OU Melmetal

airfare

is a Tutoris a Tiering Contributoris a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
OUPL Champion
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Superpower
- Thunder Wave

Out of all of the sets Melmetal has used in its short time in OU, Thunder Wave + Protective Pads has to be the most intriguing. The synergy between Thunder Wave and Double Iron Bash's high flinch chance allows it to create opportunities to chip down walls like Buzzwole and Scizor. It holds together bulky offense and balance teams by switching into threatening special attackers like Kyurem, Tapu Lele, and Tapu Fini with its fantastic bulk while dealing back heavy damage with its incredible STAB move and solid coverage options. Thunder Punch hits Flying- and Water-types like Corviknight, Toxapex, and Slowking, while Superpower targets Steel-types, including Heatran and Ferrothorn. 112 Spe EVs let Melmetal outspeed and flinch down Hippowdon, while 40 HP and 104 SpD EVs prevent an OHKO from Heatran's Magma Storm. Slowking is an excellent teammate because of its ability to switch into Heatran and Volcarona while providing Future Sight support to let Melmetal break through Buzzwole and Toxapex much more easily. Tapu Koko easily switches into Zapdos and Magnezone, which Melmetal otherwise struggles with, and powers up Melmetal's Thunder Punch with its Electric Terrain for boosted damage against Toxapex and Skarmory.
 
Last edited by a moderator:

Abhi

Professional Zoomer
is an official Team Rateris a Community Contributoris a Contributor to Smogonis a Site Content Manager Alumnusis a Forum Moderator Alumnus
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Superpower
- Thunder Wave

Out of all of the sets Melmetal has run in its short time in OU, Thunder Wave+ Protective Pads has to be the most interesting. This ironclad tank abuses the synergy of Thunder Wave's Speed drop and paralysis chance with Double Iron Bash's high flinch chance to create opportunities when breaking past walls like Corviknight and Buzzwole its not rlly using the flinch chance w corv not only because it doesnt do much, it also burns pp very quickly make it clear that its the speed drop or use a diff example. It holds together bulky offense and balance teams by switching into threatening special attackers like Kyurem, Tapu Lele, and Tapu Fini with its fantastic bulk while dealing back heavy damage with its incredible STAB and solid coverage options. Thunder Punch hits Flying- and Water-types like Corviknight, Toxapex, and Slowking, while Superpower targets Steel-types, including Heatran and Ferrothorn. 112 Spe EVs let Melmetal outspeed and flinch down Hippowdon, while 40 HP and 104 SpD prevent an OHKO from Heatran's Magma Storm. Slowking is an excellent teammate because of its ability to switch into Heatran and Volcarona for Melmetal while providing Future Sight support to let it break through Buzzwole and Toxapex much more easily. Tapu Koko easily switches into Zapdos and defensive Garchomp that Melmetal otherwise struggles with, and powers up Melmetal's Thunder Punch in Electric Terrain for boosted damage against Toxapex and Skarmory. Id like to see hex pult here too, but if it gets over the char limit then you can replace tapu koko or just skip pult.
QC 1/1
 

Milak

Stoïque fierté
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris a Battle Simulator Staff Alumnus
Moderator
1/1
Melmetal @ Protective Pads
Ability: Iron Fist
EVs: 40 HP / 252 Atk / 104 SpD / 112 Spe
Adamant Nature
- Double Iron Bash
- Thunder Punch
- Superpower
- Thunder Wave

Out of all of the sets Melmetal has used in its short time in OU, Thunder Wave + Protective Pads has to be the most intriguing. This ironclad tank abuses the The synergy of between Thunder Wave's Speed drop and paralysis chance (deleted this simply because I'm more than sure ppl know what Twave does) with and Double Iron Bash's high flinch chance allows it to create opportunities (to do what? I'd a bit more specific w this) when breaking past walls like Buzzwole and Scizor. It holds together bulky offense and balance teams by switching into threatening special attackers like Kyurem, Tapu Lele, and Tapu Fini with its fantastic bulk while dealing back heavy damage with its incredible STAB move and solid coverage options. Thunder Punch hits Flying- and Water-types like Corviknight, Toxapex, and Slowking, while Superpower targets Steel-types, including Heatran and Ferrothorn. 112 Spe EVs let Melmetal outspeed and flinch down Hippowdon, while 40 HP and 104 SpD EVs prevent an OHKO from Heatran's Magma Storm. Slowking is an excellent teammate because of its ability to switch into Heatran and Volcarona for Melmetal while providing Future Sight support to let it Melmetal break through Buzzwole and Toxapex much more easily. Tapu Koko easily switches into Zapdos and Magnezone,(AC) which Melmetal otherwise struggles with, and powers up Melmetal's Thunder Punch in with its Electric Terrain for boosted damage against Toxapex and Skarmory.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top