Pokémon Keldeo

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i run
Keldeo@ Expert Belt
Justified
Timid
252 Spd/252 Spattk/4 Spdef
~Scald
~Secret Sword
~Icy Wind
~HP Flying

Bluffs scarf/specs
Isn't HP Electric/Bug the HP of choice now, for beating Gyarados/Slowbro/Celebi, I thought HP Flying was mostly for MegaVenu which isn't nearly as common now stall has MSable and Megabro.
 
Keldeo:

Keldeo-Resolute @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Secret Sword
- Calm Mind
- Scald
- Hidden Power [Flying] / Icy Wind


Description:
Keldeo is fast and the speed EVs make it outspeed many mons like Charizard, Lopunny.
Hidden power flying is vs Mega Venusaur, Breloom, Heracross. Azumarril, Altaria, Dragonite.
Dragonite and Altaria might make Icy wind look better, however azumarril would then resist every move of keldeo.

Scald has much better accurasy than hydro pump and the 30% burn make it better than surf. Secret sword is keldeo's main move to hit special walls and because fighting gives good coverage.
Icy winds is vs Mega Venusaur, Breloom, Altaria, Dragonite, Garchomp. But is totally walled by Azumarril which ohko's keldeo with Play rough.


Support:
Heatran helps Keldeo, It checks things as Talonflame, Zapdos and sylveon. (sylveon is not on it's own a threat to this set but it is verry bulky and keldeo need like 2 calm minds to hit it)
Mega Venusaur will also help Keldeo, it's bulk and typing can get rid of Azumarril and cripple walls.
Breloom is also a good option because of spore, spore helps Keldeo setting up a calm mind, etc.
Galvantula with sticky web is also good because it slows down choice scarf users.


Counters:
Azumarril, as stated before this thing almost completelly walls keldeo, actually any set keldeo uses.
Choice Scarf Magnezone is faster than Keldeo and can hit hard with thunderbolt or volt switch even though magnezone is dealt with using calm mind.
Amoonguss, this mon might seem dumb in ou but it is quite bulky, spore and clear smog can deal with almost any set Keldeo uses.
 
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DarkNostalgia

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is a Contributor Alumnus
Namine said:
Keldeo is fast and the speed EVs make it outspeed many mons like Charizard, Lopunny.
Keldeo doesn't outspeed Lopunny... Max speed is nice for tying with opposing Keldeo though.

Namine said:
Icy winds is vs Mega Venusaur, Breloom, Altaria, Dragonite, Garchomp. But is totally walled by Azumarril which ohko's keldeo with Play rough.
Namine said:
Azumarril, as stated before this thing almost completelly walls keldeo, actually any set keldeo uses.
Not meant to be offensive or anything, but Azumarill isn't a counter to Keldeo - it can't switch into Scald fearing a burn. Azumarill is a check. Same as Magnezone/Magneton, and also scarf Thunderbolt doesn't actually OHKO, iirc, does like 99%, and Secret Sword does a hell of a lot. Lol and Amoonguss isn't dumb, it's quite actually. Js.

On another note, I've never seen the CM+3 attacks set. Dunno if it's effective in this meta or not...
 
Description:
Keldeo is fast and the speed EVs make it outspeed many mons like Charizard, Lopunny.
Hidden power flying is vs Mega Venusaur, Breloom, Heracross. Azumarril, Altaria, Dragonite.
Dragonite and Altaria might make Icy wind look better, however azumarril would then resist every move of keldeo.

Scald has much better accurasy than hydro pump and the 30% burn make it better than surf. Secret sword is keldeo's main move to hit special walls and because fighting gives good coverage.
Icy winds is vs Mega Venusaur, Breloom, Altaria, Dragonite, Garchomp. But is totally walled by Azumarril which ohko's keldeo with Play rough.

HP Electric/Bug are probably better now as Electric hits (M)Slowbro, (M)Gyarados (2x/4x), Azumarill, Starmie, Tentacruel, etc. for super effective damage and HP Bug hits Celebi (4x), (M)Slowbro, Starmie, MGyarados, Lati@s for super effective damage.

Breloom already doesnt like getting hit by Secret Sword, Heracross doesn't like taking Scald/Hydro Pump and Mega Venusaur and Dragonite aren't as common as they were in XY, besides HP Flying doesnt deal significant damage to Altaria, Dragonite and Azumarill anyway, not enough to use it over Scald and have that burn chance which could effectively neuter them for the rest of the match.


Keldeo doesn't outspeed Lopunny... Max speed is nice for tying with opposing Keldeo though.
Actually it does, not Mega Lopunny of course, which usually means it won't matter that it outspeeds the base form as most of them tend to carry Fake Out anyway.
 
First some Replies:
Keldeo doesn't outspeed Lopunny... Max speed is nice for tying with opposing Keldeo though.
It does on first turn, once it goes Mega it still has the speed of normal lopunny on turn one.

Not meant to be offensive or anything, but Azumarill isn't a counter to Keldeo - it can't switch into Scald fearing a burn.
You're right i always get counter and check mixed up. Scald was also to actually counter things like Azumarrill. I also know that Amoonguss is quite good but other people say it isn't so I tried to not make it look to controversial. Amoonguss might be one of the best counters, as it actually does live most attacks.

As to CM+3 attacks, it works quite well actually, if you just switch in on something that hates keldeo you get a free cm, using sleep support you can also get a free cm. (Breloom and Amoonguss as team option)

HP Electric/Bug are probably better now as Electric hits (M)Slowbro, (M)Gyarados (2x/4x), Azumarill, Starmie, Tentacruel, etc. for super effective damage and HP Bug hits Celebi (4x), (M)Slowbro, Starmie, MGyarados, Lati@s for super effective damage.

Breloom already doesnt like getting hit by Secret Sword, Heracross doesn't like taking Scald/Hydro Pump and Mega Venusaur and Dragonite aren't as common as they were in XY, besides HP Flying doesnt deal significant damage to Altaria, Dragonite and Azumarill anyway, not enough to use it over Scald and have that burn chance which could effectively neuter them for the rest of the match.


Actually it does, not Mega Lopunny of course, which usually means it won't matter that it outspeeds the base form as most of them tend to carry Fake Out anyway.
You're qutie right too, HP flying hits those for normal damage but they're way more used as the others. I see MEga Venusaur quite often tho. Looking at what hp electric and bug hit I would go for hp electric.


Thanks for replying since now i can take you guys's comments into account so I have changed my set a bit:

Keldeo:

Keldeo-Resolute @ Leftovers
Ability: Justified
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Secret Sword
- Calm Mind
- Scald
- Hidden Power [Electric]/Icy Wind


Description:
Keldeo is fast and the speed EVs make it outspeed many mons like Charizard, Lopunny, on turn one, zapdos and actually all pokemon with less then 105 speed (there is no mon with 106 or 107) it also ties with Terrakion and other Keldeo's.
Hidden power electric is vs Gyarados (and it's Mega), Starmie, Tentacruel, Slowbro, and other water and flying types.
Scald has much better accurasy than hydro pump and the 30% burn make it better than surf. It can be used vs many threats to Keldeo like: Azumarril, generally physical attackers and crippling mons that resist the other attacks.
Icy Wind is used vs threads like Mega-Venusaur and Amoonguss, also Breloom and dragon-types.
Secret sword is keldeo's main move to hit special walls, like Blissey, chansey and special defensive Heatran and because fighting gives good coverage.
Calm mind is to set-up, this can be done when switching in on something that is weak to keldeo and thus switches otu or on a pokemon that won't kill keldeo (after a calm mind or not 2hko when it is faster).
After 1 calm mind Keldeo can wreck through teams especially teams that are already a bit weakened


Support:
Keldeo loves support especially hazards. Stealth Rock and Sticky Web are very usefull because it makes pokemon slower and already damages them breaking focus sashes and sturdy.
Heatran can be used as it countner bulky grass types and has the SR support, it also walls talonflame and zapdos.
Amoonguss or Breloom can be used as spore users to help Keldeo set-up and amoonguss can take away the stats from opponing mons, like calm mind users that make keldeo hit less.
A Sableye can be used with will-o-wisp to make sure keldeo lives a bit longer on the physical side as well as to prevent hazards.


Counters:
Azumarril, as stated before this thing almost completelly walls keldeo, actually any set keldeo uses, even tho it hates scald.
Choice Scarf Magnezone is faster than Keldeo and can hit hard with thunderbolt or volt switch even though magnezone is dealt with using calm mind, magnezone can't ohko Keldeo however when keldeo already has some damage Magnezone can finish it off. The down-side is that magnezone dies to secret sword.
Amoonguss, this mon is quite bulky, spore and clear smog can deal with almost any set Keldeo uses, clear smog dealign with calm mind and the grass/poison typing resisting keldeo's stabs.
Zapdos is also a bulky pokemon, the downside of zapdos is that it can't ohko keldeo however it can cripple keldeo in certain ways, it can inflict statuses like para and poison. Zapdos also walls to a certain extend but is easily dealth with using Icy wind or some cm since Keldeo is faster.
Probably the best thing to use is a bulky water like, Suicune, Slowbro, Rotom-W, Jellicent, etc. Since Keldeo still hits very hard you want to stop itt from setting op using Taunt, and if it doesn set-up you want to roar/whirlwind it. Dealing with Keldeo might lead to having to sacrafice 1 a 2 mons.
 
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CM + Subs:

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Icy Wind / Secret Sword

Scald it's pretty anoying and a better choice than Hydro Pump or Surf, cuz the Burn chance can help Keldeo on KOing Ferrothorns (in case if u run Icy Wind instead of Secret Sword), Subs make Keldeo able to Stay in front of Talonflame and OHKO it with Scald, and make it a lot easier to setup in front of Heatrans and Slowbros. Icy Wind is probably the better choice on the 4th slot cuz allows Keldeo to hit 2x on Dragons (mostly Lati@s) and also outspeed these mons, while Secret Sword is needed to KO Chanseys.

252 Def EVs to Help Keldeo vs some threats like Power Whip Ferrothorn and Scarf Landorus-T in general.

252 Atk Landorus-T Earthquake vs. 4 HP / 252 Def Keldeo: 151-178 (46.6 - 54.9%) -- 10.9% chance to 2HKO after Leftovers recovery
 

DarkNostalgia

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Er... the subcm keldeo set runs max special attack as opposed to defense. Keldeo doesn't have the bulk, typing and recovery to pull off a cro- set, unlike Suicune, Manaphy and Slowbro.

The meta-defining set for SubCM Keldeo is actually this:

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Secret Sword
 
Now that Keldeo is deemed S rank in OU, will we see a rise in usage of Jellicent? In my (limited) experience, Jellicent is the best counter to Keldeo. Water Absorb renders Scald useless, Ghost typing means Sacred Sword won't hit and unboosted Icy Wind does negligible damage.

252 SpA Keldeo Icy Wind vs. 252 HP / 12 SpD Jellicent: 28-34 (6.9 - 8.4%)

I suppose the only thing stopping Jellicent from being a true counter is the fact that Keldeo has to be burned or poisoned, otherwise Jellicent can't damage it either. Thoughts?
 

AM

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Now that Keldeo is deemed S rank in OU, will we see a rise in usage of Jellicent? In my (limited) experience, Jellicent is the best counter to Keldeo. Water Absorb renders Scald useless, Ghost typing means Sacred Sword won't hit and unboosted Icy Wind does negligible damage.

252 SpA Keldeo Icy Wind vs. 252 HP / 12 SpD Jellicent: 28-34 (6.9 - 8.4%)

I suppose the only thing stopping Jellicent from being a true counter is the fact that Keldeo has to be burned or poisoned, otherwise Jellicent can't damage it either. Thoughts?
Probably not cause unfortunately Jellicent is a really bad Pokemon for OU standards and falls under the "Pursuit trappable" category with Keldeo being paired up with these trappers.
 
CM + Subs:

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 4 HP / 252 Def / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Scald
- Icy Wind / Secret Sword

Scald it's pretty anoying and a better choice than Hydro Pump or Surf, cuz the Burn chance can help Keldeo on KOing Ferrothorns (in case if u run Icy Wind instead of Secret Sword), Subs make Keldeo able to Stay in front of Talonflame and OHKO it with Scald, and make it a lot easier to setup in front of Heatrans and Slowbros. Icy Wind is probably the better choice on the 4th slot cuz allows Keldeo to hit 2x on Dragons (mostly Lati@s) and also outspeed these mons, while Secret Sword is needed to KO Chanseys.

252 Def EVs to Help Keldeo vs some threats like Power Whip Ferrothorn and Scarf Landorus-T in general.

252 Atk Landorus-T Earthquake vs. 4 HP / 252 Def Keldeo: 151-178 (46.6 - 54.9%) -- 10.9% chance to 2HKO after Leftovers recovery
This set it woefully outclassed by Manaphy. Better bulky, better defensive typing, and Hydration for an ability. Don't use this set.
 

DarkNostalgia

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Manaphy and Keldeo are actually pretty different. Manaphy stallbreaks whilst Keldeo wrecks balance, so I don't think that they are very comparable.
 
Or, you could just do the sane thing and run Scald instead of HP Ghost, so that you have relevant coverage, perfect accuracy, utility.

Icy Wind is completely superior to HP ice, as it let's you beat Latios and other frail, faster threats. Not dealing with a hidden power also allows you to run 0 Atk IVs without incident, proving useful for Foul Play switch ins.
Foul Play is Extremely Spamable against Keldeo no matter what. It really needs a better ability. Like: Magic Guard, Ect.
 
Foul Play is Extremely Spamable against Keldeo no matter what. It really needs a better ability. Like: Magic Guard, Ect.
foul play is doing jack. what is foul playing it that doesn't have a better move to use/doesn't lose to subcm?
This set it woefully outclassed by Manaphy. Better bulky, better defensive typing, and Hydration for an ability. Don't use this set.
??????
How does manaphy even relate to subcm outside of the fact they both happen to have a boosting move? manaphy is a wallbreaker and keldeo just takes advantage of passive pokemon that can't really hit it too hard outside of like status/weakmove and boost on it as well as stop it from being revenged.

Also if you try to foul play AjTheEpic's physical keldeo you'll die horribly.
 

bludz

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The SubCM set Jaroda was responding to was max defense instead of special attack. Keldeo shouldn't be bulky and that's why Manaphy was given as an example of a pokemon that can be a better bulky sweeper/wallbreaker.

Of course Keldeo's standard SubCM is completely unrelated to Manaphy. Also agreed on the Foul Play stuff lol
 
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