Other ORAS Mega Speculation Thread (NO talk about potential bans NOR Aegislash)

Which is your favorite?

  • Beedrill

    Votes: 255 26.5%
  • Pidgeot

    Votes: 119 12.3%
  • Slowbro

    Votes: 86 8.9%
  • Steelix

    Votes: 58 6.0%
  • Sceptile

    Votes: 140 14.5%
  • Swampert

    Votes: 120 12.4%
  • Sableye

    Votes: 62 6.4%
  • Sharpedo

    Votes: 57 5.9%
  • Camerupt

    Votes: 57 5.9%
  • Altaria

    Votes: 144 14.9%
  • Glalie

    Votes: 79 8.2%
  • Salamence

    Votes: 198 20.5%
  • Metagross

    Votes: 164 17.0%
  • Latias

    Votes: 50 5.2%
  • Latios

    Votes: 54 5.6%
  • Loppuny

    Votes: 125 13.0%
  • Gallade

    Votes: 148 15.4%
  • Audino

    Votes: 30 3.1%
  • Diancie

    Votes: 74 7.7%

  • Total voters
    964
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Imo, getting that turn to mega evolve isn't really that hard; there are quite a few pokemon in ou that beedrill already outspeeds before evolving (Bisharp, Breloom and conkeldurr to name a few) and of course nearly anything weak to his stabs should be fairly easy to force out. Protect just eliminates valuable coverage, and losing knock off or drill run can really hurt beedrill (walled by heatran without drill run, knock off adds some extra utility and hits what stabs and drill run can't)
You run into some Mega Zam syndrome by doing that, you really don't need the speed boosting nature after you Mega Evolve, but if you don't run it before you evolve you get outsped by base 70s and some lower things. Beedrill wants Adamant after it mega evolves, but it also wants Jolly before it evolves. Bish and Sash Breloom really don't care if Beedril goes first or not either.
 
Problem is, with its crappy HP, it gets 2HKOed by a crapload of physical attackers and can't really do much back without status/ Will-O-Wisp. Its uninvested special attack is also very poor, such that:

+1 0 SpA Sableye Shadow Ball vs. 16 HP / 240 SpD Assault Vest Azumarill: 57-67 (16.5 - 19.4%) -- possible 6HKO
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 4 Def Sableye: 294-348 (96.7 - 114.4%) -- 81.3% chance to OHKO

+1 0 SpA Sableye Hidden Power Fighting vs. 0 HP / 8 SpD Lopunny: 94-112 (34.6 - 41.3%) -- guaranteed 3HKO
252 Atk Lopunny High Jump Kick vs. 252 HP / 4 Def Sableye: 242-286 (79.6 - 94%) -- guaranteed 2HKO after Leftovers recovery

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Altaria: 81-96 (27.8 - 32.9%) -- guaranteed 4HKO
252+ Atk Pixilate Altaria Return vs. 252 HP / 4 Def Sableye: 350-414 (115.1 - 136.1%) -- guaranteed OHKO

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Charizard X: 105-124 (35.3 - 41.7%) -- guaranteed 3HKO
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 4 Def Sableye: 237-279 (77.9 - 91.7%) -- guaranteed 2HKO after Leftovers recovery

It can't even OHKO Megacham or 2HKO Mega Pinsir at +1 without rocks up:

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Medicham: 210-248 (80.4 - 95%) -- guaranteed 2HKO
+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Pinsir: 100-118 (36.9 - 43.5%) -- guaranteed 3HKO

M-Sableye has a lot of potential, but not as a sweeper.

If it's CM mEye, it's mire than likely going to have 252 hp and 252 def. Just saying.

Willo, recover, cm and STAB. All it needs. Not quite a sweeper. But a mon with 20 speed isn't really set to be.
 
If it's CM mEye, it's mire than likely going to have 252 hp and 252 def. Just saying.

Willo, recover, cm and STAB. All it needs. Not quite a sweeper. But a mon with 20 speed isn't really set to be.
My bad. However:

252 Atk Lopunny High Jump Kick vs. 252 HP / 252+ Def Sableye: 180-214 (59.2 - 70.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Pixilate Altaria Return vs. 252 HP / 252+ Def Sableye: 176-208 (57.8 - 68.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Sableye: 222-264 (73 - 86.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Doesn't really change anything when it comes to the matchup. And now you're getting 2HKOed by special attackers, even at +1.

252 SpA Choice Specs Keldeo Hydro Pump vs. +1 252 HP / 0 SpD Sableye: 159-187 (52.3 - 61.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Life Orb Sheer Force Landorus Earth Power vs. +1 252 HP / 0 SpD Sableye: 136-161 (44.7 - 52.9%) -- 85.5% chance to 2HKO after Stealth Rock and Leftovers recovery

Oh, and Clefable beats you as well:

4 SpA Clefable Moonblast vs. 252 HP / 0 SpD Sableye: 176-210 (57.8 - 69%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

As far as running WoW instead is concerned, it makes it a much more viable Pokemon, but like you said, hardly makes it a setup sweeper. Also begs the question, why bother running CM? What is CM-Sableye actually setting up on, and what is it doing even when it has set up?
 
My bad. However:

252 Atk Lopunny High Jump Kick vs. 252 HP / 252+ Def Sableye: 180-214 (59.2 - 70.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Pixilate Altaria Return vs. 252 HP / 252+ Def Sableye: 176-208 (57.8 - 68.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Sableye: 222-264 (73 - 86.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Doesn't really change anything when it comes to the matchup.

As far as running WoW instead is concerned, it makes it a much more viable Pokemon, but like you said, hardly makes it a setup sweeper.
Maybe Wil-o-Wisp instead of HP Fighting? You can't attack normal types, but you can chip down their HP with burn damage, or just not start setting up until all normal types are gone. Only Pokemon that's immune to this is Pyroar.

Edit: Know that was already said, just speculating on it.
 
Maybe Wil-o-Wisp instead of HP Fighting? You can't attack normal types, but you can chip down their HP with burn damage, or just not start setting up until all normal types are gone. Only Pokemon that's immune to this is Pyroar.
Except, if you go physically defensive, you're still losing to key special attackers at +1. Landorus beats you, Keldeo beats you, Clefable beats you (whether Unaware or Magic Guard), Sylveon beats you, while Chansey and M-Audino wall you all day long. Meanwhile, you lose the ability to counter M-Slowbro with taunt/ toxic and what do you gain? You're never going to sweep, and what do you beat that you couldn't beat with a full stall set?
 
Now I'm messing around with Mega Gallade, I want to make a Bulk Up set work with him. He has several things that can make a set work that Conkeldurr can't, namely speed, SpD, and movepool.

Gallade@Galladite(?)
Inner Focus
Careful 248 HP / 8 Df / 252 SpD
or Jolly 248 HP / 244 SpD / 16 Spe
~ Bulk Up
~ Drain Punch
~ Taunt/Thunder Wave
~ Leaf Blade/Zen Headbutt/Rock Tomb/Ice Punch/Poison Jab

68/115 are decent SpD stats if you invest in them. Greninja's Hydro Pump is a 3HKO for example. Gallade's attack is so high that with 0 EVs it's still higher than a fully invested Attack BST of 115. Taunt is what saves Gallades ass against Stall, preventing being burned, poisoned, and other set up sweepers. Thunder Wave is an option to slow down enemies and get extra turns potentially.

The last move is really up in the air. +1 Leaf Blade OHKOs AV Azumarill and has a very good chance to OHKO CB Azumarill too. It's also your best move for Slowbro and Mega Slowbro. Zen Headbutt gives secondary STAB and is great for Mega Venusaur and Mega Heracross. Ice Punch handles Gliscor, Landorus, Dragonite and Salamence. Rock Tomb is an interesting option for HO switch ins, OHKOing Talonflame for example, and helping you out in the speed department. Finally, Poison Jab gets good coverage with Drain Punch in terms of hitting Fairies but is not a great move against tough walls like Slowbro, Venusaur. Mega Sableye just walls you no matter what, reflecting Taunt and being immune to Drain Punch.

The Jolly spread sacrifices 34 SpD points to be able to outspeed 0 Spe Mega Venusaur, Dragonite, Mamoswine, etc. Mega Venusaur would be much easier to handle if you can get off a fast Taunt. You also outspeed SubToxic Gliscor by one.

His 4MSS is the issue. He can be walled by numerous things depending on your fourth move.
 
Except, if you go physically defensive, you're still losing to key special attackers at +1. Landorus beats you, Keldeo beats you, Clefable beats you (whether Unaware or Magic Guard), Sylveon beats you, while Chansey and M-Audino wall you all day long. Meanwhile, you lose the ability to counter M-Slowbro with taunt/ toxic and what do you gain? You're never going to sweep, and what do you beat that you couldn't beat with a full stall set?
True. Mega Sableye is quite an enigma. Nobody seems to be able to come up with a good moveset for it, but I'm sure someone will at some point.
 
Bisharp can OHKO with Sucker Punch...

252+ Atk Bisharp Sucker Punch vs. 0 HP / 4 Def Beedrill: 280-331 (103.3 - 122.1%) -- guaranteed OHKO

:/

Bisharp OHKO's with sucker punch, and that's without a life orb.

Edit: Ninja'd by Karxrida

Also, beedrill will be running adamant more often than not and therefore doesn't outspeed jolly breloom.

Yeah I forgot about sucker punch, but jolly is pretty legit to let it outspeed breloom, modest venusaur and adamant dragonite, as well as letting it at worst tie mega scizor and hera (actually you probably want to underspeed mega scizor to get a slow u-turn, but not many run max speed jolly anyways) and beat (or tie) sceptile and manectric afterwards.
 
Yeah I forgot about sucker punch, but jolly is pretty legit to let it outspeed breloom, modest venusaur and adamant dragonite, as well as letting it at worst tie mega scizor and hera (actually you probably want to underspeed mega scizor to get a slow u-turn, but not many run max speed jolly anyways) and beat (or tie) sceptile and manectric afterwards.
You NEVER want to Mega Evolve in front of a Mega Scizor, as Bullet Punch OHKOs after Rocks from the Bulky SD set while the Offensive SD set has a chance to OHKO without Rocks.

252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Beedrill: 241-285 (88.9 - 105.1%) -- 31.3% chance to OHKO
44+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Beedrill: 211-249 (77.8 - 91.8%) -- guaranteed OHKO after Stealth Rock
 
I was thinking of a few Mega Altaria sets (offensive, defensive) and one that came up in my mind was this:

Altaria @ Altarite
Ability: Natural Cure
Happiness: 0
EVs: 248 HP /8 Atk / 252 SpD
Careful Nature
- Cotton Guard
- Roost
- Toxic
- Frustration

Could this set be viable? Haven't played with it yet
 
Not quite a sweeper. But a mon with 20 speed isn't really set to be.
I'm not sure about that part. It's not a requirement for a set-up sweeper to be fast. Look at CM LO Clefable. It's slow, but it's it's a pain to take down once it gets rolling, and it is considered a sweeper by most. The problem with slow set-up sweepers is usually either vulnerability to status or bad typing. That's not really the case here on either front.
 
Problem is, with its crappy HP, it gets 2HKOed by a crapload of physical attackers and can't really do much back without status/ Will-O-Wisp. Its uninvested special attack is also very poor, such that:

+1 0 SpA Sableye Shadow Ball vs. 16 HP / 240 SpD Assault Vest Azumarill: 57-67 (16.5 - 19.4%) -- possible 6HKO
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 4 Def Sableye: 294-348 (96.7 - 114.4%) -- 81.3% chance to OHKO

+1 0 SpA Sableye Hidden Power Fighting vs. 0 HP / 8 SpD Lopunny: 94-112 (34.6 - 41.3%) -- guaranteed 3HKO
252 Atk Lopunny High Jump Kick vs. 252 HP / 4 Def Sableye: 242-286 (79.6 - 94%) -- guaranteed 2HKO after Leftovers recovery

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Altaria: 81-96 (27.8 - 32.9%) -- guaranteed 4HKO
252+ Atk Pixilate Altaria Return vs. 252 HP / 4 Def Sableye: 350-414 (115.1 - 136.1%) -- guaranteed OHKO

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Charizard X: 105-124 (35.3 - 41.7%) -- guaranteed 3HKO
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 4 Def Sableye: 237-279 (77.9 - 91.7%) -- guaranteed 2HKO after Leftovers recovery

It can't even OHKO Megacham or 2HKO Mega Pinsir at +1 without rocks up:

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Medicham: 210-248 (80.4 - 95%) -- guaranteed 2HKO
+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Mega Pinsir: 100-118 (36.9 - 43.5%) -- guaranteed 3HKO

M-Sableye has a lot of potential, but not as a sweeper.

EDIT: Forgot to change M-Sableye's special attack, ugh. Nonetheless:

+1 0 SpA Sableye Shadow Ball vs. 16 HP / 240 SpD Assault Vest Azumarill: 70-84 (20.2 - 24.3%) -- guaranteed 5HKO

+1 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Altaria: 102-120 (35 - 41.2%) -- guaranteed 3HKO

+1 0 SpA Sableye Hidden Power Fighting vs. 0 HP / 8 SpD Lopunny: 116-138 (42.8 - 50.9%) -- 2.3% chance to 2HKO

Why in the hell would you set up with, say, Azu or MLop still around anyways? That's like setting up with CM Clefable when the enemy still has a SpD Heatran and expecting to sweep. Also, after having though about it, this is probably an even better set: max hp, max physical def, bold, CM, WoW, Dark Pulse, Recover. I decided to go mono-attacking because dark is still an amazing attacking type and, unlike ghost, nothing is immune, and now the only powerful physical that safely beats MSableye is CharX because the rest get crippled when they switch into WoW :O
 
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My bad. However:

252 Atk Lopunny High Jump Kick vs. 252 HP / 252+ Def Sableye: 180-214 (59.2 - 70.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Pixilate Altaria Return vs. 252 HP / 252+ Def Sableye: 176-208 (57.8 - 68.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Huge Power Azumarill Play Rough vs. 252 HP / 252+ Def Sableye: 222-264 (73 - 86.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Doesn't really change anything when it comes to the matchup. And now you're getting 2HKOed by special attackers, even at +1.

252 SpA Choice Specs Keldeo Hydro Pump vs. +1 252 HP / 0 SpD Sableye: 159-187 (52.3 - 61.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Life Orb Sheer Force Landorus Earth Power vs. +1 252 HP / 0 SpD Sableye: 136-161 (44.7 - 52.9%) -- 85.5% chance to 2HKO after Stealth Rock and Leftovers recovery

Oh, and Clefable beats you as well:

4 SpA Clefable Moonblast vs. 252 HP / 0 SpD Sableye: 176-210 (57.8 - 69%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

As far as running WoW instead is concerned, it makes it a much more viable Pokemon, but like you said, hardly makes it a setup sweeper. Also begs the question, why bother running CM? What is CM-Sableye actually setting up on, and what is it doing even when it has set up?

I don't think mons with super effective >100bp STAB moves or huge power 2hko'ing M-Sableye says much about its ability to use a Calm Mind set- it can easily lure these things in and donk them with a will-o-wisp, or just have its other teammates deal with them. It's not like people don't use suicune because the likes of breloom can 2hko.

The other special attackers are more of an issue, but sableye can stall out Keldeo until a Hpump miss and get another CM in, and it could feasibly get another calm mind on the first earth power of landorus, assuming lando switched in on the first, and then its not 2hko'd anymore.
 
Why in the hell would you set up with, say, Azu or MLop still around anyways? That's like setting up with CM Clefable when the enemy still has a SpD Heatran and expecting to sweep. Also, after having though about it, this is probably an even better set: max hp, max physical def, bold, CM, WoW, Dark Pulse, Recovery. I decided to go mono-attacking because dark is still an amazing attacking type and, unlike ghost, nothing is immune, and now the only powerful physical that safely beats MSableye is CharX because the rest get crippled when they switch into WoW :O
That's like saying Hawlucha pre-Aegislash ban was good because all it had to do was wait for Aegislash to be gone to set up and sweep. The presence of widely used counters make sets impractical to use in certain environments. CM M-Sableye doesn't just have to worry about Azu, MLop, and M-Altaria, it also has to worry about Keldeo, Landorus, Clefable, Chansey, M-Audino, M-Gardevoir, Sylveon, M-Pinsir, etc. Ie - Pokemon that are on every stall, balance, and offense teams in existence. Substituting Dark Pulse for Shadow Ball doesn't change that - half those Pokemon destroy you with even greater ease.

And again, in order to do what? What exactly are you accomplishing with a CM set that you can't accomplish with a full stall set?
 
You NEVER want to Mega Evolve in front of a Mega Scizor, as Bullet Punch OHKOs after Rocks from the Bulky SD set while the Offensive SD set has a chance to OHKO without Rocks.

252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Beedrill: 241-285 (88.9 - 105.1%) -- 31.3% chance to OHKO
44+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Beedrill: 211-249 (77.8 - 91.8%) -- guaranteed OHKO after Stealth Rock

To add to this, adamant dragonite basically OHKO's after rocks with extreme speed

252+ Atk Dragonite Extreme Speed vs. 0 HP / 4 Def Beedrill: 198-233 (73 - 85.9%) -- 81.3% chance to OHKO after Stealth Rock

And banded dragonite is a guaranteed OHKO. 108% minimum.
 
I was thinking of a few Mega Altaria sets (offensive, defensive) and one that came up in my mind was this:

Altaria @ Altarite
Ability: Natural Cure
Happiness: 0
EVs: 248 HP /8 Atk / 252 SpD
Careful Nature
- Cotton Guard
- Roost
- Toxic
- Frustration

Could this set be viable? Haven't played with it yet
I like that, but Calm and Hyper Voice might be better, and you might want to consider Fire Blast over Toxic. Even though Frustration hits harder, the ability for Hyper Voice to go through subs is great especially with that sub Mega Mence set.
 
That's like saying Hawlucha pre-Aegislash ban was good because all it had to do was wait for Aegislash to be gone to set up and sweep. The presence of widely used counters make sets impractical to use in certain environments. CM M-Sableye doesn't just have to worry about Azu, MLop, and M-Altaria, it also has to worry about Keldeo, Landorus, Clefable, Chansey, M-Audino, M-Gardevoir, Sylveon, M-Pinsir, etc. Ie - Pokemon that are on every stall, balance, and offense teams in existence. Substituting Dark Pulse for Shadow Ball doesn't change that - half those Pokemon destroy you with even greater ease.

And again, in order to do what? What exactly are you accomplishing with a CM set that you can't accomplish with a full stall set?

Widely used? MLopunny, MAltaria and MAudino aren't even released yet lol, we really can't predict how their usage will fare. Again, I went through Keldeo and Landorus and if anything the matchup is in Sableye's advantage. Chansey can do literally nothing to sableye, it'll just become a PP war. Mega Gardevoir is an obvious issue, yes, as is Sylveon but if its not specs it can again be played around. Mega Pinsir isn't an issue at all lol, if it switches in it barely 2hkos and its burned. I guess it could set up on you but I'm sure you can find other stuff to deal with a burned pinsir. Clefable is a big issue because it can set up alongside you, I'll give you that.

So what, basically strong fairy types are the only issue? That's really not a big strain for teambuilding to take care of and allow Mega Sableye to sweep.
 
CM MSableye basically works exactly the same way as CM Clefable does (aka as a bulky boosting wincon), except it trades the ability to beat a large number of offensive threats with immunity to all phazing which makes it a better stallbreaker, as well as the ability to disable physical attackers/get a fast CM off pre-mega, the former which gives it quite a bit of utility early-game especially against offense.

It does have a number of glaring flaws though, which became quickly apparent when I was playing around with it. One of the biggest problems with it from experience is that the Mega turn is easily played round, and you can often pressure it to Mega immediately by sending in something that can threaten a 2HKO on regular Sableye but is walled by the Mega forme at +1, like Greninja, and then force it out with a wallbreaker. Once it's Mega'd it has trouble doing much vs offensive teams tbh, although it can find a couple opportunities to set up against the likes of MMedicham, Terrakion or -2 Latios. Of course, a good player would only Mega until late game when facing offense, but the fact that it can only beat Greninja and friends at one point in the battle is a problem. In theory, it can set up against offense without too much trouble, but it only really has once shot at it, so you basically need to master the timing in order to truly succeed with it. But its ability to easily switch in and set up over pretty much anything defensive not named Clefable or MAltaria really shines against defensive teams and makes stuff like Ferrothorn a complete liability, though, unlike Clefable, it can get statused through Scald, Lava Plume and Sludge Bomb which is certanly a mark against it. Oh, and this kinda goes without saying, but it needs all Fairies eradicated to do its work (though it can actually beat AV Azumarill 1v1 thanks to WoW if it hasn't Mega'd yet). It's not great by all means, but given the right support it can definitely work in OU.

(also idk how it cares about Chansey at all when it easily wins the PP stall war. If anything Chansey is what should be deathly afraid of MSableye)
 
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Chansey can't even touch M-Sableye lol
And remember everyone: regular Sableye is still damn useful, sometimes it's not even worth mega evolving when you have Prankster saving your ass.
M-Sableye just takes the regular Sableye to another level (kind of like Gyarados, who's useful unevolved and completely changes upon m-evolving).

Also, use Iron Defense M-Beedrill guys, who cares about priority
 
That's like saying Hawlucha pre-Aegislash ban was good because all it had to do was wait for Aegislash to be gone to set up and sweep.
This example seems to be pushing it. Literally every sweeper in the meta has things that need to be eliminated for it to sweep, otherwise they would be banned. The question becomes how common those checks/counter are, and how many teammates it takes to handle those checks/counters. Mega Scizor, for example, has issues with basically every Fire type, and that is generally easy to support with a bulky Water (and some other support on top of that). Mega Sableye's biggest general issue seems to be Fairies, so pair it with Heatran. That takes care of any Fairy that's not Azumarill and maybe Mega Gard. Then you spend another two teamslots dealing with those outliers, who should probably deal with anyway. Mega Sableye most likely isn't going to a top of OU threat, but there are harder things to build around. One weakness, three immunities, decent offensive and defensive stats, good STAB options, and self-recovery are all good traits, and it really doesn't scream "absurd support" the way something like Mega Abomasnow does.
 
So, I'm wondering of the players that have been experimenting with the new megas, how viable does a DDance + 3 Attacks Mence / AV Azumarill / Trapper core sound? It seems really good on paper but I haven't had a chance to test it. It seems like most people in this thread favor mixed or bulky sets as opposed to pure physical setup sweeping.

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Return
- Dragon Claw/Outrage
- Earthquake

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 80 HP / 248 SpA / 180 Spe
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

-OR-

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psyshock
- Thunderbolt/Hidden Power [Fire]
- Energy Ball
- Trick

Not sure if Zone or Goth would be better. Zone has better defensive synergy alongside Mence and Azu, can do much more damage to things like M-Slowbro, and has access to volt switch for momentum, but Goth can also trap skarm and bronzong (the main culprits to walling this core) in addition to beating Rotom-w and crippling practically any stall mon in the game with Trick. I feel like running this alongside a cleric would be very threatening, though I'm sure most Mega Mence cores are lol
 
You NEVER want to Mega Evolve in front of a Mega Scizor, as Bullet Punch OHKOs after Rocks from the Bulky SD set while the Offensive SD set has a chance to OHKO without Rocks.

252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Beedrill: 241-285 (88.9 - 105.1%) -- 31.3% chance to OHKO
44+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 4 Def Beedrill: 211-249 (77.8 - 91.8%) -- guaranteed OHKO after Stealth Rock

I really need to start running calcs before I speculate on potential things for beedrill to evolve against... I was literally just seeing what it could outspeed lol.

And so there is content in this post, Everstoned321 you probably want zone to trap and kill skarm and ferrothorn, which are two pretty big threats to the rest of the core. Sure goth can do that too, but mag is a bit better at it (imo at least)
 
Metagross@Metagrossite
Clear Body/Tough Claws
Jolly 252 At / 4 Df / 252 Spe
~ Magnet Rise
~ Meteor Mash
~ Zen Headbutt
~ Ice Punch

With Metagross' new great 110 speed stat I think it can really take advantage of Magnet Rise. Two of the most popular scarf users are Landorus-T and Garchomp, and if you use Magnet Rise on the switch they are totally helpless. Clear Body even prevents the initial Intimidate. At the 110 speed tier you can hit most 100-110 pokes with a super effective move between your two STABs and Ice Punch. Landorus,, Salamence on its first turn, Garchomp, Mega Pinsir, Terrakion, Keldeo, Infernape, Latios and Gengar are all boned. What's nice is that between Tough Claws and Meteor Mash's potential to improve attack you don't really need to be concerned about being left wanting for power. Also with his great defenses and Stealth Rock resistance Metagross can come in multiple times with Wish/Heal Bell support. It's also in a great position if Megavolved before Salamence. At +0 Ice Punch is guaranteed OHKO after rocks. Even if you come in to revenge Salamence +1 Earthquake only has 25% chance to OHKO with rocks.

Problems for this set? Greninja has a very good chance to OHKO with Dark Pulse after rocks. Also without Thunder Punch then you are walled by Mega Slowbro and really threatened by Charizard-Y and Mega Gyarados. Without Earthquake then Bisharp, Charizard-X, Jirachi and a few others will be problematic. Still, Megagross looks like an extremely solid Megamon for OU, having fantastic bulk of some other Megamon but having a high enough speed stat and decent typing that it can function without a speed boost. However...


Metagross@Metagrossite
Clear Body/Tough Claws
Adamant 228 HP / 252 At / 28 Spe
~ Agility
~ Meteor Mash
~ Zen Headbutt
~ Ice Punch

This set adds more power and bulk and much better speed with a turn of set up. With an Adamant nature and 28 Spe EVs you outrun +1 110s and below. As a result you can not be OHKO by Greninja's Dark Pulse. You can also 2HKO bulky Char-X DD sets with Zen Headbutt after rocks.


Metagross@Metagrossite
Clear Body/Tough Claws
Jolly 252 At / 4 Df / 252 Spe
or Jolly 252 HP / 4 Df / 252 Spe
~ Hone Claws
~ Dynamic Punch
~ Zen Headbutt
~ Meteor Mash/Thunder Punch

What's nice about Hone Claws is that it patch's up the small accuracy inefficiency of its two best STABs while also giving a guaranteed Atk boost. Meanwhile this boosting move of choice makes Dynamic Punch a much better suited fighting attack over Hammer Arm. After a Hone Claws boost to attack and accuracy on top of the boost from Tough Claws you have a terrifying move with guaranteed confusion, giving you better opportunities for more setups. At +2 Dynamic Punch will have a respectable 89% accuracy.
 
Solid sets Jaroda! However I'd like to point out that mega slowbro walls you regardless of thunder punch lol

252 Atk Tough Claws Metagross Thunder Punch vs. 252 HP / 252+ Def Slowbro: 112-132 (28.4 - 33.5%) -- 0.1% chance to 3HKO after Stealth Rock and Leftovers recovery
 
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