The Team:
Pretty simple team. Celebi, Rotom and Heatran are something like a defensive core, Scizor, Celebi and Rotom keep up momentum with Volt-turnerino, Latios punches holes into teams and eventually Scizor or Terrakion clean up. Since I have a bunch of fire resistances and Heatran and Celebi can remove burns from Scizor it's pretty likely that it ends up sweeping in the end.
The Sets:
._. (Scizor) @ Scizorite
Ability: Light Metal
Adamant Nature
-
- Bullet Punch
- Swords Dance
- Roost
Mega Scizor is kind of what I built this team arround.
._. (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Literally the most standard set ever. I don't think I have to explain anybody the synergy between Rotom and Scizor at this point anymore. Volt-turn, defensive synergy bla. It's a reliable switchin to pretty much everything Scizor hates, mainly Heatran, Landorus-T and bulky waters. It also kind of works as part of the defensive FWG-core thingy. Pain Split and Leftovers let it stay arround a lot longer and since I have a cleric on this team I don't really need Rest anyways.
._. (Celebi) @ Leftovers
Ability: Natural Cure
-
- Baton Pass
- Heal Bell
- Recover
Celebi is filling a lot of holes in this team. It removes crippling burns and paras from Scizor and Terrakion and let's Rotom stay arround longer by removing poison or burn from him. It's also a good answer to some stuff most of my team struggles with like Breloom, Keldeo or bulky waters that Rotom can't kill with just Volt Swithing. It works as a part of the defensive FWG core and also keeps up momentum with Baton Pass. Baiting in stuff that wants to pursuit trap Celebi like Bisharp or Ttar and then Baton Passing into Terrakion is cool. Sometimes you can even get Justified boosts out of it.
._. (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Will-O-Wisp
- Taunt
- Stealth Rock
Heatran is mainly here to cover Scizors and Celebis fire weakness and set up stealth rocks. Apart from that he can remove steal types that Scizor, Terrakion and Latios can't get arround like Skarmory and Jirachi or Scizor. I used a more offensive version in this slot before but I noticed that I mainly used it for the utility and for the defensive typing and the offensive version wasn't as reliably because it got worn down quikckly so I changed it to special defensive.
._. (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
-Defog Surf
- Roost
Latios is mainly there for killing stuff Scizor and Terrakion don't like like Tentacruel, Breloom, Mega Venusaur and Keldeo and in general just punch holes into team by nuking stuff with Life Orb Draco. Latios over Latias because I feel like with Celebi on the team I rarely ever need to use Latios for defensive switches anyways. Since the rest of my team already kind of covers the stuff Latios can't kill I decided not to run any coverage moves and just go withDefog and Roost to keep Latios arround longer in stallish matches. I barely ever used Defog and somebody recommended me to change it to Surf so I did.
._. (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
-Earthquake Rock Slide
- X-Scissor
Terrakion usually cleans up after stuff like Gliscor, Lando-T, Mega Venasaur or Latis are removed. It saves me from getting swept by stuff that got to +1 like Dragonite, Charizard, Mega Gyrados and Volcarona. With all the momentum especially coming from Baton Pass it usually ends up taking out Pursuit Trappers like Bisharp or Ttar very soon in the match which helps Celebi and Latios a lot. Since it is so important and it is the only mon without any recovery on my team I have to play very careful with it though.
In general the team relies on building up pressure by keeping up momentum with Volt-turn stuff, a good defensive synergy type wise and the ability of the mons to cover for each other by taking out each others threats and potentially getting Flash Fire/Justified boosts.
I probably spent way too much time creating this RMT. I hope that this is not too standard and boring and you feel like leaving feedback. Thanks in advance.
Importable
._. (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost
._. (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Leech Seed
- Baton Pass
- Heal Bell
- Recover
._. (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
._. (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
._. (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Will-O-Wisp
- Taunt
- Stealth Rock
._. (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
._. (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
-
- Roost
Latios is mainly there for killing stuff Scizor and Terrakion don't like like Tentacruel, Breloom, Mega Venusaur and Keldeo and in general just punch holes into team by nuking stuff with Life Orb Draco. Latios over Latias because I feel like with Celebi on the team I rarely ever need to use Latios for defensive switches anyways. Since the rest of my team already kind of covers the stuff Latios can't kill I decided not to run any coverage moves and just go with
._. (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
-
- X-Scissor
Terrakion usually cleans up after stuff like Gliscor, Lando-T, Mega Venasaur or Latis are removed. It saves me from getting swept by stuff that got to +1 like Dragonite, Charizard, Mega Gyrados and Volcarona. With all the momentum especially coming from Baton Pass it usually ends up taking out Pursuit Trappers like Bisharp or Ttar very soon in the match which helps Celebi and Latios a lot. Since it is so important and it is the only mon without any recovery on my team I have to play very careful with it though.
In general the team relies on building up pressure by keeping up momentum with Volt-turn stuff, a good defensive synergy type wise and the ability of the mons to cover for each other by taking out each others threats and potentially getting Flash Fire/Justified boosts.
I probably spent way too much time creating this RMT. I hope that this is not too standard and boring and you feel like leaving feedback. Thanks in advance.
Importable
._. (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost
._. (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Leech Seed
- Baton Pass
- Heal Bell
- Recover
._. (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
._. (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost
._. (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Will-O-Wisp
- Taunt
- Stealth Rock
._. (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
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