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metalosse

bah comme d'hab les moves celon smogon et bip et après les ivs :D je vous dirais pas c'est lequel :p
Name Item Nature
CB Gross
Choice Band Adamant
Moveset EVs
~ Meteor Mash
~ Earthquake
~ Explosion
~ ThunderPunch / Pursuit / Bullet Punch
252 HP / 244 Atk / 12 Def

As with other sets that use Choice items, prediction is key. Meteor Mash usually does tons of damage, resisted or not. Earthquake works well on many Pokémon that resist Meteor Mash, like Fire-types and other grounded Steel-types. Explosion is capable of defeating all but the toughest Pokémon in one blow; even Skarmory loses around 85% of its HP.

The fourth attack in the set is up to preference. ThunderPunch will down Pokémon like Milotic and Skarmory in two hits and will be a quick kill upon foes like Gyarados and Starmie, but will leave you in a very bad position if your opponent sends out a Dugtrio, Garchomp, or Electivire. In the case of Dugtrio, your Metagross is trapped and stuck using an attack that the opponent is immune to. In other words, the Metagross is dead. Pursuit works well against many Pokémon that will try to switch out against Metagross. Alakazam, Gengar, and other weak enemies will go down in one hit. Bullet Punch can work here as an answer to speedy Pokémon like Aerodactyl, Azelf, Weavile, or Gengar. Aerodactyl and Weavile will go down in one blow without being able to touch Metagross.

If you want two attacks from the choices in the last slot, then Explosion can be dropped, but it is difficult to give up the incredible power it has when backed with Choice Band. Ice Punch is also an option if you want Metagross to be able to reliably revenge kill a Garchomp that is stuck on Outrage. In addition to that, Ice Punch also smacks around Zapdos and Gliscor.

For Uber battles, Pursuit is a must so Metagross can hammer the many Psychics you will find there, especially Deoxys-A, Latias, and Latios. Ice Punch is also handy for killing Outrage Rayquaza. Earthquake has fewer targets in Ubers (Dialga, Heatran, other Metagross), so you can afford to drop it in favor of another attack. However, in addition to offering coverage against the aforementioned enemies, a Choice Band Earthquake does plenty of damage to both Palkia and Kyogre, so it remains a good option.
Name Item Nature
Agiligross
Life Orb / Shuca Berry / Leftovers Adamant
Moveset EVs
~ Meteor Mash
~ Earthquake
~ Agility
~ ThunderPunch / Explosion
152 HP / 252 Atk / 104 Spe

The basic idea of this strategy is to use Agility to make Metagross faster than just about everything, then beat things into submission. Choice Scarf is a major obstacle to this strategy. A Pokémon like Garchomp holding a Choice Scarf will outrun Metagross even after one Agility and hits hard with Earthquake. Metagross's last attack should either be ThunderPunch or Explosion. ThunderPunch allows Metagross to combat Water-types and Skarmory. Meteor Mash, ThunderPunch, and Earthquake can nail all Pokémon for at least neutral damage except Rotom and Shedinja. Explosion can be used instead of ThunderPunch as a last resort. This Metagross will usually be faster than its opponent so you can get Explosion off exactly when you want to. Ice Punch is also an option for Gliscor and Garchomp, but ThunderPunch and Explosion are generally more useful.

Life Orb exchanges survivability for power, Shuca Berry allows Metagross to survive an Earthquake, and Leftovers is always a usable option.

104 Speed EVs allows Metagross to outrun Pokémon with 269 Speed or less that hold a Choice Scarf, Heracross being the most obvious example. If you want more Speed, you can aim for a initial stat of 228 (208 EVs). After an Agility, this makes Metagross faster than Choice Scarf Adamant Garchomp.
Name Item Nature
Rest / Sleep Talk
Leftovers / Life Orb / Shed Shell Adamant
Moveset EVs
~ Meteor Mash
~ Earthquake
~ Rest
~ Sleep Talk
252 HP / 176 Atk / 40 Def / 40 SpD

This takes advantage of Metagross's excellent defensive abilities moreso than the previous sets. Meteor Mash and Earthquake provide the best type coverage available to Metagross with just two attacks.

Leftovers is the obvious choice when your primary purpose is tanking, but Life Orb is a great alternative as Rest makes up for losing 10% of Metagross's HP with each attack. Shed Shell is also viable so Metagross won't be trapped by Dugtrio or Magnezone.
Name Item Nature
Mixed Attacker
Expert Belt Naughty
Moveset EVs
~ Meteor Mash
~ Earthquake
~ Grass Knot / Shadow Ball
~ Hidden Power Fire / Shadow Ball
252 Atk / 124 SpA / 132 Spe

Metagross, while normally a physical attacker, can suprise many of its counters by running a mixed attacking set with Hidden Power Fire and Grass Knot. With these two attacks, Metagross can 2HKO unsuspecting Skarmory, Hippowdon, Donphan, and Rhyperior and OHKO Forretress and Swampert. Basically, bulky Ground, Rock, Water, and Steel-types will have trouble switching in. With Shadow Ball, bulky Ghosts, like the appliance formes of Rotom, will also have a hard time switching into Metagross. Without Shadow Ball, they can easily come in on resisted Meteor Mashes, evade Earthquakes with Levitate, and low BP special attacks, and subsequently burn Metagross or set up a Reflect.

Earthquake is primarily for Magnezone and Heatran, though you'll have to catch the latter on the switch-in, as most Heatran will outspeed you. It provides good type coverage with Meteor Mash, hitting Electric-types and Empoleon for super-effective damage.

Naughty with 252 Attack EVs is to maximize Metagross's Attack to allow it to hit hard, and 124 SpA EVs provides enough Special Attack to OHKO or 2HKO common counters to Metagross, listed in the initial paragraph. With 132 Speed EVs, Metagross hits a Speed stat of 208, allowing it outspeed most Magnezones as they usually only run up to 207 Speed. This allows you to OHKO them with Earthquake before they can Magnet Rise.
Name Item Nature
Support
Occa Berry / Leftovers / Lum Berry Adamant
Moveset EVs
~ Stealth Rock
~ Reflect / Bullet Punch
~ Meteor Mash / Ice Punch
~ Earthquake / ThunderPunch
208 HP / 76 Atk / 224 SpD

This set's purpose is to assist the team with a few basic support options. Its first priority is to set up what is arguably the most useful utility option in the game, Stealth Rock. Because many common switches into Metagross are slower Ground-type Pokémon such as Swampert and Hippowdon, the next priority is usually to set up Reflect for the team and make it easier to switch to the proper counter.

The EVs take Reflect and the Occa Berry into account. If Metagross can set up a Reflect before Garchomp is switched in, the EVs allow it to never be 2HKOed by a non boosted Garchomp Earthquake. The Special Defense EVs allow Metagross to always survive a Timid Choice Specs Heatran's Overheat, but more importantly, they also allow Metagross to never be 2HKOed by a Timid Life Orb Gengar's Shadow Ball. The Attack EVs always allow Metagross to OHKO the standard 252 HP / 0 Def Heatran, and allow Metagross to OHKO both Infernape and Gengar with a high probability. This means, of course, that this Metagross is a great check against the ever so common threat of Gengar, provided Gengar has already successfully used Hypnosis on another member of the team.

Meteor Mash and Earthquake are chosen as the two attacking moves because of the coverage they give to Metagross, and because they allow it to take on various threats that would otherwise pose immediate harm to it, like Infernape and Gengar. Explosion is a possiblity over Earthquake, simply because setting up Reflect and Exploding on something like, say Garchomp, would greatly benefit the team.

Occa Berry is important on this set to allow it to beat the Infernape and Heatran that will inevitably switch in, either for the revenge kill or by simply taking a chance. However, since the EVs allow this Metagross to beat other common threats anyway, if Infernape and Heatran aren't issues for the team, running Leftovers on this Metagross is just as viable. Another possibility for this support set is for Metagross to hold Lum Berry and run Bullet Punch instead of Reflect. This makes an extremely efficient lead Pokémon, as Metagross will KO Gengar / Roserade / Azelf with Meteor Mash + Bullet Punch, and be immune to any status effects. If leading, ThunderPunch is also a possibility over Earthquake in order to deal with lead Gyarados better.
Name Item Nature
Trapper
Lum Berry Adamant
Moveset EVs
~ Pursuit
~ Bullet Punch / Earthquake
~ Meteor Mash
~ Ice Punch / Explosion
240 HP / 80 Atk / 188 SpD

This set is an effective check against Gengar, as it is one of the few sets that can stand a fair chance against the Life Orb, Choice Scarf, and Substitute sets that Gengar runs. It also does well against non Reflect Deoxys-S and Zapdos. Metagross will switch in on Gengar and KO the fleeing Gengar with Pursuit. If the Gengar stays in, the second Pursuit will KO it. Lum Berry allows Metagross to absorb one Hypnosis and hit Gengar with Pursuit. Explosion is a possibility over Ice Punch if dealing massive damage once Metagross has taken care of Gengar is your preferable style of play.

The EVs allow Metagross to never be 2HKOed by a Life Orb Timid Gengar's Shadow Ball (even with Stealth Rock, the 2HKO still occurs less than 24% of the time). The high investment into HP and Special Defense also allows Metagross to decently check Zapdos. If Zapdos is a serious issue, Bullet Punch can be dropped for Earthquake, to allow Ice Punch plus an Earthquake on a Roost to more efficiently beat Zapdos. The 358 Attack allows Metagross to always OHKO a fleeing 4 HP / 0 Def Gengar with Pursuit.
Other Options

Rock Slide covers Charizard, Gyarados, Moltres, Zapdos, and Ho-oh in one move. Zen Headbutt is a STAB move that can also do a decent amount of damage to several switch-ins, such as Gyarados, Swampert, Zapdos and others, primarily assorted Water-types and Fire-types, but you'll almost always find your other moves can do more damage. STAB Zen Headbutt is only slightly more power than neutral Earthquake when you account for Zen Headbutt's accuracy. Icy Wind may sound stupid, but works surprisingly well against Dragon-type Pokémon and Gliscor. Gyro Ball may seem tempting, but Meteor Mash is more reliable, particularly as many of Metagross' common switch-ins are very slow.

Hammer Arm may seem redundant when Earthquake and Meteor Mash are on offer, but it has its uses. It hits Magnet Rise Magnezone, and is Metagross' best physical attack against Bronzong. It also helps to wear down Skarmory. The Speed drop is helpful in two ways. Firstly, Metagross will be slower than Skarmory after one use, meaning if Skarmory tries to Roost, it gets hit for super effective damage. The Speed drop also increases the power of Gyro Ball, which could be useful on a long-lasting Rest + Sleep Talk set.

Psych Up can be used to copy power ups, like Curse from Snorlax or Regirock. Magnet Rise can be used to dodge Earthquakes, although it is rarely worth giving up type coverage for.

Choice Scarf can work in place of the Choice Band, but you'll have to add a lot more Speed EVs. Occa Berry can also be used as a hold item if Fire-type attacks are a problem. Lum Berry is a great choice on a leading Metagross to absorb Hypnosis, Sleep Powder, and Spore.
EVs

Emphasize Metagross's HP and Attack. You may want to add a bit into its defenses. 152 HP EVs will allow guaranteed survival against an Adamant Garchomp or Mamoswine's Earthquake if they are not using any items to strengthen the Attack. 252 HP and 12 Defense EVs will allow guaranteed survival against Earthquake from an Adamant Dugtrio holding a Choice Band.

On the Choice Band set, you might want to invest a few (4-16) EVs in Speed. This will let you come out on top against enemy Metagross, and also let you ThunderPunch Skarmory before it can Roost. If you are slower than Skarmory, you'll have to predict Roosts with Earthquake, a nearly impossible task on a Choice Bander.

You want at least 202 Speed for the Agility set as it will allow Metagross to have 404 Speed allowing it to outrun 269 Speed Choice Scarf users like Heracross. 222 Speed (184 EVs) will outrun Adamant Tyranitar, and 228 Speed (208 EVs) outruns most Gliscor (both of these are before you use Agility). 228 Speed also guarantees Metagross will be faster than Adamant Choice Scarf Garchomp after an Agility. If you want to be faster than Jolly Choice Scarf Garchomp, you will need to get to 250 Speed, which requires a massive investment of 208 EVs with a Jolly nature.
Opinion

Metagross is a solid attacking force. Its Steel / Psychic-type combo leaves few weaknesses to hit upon, and its Clear Body ability prevents Pokémon like Gyarados and Salamence from slashing its attack power with Intimidate. It can withstand attacks from many Pokémon and hit back hard with its amazing 135 base Attack stat. Such durability allows it to easily switch in against a number of Pokémon. Even though there are a lot of new hard hitting Earthquake users, like Garchomp, Mamoswine, and Rhyperior, Metagross can usually survive their attacks and answer accordingly. Metagross is probably not going to be sweeping entire teams, but with things like Bullet Punch, Pursuit, and Explosion, it is almost guaranteed to take out one or two opponents before it goes down.
Counters

Skarmory can come in on most of Metagross's attacks with ease. Choice Band ThunderPunch hurts, as will Hidden Power Fire. But usually Skarmory will get in safely, set up Spikes, and Whirlwind Metagross away. Bronzong handles most attacks with ease, and unlike Skarmory it can hurt Metagross directly with Earthquake. Forretress also does well if it has Earthquake, but out of the this group, it has the most to fear from Hidden Power Fire. It won't enjoy repeatedly switching into Choice Band Earthquakes, either.

Sturdy Ground-types such as Donphan, Gliscor, and Hippowdon can handle Metagross's attacks, but beware of Attack boosts when switching into Meteor Mash, particularly from the Choice Band set. Swampert is less at risk from this as it resists Steel. For Donphan, Hippowdon, and especially Swampert, beware of Grass Knot. Gliscor should be careful not to get hit with Ice Punch. Although it is primarily an offensive Pokémon, Garchomp can scare off Metagross, and survives any attack, barring Ice Punch. Garchomp's Earthquake, if backed up with a Choice Band or Life Orb, will OHKO Metagross. Choice Scarf versions will outrun most Metagross, including some of the slower Agility variants.

Magnezone terrorizes any kind of Metagross that cannot Earthquake it before it uses Magnet Rise. Magnet Pull prevents Metagross from running, so if Magnezone is faster and Metagross is low enough on HP to be OHKOed, Metagross is a goner. Should Metagross be locked into any attack besides Earthquake or Hammer Arm, Magnezone will also come out on top. Dugtrio can also trap and kill, but can't switch in directly on attack that isn't ThunderPunch.

For the most part, keep it away from Fire-type Pokémon. The vast majority will die to a well predicted Earthquake, although Charizard's and Moltres's immunity to Ground attacks means they can usually get in safely and force Metagross out. Beware of ThunderPunch and the rare Rock Slide, and switching in when Stealth Rock is on the field will also be problematic.

In Uber battles, Groudon, Kyogre and Palkia are fine counters. Ho-oh works in much the same way as Moltres and Charizard.

et bip now :
Conseils stratégiques
Métalosse, OverUsed
Choice Bander
Métalosse @Band. Choix
-Poing Météor
-Séisme
-Poursuite / Poing-Éclair / Pisto-Poing
-Poursuite / Pisto-Poing / Explosion / Repos

Nature Rigide (+ attaque / - atq spéc) ; 248 EV PV ; 252 EV attaque ; 10 EV vitesse
Nature Rigide (+ attaque / - atq spéc) ; 130 EV PV ; 252 EV attaque ; 128 EV vitesse

=> Les 128 EV vitesse de la seconde répartition sont là pour atteindre 208 et ainsi dépasser les Suicune / Cresselia qui n'investissent souvent que 0~4 EV en vitesse (206~207 donc).

Contres : les switchs sur des immunités / résistances ; les Bulky eau non-faibles à l'électricité comme Laggron ou Ludicolo.


Choice Scarfer
Métalosse @Mouch. Choix
-Poing Météor
-Séisme
-Poing-Éclair / Poursuite
-Explosion

Nature Rigide (+ attaque / - atq spéc) ; 54 EV PV ; 252 EV attaque ; 204 EV vitesse
Nature Jovial (+ vitesse / - atq spéc) ; 82 EV PV ; 252 EV attaque ; 176 EV vitesse

=> Sa nature et sa répartition d'EV dépend de ce que vous souhaitez contrer : la version Rigide atteindra les 340 de vitesse et dépassera les Pokémon à 339 de vitesse tels que Triopikeur, Jungko ou Alakazam, tandis que la version Jovial atteint les 363 de vitesse et dépasse les Pokémon à 359 de vitesse tels que Ptéra ou Voltali, ainsi que Créfadet Timide à 361 et tous les Pokémon qui veulent les dépasser avec 362 de vitesse.

Contres : les switchs sur des immunités / résistances ; les Bulky eau comme Laggron ou Ludicolo.


Agiligross
Métalosse @Orbe Vie
-Hâte / Poliroche
-Poing Météor
-Séisme
-Poing-Éclair / Noeud Herbe / Explosion

Nature Rigide (+ attaque / - atq spéc) ; 236 EV PV ; 252 EV attaque ; 22 EV vitesse
Nature Rigide (+ attaque / - atq spéc) ; 154 EV PV ; 252 EV attaque ; 104 EV vitesse

=> Noeud Herbe est ici pour dire "surprise Laggron!"...
Le choix entre Poing-Éclair et Explosion en dernier slot dépend de vos préférences et des besoins de votre équipe.
Les 22 EV en vitesse lui permettent de dépasser Ptéra et les autres 359 en vitesse, ainsi que Créfadet Timide à 361 après une Hâte / Poliroche.
La seconde répartition quant à elle arrive à 404 et permet de dépasser Ptéra Jovial et les autres à 394 de vitesse, ainsi que Scarhino choice scarfer Rigide à 403 de vitesse.

Staller
Métalosse @Restes
-Poing Météor
-Séisme / Poing-Éclair / Poinglace
-Protection / Mur Lumière
-Repos / Explosion

Nature Malin (+ défense / - atq spéc) ; 204 EV PV ; 54 EV attaque ; 252 EV défense

Autres options :

• Boost Permet de copier les changements de statistiques adverses (ou d'un allié en 2vs2).

• Psykoud'Boul est stabbée et est une option offensive décente, mais les types couverts par rapport à ses autres attaques ne la rend guère très attractive...


bon les ivs que vous attendiez tous : 31/31/22/X/31/2
haha magnifique déja vous savez c'est pas l'agili :D

# Posté le jeudi 05 février 2009 14:25

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