So after getting reqs I'd again like feedback on the team I used to do so.
This team started out shortly after I re-read Borat's Guide To GSC again, which is a truly fantastic thread I feel that everyone should read. In it there are a lot of concepts I feel are particularly valid even after GSC, not just in that one metagame, and one of them is the concept of the three teamstyles, Stall, Offense and Fail, with the concept that it is never possible for an offense team to lose to stall because of the stall's doing, but because the offense user failed to execute their offense (hence the name of the team). After re-reading it I felt the desire to build, and I wanted to try and build around Raikou (hey I'd just been reading something about GSC after all).
Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Ice]
Raikou was obviously the first mon on the team, I wanted to build around it. I personally enjoy the sub calm mind raikou set most in ORAS, so that was the set I decided to build around. The moves are all fairly standard, just sub cm + bolt beam coverage. I can normally set up a sub on rather weak special attackers or electric type attackers, as well as things like ferrothorn without power whip.
Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hidden Power [Flying]
- Secret Sword
- Hydro Pump
Mostly standard here, but I went for a Life Orb 4 attacks keldeo, with HP flying over the usual HP Ice so as to help weaken Venusaur for the Raikou which cant really touch it. It can 2hko venusaur after burn + rocks damage so its quite useful. other moves are all standard. This also gives me a decent way of stopping bisharp and weavile from running through me, and burning physical attackers simply increases the number of mons my Sub CM Raikou can set up on.
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Giga Drain
- Focus Blast
- Substitute
A bit of an odd choice here, but in the first itteration of the team this was part of a FWG core, with talonflame eventually being replaced. I wanted something that could outspeed and KO fast offensive threats like Mega Lopunny, as well as stopping volt turn from things like Manectric and Rotom-W. I wasn't expecting it to do much, but it actually has done fairly well. The spread is from Sceptile's analysis, and I'm using sub over leaf storm to ensure I mega evolve and get the lightning rod ability against threats like Thundurus-I, so that I dont just get destroyed by a hidden power ice. Sub also helps again in Bisharp (and really all sucker punch users) and against strategic sacks, meaning I'm safely behind a sub before my opponent's scarfer/megakazam can come in and revenge kill me.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
This set was initially a talonflame with bulk up, but I felt too weak to standard stall teams, and with stall being popular on a Hoopa-U-less ladder, I decided to go with the set that can just blow straight past them in most circumstances. Heal bell also means I can play more recklessly against status users with things like my Landorus-T, and it can also destroy teams that let their faster mons get killed/weakened by Klefki. Also offers me a handy resistance to both of Garchomp's STABs.
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
I mainly play ubers, so when I find myself weak to a lot of special attackers, Klefki is my go to response. Surprisingly, it actually works on this team, checking things like Mega Gardevoir, Alakazam, Torndaus and more. Mega Alakazam can be an issue though, especially if it has substitute. Also spikes turns a lot of 3hkos into 2hkos which is very nice. Magnet Rise is standard and Play Rough gives me a way to chip slightly at Sableye.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 196 HP / 44 Atk / 160 Def / 108 Spe
Impish Nature
- Swords Dance
- Stealth Rock
- Earthquake
Needed rocks, needed a talonflame answer, needed something to help with the many physical attackers that beat me and most particularly I needed a solid answer to Sand teams. Enter Landorus-Therian, with leftovers over rocky helmet to help it continuously check the things it needs to check over the course of the game. Initially this was a defensive Lando-T set with Uturn, but I struggled a lot with Mega Sableye teams, and I still do with ones which have steel types like Jirachi that Togekiss cannot muscle past, so having Lando-T have a way to pressure sableye is kinda nice. I went with a very random EV spread here, largely its to have general physical bulk, outspeed ttars, and the 44 attack evs mean I need slightly less chip damage on Sableye in order to OHKO it with a +2 EQ.
So yeah that's the team, lmk how I can improve it please.






This team started out shortly after I re-read Borat's Guide To GSC again, which is a truly fantastic thread I feel that everyone should read. In it there are a lot of concepts I feel are particularly valid even after GSC, not just in that one metagame, and one of them is the concept of the three teamstyles, Stall, Offense and Fail, with the concept that it is never possible for an offense team to lose to stall because of the stall's doing, but because the offense user failed to execute their offense (hence the name of the team). After re-reading it I felt the desire to build, and I wanted to try and build around Raikou (hey I'd just been reading something about GSC after all).

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Ice]
Raikou was obviously the first mon on the team, I wanted to build around it. I personally enjoy the sub calm mind raikou set most in ORAS, so that was the set I decided to build around. The moves are all fairly standard, just sub cm + bolt beam coverage. I can normally set up a sub on rather weak special attackers or electric type attackers, as well as things like ferrothorn without power whip.

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hidden Power [Flying]
- Secret Sword
- Hydro Pump
Mostly standard here, but I went for a Life Orb 4 attacks keldeo, with HP flying over the usual HP Ice so as to help weaken Venusaur for the Raikou which cant really touch it. It can 2hko venusaur after burn + rocks damage so its quite useful. other moves are all standard. This also gives me a decent way of stopping bisharp and weavile from running through me, and burning physical attackers simply increases the number of mons my Sub CM Raikou can set up on.

Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Giga Drain
- Focus Blast
- Substitute
A bit of an odd choice here, but in the first itteration of the team this was part of a FWG core, with talonflame eventually being replaced. I wanted something that could outspeed and KO fast offensive threats like Mega Lopunny, as well as stopping volt turn from things like Manectric and Rotom-W. I wasn't expecting it to do much, but it actually has done fairly well. The spread is from Sceptile's analysis, and I'm using sub over leaf storm to ensure I mega evolve and get the lightning rod ability against threats like Thundurus-I, so that I dont just get destroyed by a hidden power ice. Sub also helps again in Bisharp (and really all sucker punch users) and against strategic sacks, meaning I'm safely behind a sub before my opponent's scarfer/megakazam can come in and revenge kill me.

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
This set was initially a talonflame with bulk up, but I felt too weak to standard stall teams, and with stall being popular on a Hoopa-U-less ladder, I decided to go with the set that can just blow straight past them in most circumstances. Heal bell also means I can play more recklessly against status users with things like my Landorus-T, and it can also destroy teams that let their faster mons get killed/weakened by Klefki. Also offers me a handy resistance to both of Garchomp's STABs.

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
I mainly play ubers, so when I find myself weak to a lot of special attackers, Klefki is my go to response. Surprisingly, it actually works on this team, checking things like Mega Gardevoir, Alakazam, Torndaus and more. Mega Alakazam can be an issue though, especially if it has substitute. Also spikes turns a lot of 3hkos into 2hkos which is very nice. Magnet Rise is standard and Play Rough gives me a way to chip slightly at Sableye.

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 196 HP / 44 Atk / 160 Def / 108 Spe
Impish Nature
- Swords Dance
- Stealth Rock
- Earthquake
Needed rocks, needed a talonflame answer, needed something to help with the many physical attackers that beat me and most particularly I needed a solid answer to Sand teams. Enter Landorus-Therian, with leftovers over rocky helmet to help it continuously check the things it needs to check over the course of the game. Initially this was a defensive Lando-T set with Uturn, but I struggled a lot with Mega Sableye teams, and I still do with ones which have steel types like Jirachi that Togekiss cannot muscle past, so having Lando-T have a way to pressure sableye is kinda nice. I went with a very random EV spread here, largely its to have general physical bulk, outspeed ttars, and the 44 attack evs mean I need slightly less chip damage on Sableye in order to OHKO it with a +2 EQ.
So yeah that's the team, lmk how I can improve it please.
Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Ice]
Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hidden Power [Flying]
- Secret Sword
- Hydro Pump
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Giga Drain
- Focus Blast
- Substitute
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 196 HP / 44 Atk / 160 Def / 108 Spe
Impish Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Stone Edge
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Ice]
Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Hidden Power [Flying]
- Secret Sword
- Hydro Pump
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Giga Drain
- Focus Blast
- Substitute
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Play Rough
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 196 HP / 44 Atk / 160 Def / 108 Spe
Impish Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Stone Edge