Hi welcome to my team, league of legends. After the team was completed, it ironically consisted of entirely legendary/mythical pokemon. The team is built on a back bone of bulky offensive, with celebi as a supporting role, spread paralysis to allow otherwise slow wall breakers, to deal with offensive better as well as setting up rocks for the team. Now without further adue the team.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain
- baton pass
- Nasty plot
- Recover
Celebi is really the back bone of the team, with a psychic/grass typing comes a mixed bag of ressistances and weaknesses. thankfully celebi's crucial resistances to electric, grass, ground, water, fighting are much appreciated by the team, and as stated before celebi has it's disposal access to paralysis and stealth rock, to make it easier for the team to wear down threats, as well as fater sweepers. The set is straight forward, the eves are that of the standard build for supporting onion, with stealth rock and thunder wave as the support moves of choice. I had considered baton pass to deal with tyranitar better, but the general slowness of the team, appreciated the ability to hurt offensive mons like alakzam better. Giga drain and recover allow for celebi to use his stab and both are used as a form of recovery. A bold nature was chosen following the standard build to increase physical bulk, with leftovers for additive recovery, especially as celbi is relied on a lot to deal with various threats.
gengar (M) @ Life orb
Ability: Levitate
EVs: 252 SpA / 4 Hp / 252 Spe
Timid Nature
- Sludge Wave
- Shadow ball
- Focus Blast
- Icy Wind
Gengar replaces Klefki as way of dealing with faries better and th reduced need for speed control, with the advantage of another wallbreak/sweeper. The set is the standard gengar build, with a timid nature and maximum speed and special attack. The moves are the standard stab with focus for coverage and icy wind to slow switch ins and finnish them off as gengar gains the speed advantage.
Diancie @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Rock Polish
- Diamond Storm
- Hidden Power [Fire]
- Moonblast
Diance joins the team as a mixed attacker, that boosts her sped to new heights to decimate offensive teams, should she get the boost. While her hp prevents her from being vry bulky, her defences are good and hr typing, while mixed still offers a good few resistances. The eve spread is as standard, with a rash nature to boost special attack over speed, as power is more important for diancie as she will often be more than fast enough after a boost, to deal with threats. Hidden power fire allows diance to deal with steels, especially on the switch, like scizor and ferrothorn, diamond storm acts as excellent physical stab, while moon blast use her fairy stab and rock polish for boosting.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Toxic
Heatran has always been and still is the best blanket check to threats in the tier. His ability to check so many threats in the tier at once is unprecedented. He joins the team with his powerful stallbreaker set. The set is simple, magna storm allows for heatran to trap and mane would be switch ins, while stopping nay set ups, recovery or status, earth power rounds out nicely with his fire stab and toxic suggested by trickling to wear down threats. A timid nature allows heatran to maxmise speed and out speed threats with a neutral speed nature.
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Ont he advice of trickiling, defensive landorus enter the team, to deal with physical threats, more effectively and take away the need for celebi to carry stealth rock, so it can support the team in other ways. The move set is simple, stone edge and earth quake for the former's stab and the latter rounding the covrage off nicely with the classic quakedge combination, Stealth allows for crippling threats like charizard on the switch (ressidual damage is awlways nice) and U-turn for momentum. .the eves and nature suggested by trickling allow for significant physical bulk, with a little in sped and special defence as standard.
Keldeo @ choice scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- hydro pump
- Scald
- Secret Sword
- hidden power electric
The last slot was a hard choice as I wanted a dragon type, but the lati share weaknesses with celebi, garchomp with lando-t with the crippling 4x ice weakness and kyurem-b requiring hazard control to function. So I settled on a fighting type, keldeo being a natural choice for one, on suggestion of edward elric, to take advantage of nasty pass onion, keldeo joins as a choice scarf revenger, with it's stab alone covering much of the metagame and combined with the speed of the scarf set, keldeo can effortlessly plow through weakened teams. The Move Set is straight forward, hydro pump for powerful stab, secret sword for stab, allowing keldeo to hit the likes of blissey on her weaker defence, scald for reliable potential burn stab, hp electric to cover against other water types.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Giga Drain
- baton pass
- Nasty plot
- Recover
Celebi is really the back bone of the team, with a psychic/grass typing comes a mixed bag of ressistances and weaknesses. thankfully celebi's crucial resistances to electric, grass, ground, water, fighting are much appreciated by the team, and as stated before celebi has it's disposal access to paralysis and stealth rock, to make it easier for the team to wear down threats, as well as fater sweepers. The set is straight forward, the eves are that of the standard build for supporting onion, with stealth rock and thunder wave as the support moves of choice. I had considered baton pass to deal with tyranitar better, but the general slowness of the team, appreciated the ability to hurt offensive mons like alakzam better. Giga drain and recover allow for celebi to use his stab and both are used as a form of recovery. A bold nature was chosen following the standard build to increase physical bulk, with leftovers for additive recovery, especially as celbi is relied on a lot to deal with various threats.
gengar (M) @ Life orb
Ability: Levitate
EVs: 252 SpA / 4 Hp / 252 Spe
Timid Nature
- Sludge Wave
- Shadow ball
- Focus Blast
- Icy Wind
Gengar replaces Klefki as way of dealing with faries better and th reduced need for speed control, with the advantage of another wallbreak/sweeper. The set is the standard gengar build, with a timid nature and maximum speed and special attack. The moves are the standard stab with focus for coverage and icy wind to slow switch ins and finnish them off as gengar gains the speed advantage.
Diancie @ Diancite
Ability: Clear Body
EVs: 36 HP / 32 Atk / 252 SpA / 188 Spe
Rash Nature
- Rock Polish
- Diamond Storm
- Hidden Power [Fire]
- Moonblast
Diance joins the team as a mixed attacker, that boosts her sped to new heights to decimate offensive teams, should she get the boost. While her hp prevents her from being vry bulky, her defences are good and hr typing, while mixed still offers a good few resistances. The eve spread is as standard, with a rash nature to boost special attack over speed, as power is more important for diancie as she will often be more than fast enough after a boost, to deal with threats. Hidden power fire allows diance to deal with steels, especially on the switch, like scizor and ferrothorn, diamond storm acts as excellent physical stab, while moon blast use her fairy stab and rock polish for boosting.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Earth Power
- Toxic
Heatran has always been and still is the best blanket check to threats in the tier. His ability to check so many threats in the tier at once is unprecedented. He joins the team with his powerful stallbreaker set. The set is simple, magna storm allows for heatran to trap and mane would be switch ins, while stopping nay set ups, recovery or status, earth power rounds out nicely with his fire stab and toxic suggested by trickling to wear down threats. A timid nature allows heatran to maxmise speed and out speed threats with a neutral speed nature.
Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Ont he advice of trickiling, defensive landorus enter the team, to deal with physical threats, more effectively and take away the need for celebi to carry stealth rock, so it can support the team in other ways. The move set is simple, stone edge and earth quake for the former's stab and the latter rounding the covrage off nicely with the classic quakedge combination, Stealth allows for crippling threats like charizard on the switch (ressidual damage is awlways nice) and U-turn for momentum. .the eves and nature suggested by trickling allow for significant physical bulk, with a little in sped and special defence as standard.
Keldeo @ choice scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- hydro pump
- Scald
- Secret Sword
- hidden power electric
The last slot was a hard choice as I wanted a dragon type, but the lati share weaknesses with celebi, garchomp with lando-t with the crippling 4x ice weakness and kyurem-b requiring hazard control to function. So I settled on a fighting type, keldeo being a natural choice for one, on suggestion of edward elric, to take advantage of nasty pass onion, keldeo joins as a choice scarf revenger, with it's stab alone covering much of the metagame and combined with the speed of the scarf set, keldeo can effortlessly plow through weakened teams. The Move Set is straight forward, hydro pump for powerful stab, secret sword for stab, allowing keldeo to hit the likes of blissey on her weaker defence, scald for reliable potential burn stab, hp electric to cover against other water types.
Last edited: