
Gyroball spam! This guy is an actual part of my team. Metagross definitely has the defenses to outlast while the attack to hit hard.
Item: Leftovers / Lagging Tail
Nature: Sassy / Relaxed with Sassy preferred, as you need the extra Sp Def
EVs: 252 HP / 86 Def / 172 Sp Def
IVs: 0 Spd
Move set:
Hammer Arm
Gyro Ball
Bullet Punch / Thunder Punch / Ice Punch
Magnet Rise /Light Screen / Iron Defense / Reflect
This move set is really open too interpretation. The move set should definitely use Hammer Arm and Gyro Ball. The last 7 moves can be paired as you wish. It all depends on what type of move set you want. Obviously a wall type would use the more defensive moves, while a more offensive type would use the offensive moves. I prefer Bullet Punch, as you are to be going into a really really slow speed, and magnet rise, as Earthquake immunity is always welcome. The EVs can be tweaked to add a bit more punch if that's what you prefer. Personally my Metagross is set up that way and it outlasts most things, except Blah's Spiritomb.... Curse It!
Counters: Blah has this Spiritomb set, that utterly annihilates this set. A slow ghost counters this set really well as you can't set up correctly. If you don't want to be walled by one of those, Pursuit or Zen Headbutt can be added, however Spiritomb and Sableye are also Immune to Psychic attacks. Anything that can pull off special STAB fire or ground attacks, sort of counters this, provided they aren't KOed by a Hammer Arm or STAB Gyro ball.
Overall: While you may look at 70 base speed and say, "That isn't very slow," keep in mind there are many things much much faster than this. After a Hammer arm or two, the base speed gets cut by a bunch. Bottom line: If this thing gets time to set up, the gyroball is beastly.
~RVOK
1 comment:
Very beastly indeed! Wow, nice!
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