here as well. Ice Punch is also usable as it helps take on Gliscor and Landorus-T switching in to it.

    OTHER OPTIONS
    From the start of ORAS, it has been made clear that any other Metagross variant bar Mega is a niche option. Choice Band Metagross can be used to save the Mega slot for something else. However it is generally outclassed by Choice Band Scizor as a revenge killer due to Technician boosting its Bullet Punch. On Mega Metagross, there is a special move that are worth mentioning:Grass Knot. With 44 EVs in Special Attack and a Naive nature, you can OHKO Standard Quagsire, and a chance to 2HKO Standard Slowbro and Hippowdon but the drop in Special Defense isn't generally worth the risk. A gimmicky set consisting of Hone Claws and Substitute with Meteor Mash and Zen Headbutt can also be utilized to avoid the crippling misses and increase overall damage generated by the attacking move using Hone Claws, however it is after all a gimmick set and hence, it isn't recommended.

    CHECKS AND COUNTERS


    Bulky Waters- While Zen Headbutt/Thunder Punch would still 2HKO. Mega Metagross still has to be wary from the likes of Rotom-W (Which can tank any of its moves once and proceed to burn or paralyze), Slowbro (Which can keep tanking all of its hits unless it's either Thunder Punch or Grass Knot and proceed to Thunder Wave and/or Scald which burns as well), and so on.

    Tangrowth- Especially Rocky Helmet Tangrowth, unless you have a +1(or +2 for that matter) boost from Meteor Mash, non of its moves (Ice Punch included) will do enough to 2HKO it. Tangrowth in return can proceed to using Sleep Powder or Leech Seed to cripple it later on.

    Garchomp- The only move that truly one-shots it is Ice Punch. The chip damage that Metagross gets from the combination of Rocky Helmet + Rough Skin is huge. This combined with Earthquake makes Metagross' run a short lived one.That aside, Garchomp's STAB Earthquake coming off from its massive 130 Attack boosted by Swords Dance and/or Life Orb makes it extremely threatening especially when Metagross hasn't evolved or is a non-Mega variant.

    Landorus-Therian - Intimidate can be taken care of unless it has Mega evolved. Scarf Landorus can revenge kill rather easily if isn't a Rock Polish variant. Rocky Helmet Landorus threatens with chip damage + Earthquake if Metagross doesn't have Ice Punch. Swords Dance Landorus with Earth Plate also checks non-Ice Punch variants and can very well threaten it with Earthquake.

    Dark Types- Dark types especially Pursuit trappers like Weavile, Scarf Tyranitar, and Bisharp threaten it a lot. Life Orb Bisharp also has a small chance to OHKO Mega Metagross with Sucker Punch. Mandibuzz and Umbreon checks Metagross rather well and threatens it with Foul Play while they can heal off from Roost and Wish respectively. Though both have be wary of Hammer Arm, and Thunder Punch / Ice Punch takes out a lot of health from Mandibuzz.

    Bulky Steels- Notable Skarmory, Heatran, Bronzong and Ferrothorn. All of the named four resist its STABs. Skarmory and Bronzong are immune to Earthquake and take less damage from most of its moves. Rocky Helmet Skarmory can easily Roost in the face of Metagross while it takes chip damage due to it. Counter Skarmory rebounds its hits, making it a quick way to knock out Metagross. However Skarmory needs to be wary of a 2HKO due to Thunder Punch. Bronzong too is fairly threatened by Pursuit. Ferrothorn and Heatran are both weak to Hammer Arm but Ferrothorn's Iron Barbs ability makes it a painful experience nonetheless, it can paralyze and siphon off HP using Leech Seed as well. Heatran can very well carry an Air Balloon to otherwise avoid a very nasty OHKO from Earthquake and can threaten it with burns from Lava Plume / Will-O-Wisp or downright OHKO with Fire Blast!

    Mega Scizor- The only reason Mega Scizor gets its own section here is because it counters Metagross on almost all occasions. Bulky Mega Scizor with Swords Dance can make turn Metagross into setup bait and easily setup to +6 in conjunction with Roost and proceed to KO with Bug Bite/U-Turn or Knock Off. Metagross having no reliable recovery also means it cannot take a barrage of +2/+4 Bullet Punch from it constantly and slowly dies off.

    Hippowdon- Hippowdon's solid mixed bulk makes it one of the best Metagross checks in the OU metagame. The only moves that Metagross really has against it is Ice Punch and/or Grass Knot. Ice Punch never deals a 2HKO and Grass Knot only has a bare chance to 2HKO most mixed variants.The combination of Earthquake and Slack Off means Hippowdon can damage and heal against Metagross without worrying much at all.


    EDIT: DONE!!
    Will remove this after am done.
    Date in DD/MM/YYYY

    11/08/2016- Did some minor edits, might shorten up the write up a bit. Added the changelog
    13/08/2016- Added other options. Will elaborate soon.
    14/08/2016- Finished OO. Added C&C. Will Finish soon!!
    22/08/2016- Finished!! Yeah No RIP
    23/08/2016-Added Mega Scizor and Hippo in C&C
     
    Last edited: Aug 30, 2016
  2. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Don't see anything wrong so far. Does ordinary Metagross have any real niches in ORAS OU? I can't think of anything particularly useful, save the ability to use the Leftovers.

    Mentions of mixed sets, namely ones featuring Grass Knot for (mega) Slowbro, Hippowdon, Donphan etc?

    That's all I can really think of. *shrugs*
     
  3. Joyverse

    Joyverse Back for a blast!

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    Tbh the only niches of N-Metagross in OU is Assault Vest and Band. Grass Knot, tho doing a helluva damage to Hippo, Quaggy and the like, puts a defensive constraint to MMeta. All these going to OO soon. '-')/
    My wording needs some work doesn't it? >_>
     
  4. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Well, you could argue that no analysis is perfect, due to different people having different writing and reading styles. I personally can't stand the way 99% of Smogon's analyses are written, for example. They're all so clinical and standoffish, imo. Far as I'm concerned, if everything's spelled correctly, and it reads well, it's a keeper.

    I was gonna suggest AssVest for normal Meta. Good to see I still have some idea of current OU (need to get back into this...)
     
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  5. Joyverse

    Joyverse Back for a blast!

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    Almost done, anyone willing to add something else in the previous sections, please ask me.
    Also I could use some help in the C&C section! :]
     
  6. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Between Gliscor and Ferrothorn, you've got a solid answer, because they basically never have both Ice Punch AND Hammer Arm (about 2% of them, according to the stats?). But yeah, both of those are good checks, at least.

    Skarmory can't take a Thunder Punch, but nothing else is a big hassle (except uber slow Hammer Arm). It will struggle to damage Megagross unless it's packing Counter or the Rocky Helmet however.

    Err... Bronzong is rare, but a pretty good answer, resisting everything common except Hammer Arm, and only really fearing stupidly rare shit like Pursuit or HP Fire. It can then Earthquake Megagross for a near guaranteed 3HKO (something like a 98% chance with Stealth Rock on the field).

    That's all I got at the moment, but I'm sure there's a few others worth mentioning.
     
  7. Moony

    Moony Active Member

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    rh garchomp is a good first look at mega gross, bulky mega zor is a hard check

    also think av gross is worth an entire set. it's viable and traps latis very well. max hp + atk, mm | zen | pursuit | grass knot / ice punch / tpunch is probably okay
     
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  8. Joyverse

    Joyverse Back for a blast!

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    Finished! Ready for checks! Also a big thanks to Spoovo and Moony for helping me out on a few parts!
    EDIT: FML I FORGOT SCIZOR AND HIPPO ;-;)/
    EDIT2: Also have some minor edits to do. soz uwu
    EDIT3: Rechecked, would edit again.
     
    Last edited: Aug 29, 2016
  9. Joyverse

    Joyverse Back for a blast!

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    Yeah am done. Ready for grammar checks (Don't go easy on me please, am bad lol).
    Also Bless whoever changed the tag to Grammar before I did.
     
  10. Joyverse

    Joyverse Back for a blast!

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    Uh, Calc or no calc. It has already been mentioned that many a pokemon tie with Megagross.
    And then again Gengar isn't worth mentioning in C&C. It has to be one of the shakiest and frailest of all its checks which can only come into EQ/Hammer Arm/Grass Knot and then have the risk of being knocked out by Bullet Punch or losing the tie. Such a risky pokemon isn't worth it.
    Also next time you mentions C&Cs, try mentioning pokemon that can atleast switch in twice on a certain, that probably helps.
     
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