Ban Mega Metagross
This thing is almost the perfect example of what the combination of stats, ability, typing and movepool can do. The only "problem" with it is the Mega slot argument, which doesn't really makes sense in this case because how good this thing is.
Defensively speaking, in ORAS Steel and Psychic together have proven to be less effective in practice than in theory due to the low starting Spe.
Now, in SUMO things have become better and better for Mega Metagross:
(1) The new Spe mechanic punishes heavily the opponent if its pokemon is weak to Metagross coverage coming from 110 base Spe upon megaevolving, thus forcing switches. Keep in mind that with so many options you need to scout Metagross' moves and only then, you can use your "counter" wishing you have it at high HP. Too much kindness in the transition to SUMO is a bad thing for Metagross.
(2) Terrains add another level of unpredictability to the table. Grass Terrain even halves the power of opposing Earthquakes. Misty Terrain protects Metagross by status (this is important for a fast sweeper) and Psychic/Electric Terrain are way useful with the right coverage move. Terrains are quite valuable in this metagame because their setters are so good.
(3) It doesn't seems that broken because Greninja (both formes) exists with its STAB Dark Pulse and are so strong that Metagross seems only "good". This reflefts how strong this thing is. Having Dugtrio around also helps, but remember that this thing was suspect worthy and almost banned (just to underline that we have some borderline broken monsters to keep in check other powerful things). STAB Bullet Punch heps to deal with faster target anyway.
====> it restricts teambuilding too much for a OU-worthy pokemon. The centralisation the OU can accept is that one provided by Landorus-T: easily splashable, but easily counterable. Mega Metagross is easily splashable, but hard to counter properly.
This thing is almost the perfect example of what the combination of stats, ability, typing and movepool can do. The only "problem" with it is the Mega slot argument, which doesn't really makes sense in this case because how good this thing is.
Defensively speaking, in ORAS Steel and Psychic together have proven to be less effective in practice than in theory due to the low starting Spe.
Now, in SUMO things have become better and better for Mega Metagross:
(1) The new Spe mechanic punishes heavily the opponent if its pokemon is weak to Metagross coverage coming from 110 base Spe upon megaevolving, thus forcing switches. Keep in mind that with so many options you need to scout Metagross' moves and only then, you can use your "counter" wishing you have it at high HP. Too much kindness in the transition to SUMO is a bad thing for Metagross.
(2) Terrains add another level of unpredictability to the table. Grass Terrain even halves the power of opposing Earthquakes. Misty Terrain protects Metagross by status (this is important for a fast sweeper) and Psychic/Electric Terrain are way useful with the right coverage move. Terrains are quite valuable in this metagame because their setters are so good.
(3) It doesn't seems that broken because Greninja (both formes) exists with its STAB Dark Pulse and are so strong that Metagross seems only "good". This reflefts how strong this thing is. Having Dugtrio around also helps, but remember that this thing was suspect worthy and almost banned (just to underline that we have some borderline broken monsters to keep in check other powerful things). STAB Bullet Punch heps to deal with faster target anyway.
====> it restricts teambuilding too much for a OU-worthy pokemon. The centralisation the OU can accept is that one provided by Landorus-T: easily splashable, but easily counterable. Mega Metagross is easily splashable, but hard to counter properly.
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