Hello! I tend to spend most of my team in ubers and monotype, but I've recently decided to start playing more OU. I wanted to build a team around Sub-CM Keldeo, as it's a really powerful mon.
Team Building Process
1) I started with sub-CM Keldeo because it has many opportunities to set up, and its excellent speed
2) I needed a way of killing Latios and Latias, so I chose Pursuit Bisharp
3) Keldeo struggles with Mega-Venusaur, so I added SD Talonflame to take care of it
4) Keldeo struggles with flying types, especially Talonflame, so I added Mega Manectric
5) I needed an SR setter, and I picked physically defensive Landorus-T
6) Talonflame needs hazard removal support, and being able to counter hazard stacking is always nice, so I added Latios as a defogger
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- U-turn
I chose Landorus-T as my SR setter mainly because of its all round good stats, it's decently bulky, reasonably fast, and hits fairly hard even with no investment due to its base 145 attack. It's physical bulk allows it to counter both Excadrill and Talonflame, even at +2. Stealth Rock is there to deal chip damage and to break sashes. (Obviously) Earthquake is a powerful STAB attack for doing general damage. Rock slide is to hit flying types. I chose it over Stone Edge due to the increased accuracy, and it still achieves the main purpose of OHKOing Talonflame. U-Turn is to grab momentum and allow me to use Landorus as a scout. The Rocky Helmet is to deal chip damage against physical attackers.
Manectric-Mega Manectite
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flamethrower
- Hidden Power Ice
- Volt Switch
Manectric was originally added to kill flying types, but its excellent speed tier and SpA means it is deadly against offensive teams. Manectric's extremely fast Volt Switch allows it to grab momentum by switching out of unfavourable matchups. Thunderbolt is its primary STAB attack. Flamethrower is to hit steel types and grass types. HP Ice hits dragons, Gliscor and Landorus-T.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Talonflame is here mostly to take out M-Venusaur and other bulky grass types. It also functions as a powerful wallbreaker/revenge killer/ back up win-con due to the combination of Gale Wings and Swords Dance. It prefers SR to be removed, but it can play with it on the field, as Gale Wings priority means it won't be taking many attacks. Brave Bird is Talonflame's main STAB attack, gaining +1 priority with Gale Wings. Flare Blitz is there to hit Steel Types. Swords Dance boosts Talonflame's attack to crazy levels, and Roost is to heal off recoil damage and SR damage. I went for Sharp Beak over Life Orb because I didn't fancy the recoil on top of Brave Bird/Flare Blitz.
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Serious Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Substitute
- Calm Mind
The star of the show, Keldeo is an incredibly powerful sweeper against Balance and Stall, and is also good against offense if it finds an opportunity to set up. Scald is its main attack, and the burn chance means that nothing wants to switch in to it. Secret Sword is a secondary STAB to hit steel types, specially bulky pokemon like Blissey, and to win CM wars. Substitute protects from status and from one hit from a faster mon. Calm Mind boosts Keldeo's SpA whilst also making it more specially bulky. I can normally sweep after just one boost once Keldeos counters are gone. Leftovers are for passive recovery. I normally try to bring Keldeo in on a free switch, as it's not particularly bulky. I'll oreserve it for late game sweeping, and aim to remove its most games, unless it's needed to check something.
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Pursuit
- Swords Dance
Bisharp is here to take out the Lati twins, and Psychic types in general. Sucker Punch is its powerful main STAB and also allows Bisharp to revenge kill. Iron Head is to hit Fairies on a predicted switch. Pursuit allows me to trap Psychic and Ghost Types. Swords Dance turns Bisharp into a powerful wallbreaker. I went for Black Glasses in order to be able to bluff a choice set, and because I don't like taking LO recoil. I went for bulkier EVs + Adamant since Bisharp's speed is terrible anyway, and Sucker Punch mostly curcumvents that.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Recover
- Defog
Latios is my hazard remover, but it's also a very powerful special attacker whose excellent speed, and massively powerful Draco Meteor allows it to check a myriad of threats. Draco Meteor is to nuke opposing mons, and there is very little that wants to take one outside of fairy types, making Latios very difficult to switch in into. Psyshock hits specially defensive mons, and Recover allows Latios to stay alive for longer, and remove hazards multiple times.
Team Building Process
1) I started with sub-CM Keldeo because it has many opportunities to set up, and its excellent speed
2) I needed a way of killing Latios and Latias, so I chose Pursuit Bisharp
3) Keldeo struggles with Mega-Venusaur, so I added SD Talonflame to take care of it
4) Keldeo struggles with flying types, especially Talonflame, so I added Mega Manectric
5) I needed an SR setter, and I picked physically defensive Landorus-T
6) Talonflame needs hazard removal support, and being able to counter hazard stacking is always nice, so I added Latios as a defogger
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- U-turn
I chose Landorus-T as my SR setter mainly because of its all round good stats, it's decently bulky, reasonably fast, and hits fairly hard even with no investment due to its base 145 attack. It's physical bulk allows it to counter both Excadrill and Talonflame, even at +2. Stealth Rock is there to deal chip damage and to break sashes. (Obviously) Earthquake is a powerful STAB attack for doing general damage. Rock slide is to hit flying types. I chose it over Stone Edge due to the increased accuracy, and it still achieves the main purpose of OHKOing Talonflame. U-Turn is to grab momentum and allow me to use Landorus as a scout. The Rocky Helmet is to deal chip damage against physical attackers.
Manectric-Mega Manectite
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flamethrower
- Hidden Power Ice
- Volt Switch
Manectric was originally added to kill flying types, but its excellent speed tier and SpA means it is deadly against offensive teams. Manectric's extremely fast Volt Switch allows it to grab momentum by switching out of unfavourable matchups. Thunderbolt is its primary STAB attack. Flamethrower is to hit steel types and grass types. HP Ice hits dragons, Gliscor and Landorus-T.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Roost
Talonflame is here mostly to take out M-Venusaur and other bulky grass types. It also functions as a powerful wallbreaker/revenge killer/ back up win-con due to the combination of Gale Wings and Swords Dance. It prefers SR to be removed, but it can play with it on the field, as Gale Wings priority means it won't be taking many attacks. Brave Bird is Talonflame's main STAB attack, gaining +1 priority with Gale Wings. Flare Blitz is there to hit Steel Types. Swords Dance boosts Talonflame's attack to crazy levels, and Roost is to heal off recoil damage and SR damage. I went for Sharp Beak over Life Orb because I didn't fancy the recoil on top of Brave Bird/Flare Blitz.
Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Serious Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Substitute
- Calm Mind
The star of the show, Keldeo is an incredibly powerful sweeper against Balance and Stall, and is also good against offense if it finds an opportunity to set up. Scald is its main attack, and the burn chance means that nothing wants to switch in to it. Secret Sword is a secondary STAB to hit steel types, specially bulky pokemon like Blissey, and to win CM wars. Substitute protects from status and from one hit from a faster mon. Calm Mind boosts Keldeo's SpA whilst also making it more specially bulky. I can normally sweep after just one boost once Keldeos counters are gone. Leftovers are for passive recovery. I normally try to bring Keldeo in on a free switch, as it's not particularly bulky. I'll oreserve it for late game sweeping, and aim to remove its most games, unless it's needed to check something.
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Sucker Punch
- Iron Head
- Pursuit
- Swords Dance
Bisharp is here to take out the Lati twins, and Psychic types in general. Sucker Punch is its powerful main STAB and also allows Bisharp to revenge kill. Iron Head is to hit Fairies on a predicted switch. Pursuit allows me to trap Psychic and Ghost Types. Swords Dance turns Bisharp into a powerful wallbreaker. I went for Black Glasses in order to be able to bluff a choice set, and because I don't like taking LO recoil. I went for bulkier EVs + Adamant since Bisharp's speed is terrible anyway, and Sucker Punch mostly curcumvents that.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Recover
- Defog
Latios is my hazard remover, but it's also a very powerful special attacker whose excellent speed, and massively powerful Draco Meteor allows it to check a myriad of threats. Draco Meteor is to nuke opposing mons, and there is very little that wants to take one outside of fairy types, making Latios very difficult to switch in into. Psyshock hits specially defensive mons, and Recover allows Latios to stay alive for longer, and remove hazards multiple times.