Treadless steel
https://pokepast.es/3ef3abc4717cc52c
Recently made top 50 with this team. Not the most impressive thing but I see the potential. The main problem with conventional steel teams is that treads imo does like nothing. It's forced into stuff like air balloon so it can do stuff like spin, and because of lando-I, you are faster and can ice spinner it. Problem, one focus blast on the switch and you are done for.
Here is a list of pokemon that conventionally, are very annoying for steel to beat: hoopa-U, urshifu-r, iron hands, okidogi, iron valiant, moltres, gliscor, swampert, gastrodon(on water stall), lando-I, raging bolt, ting-lu, wake, and a bunch of others I'm probably forgetting. In general, outside of hoopa-U, bulky waters and grounds are very annoying. Ground is notable, because dengo can't oddsmax through it with thunder wave.
Well, again, ignoring hoopa-U(which I find too much a hastle to deal with outside of outplaying), I found a mon that can soft check/beat all of them: jirachi(inspired from my days playing specs rachi in SS). The main issue with steel is the lack of ice and grass coverage, which with the strength of bulkier water and flying teams, has become more and more needed. Steel has excatly 2 good ice move user, ice beam on hoodra and ice spinner on treads. As for grass, it's none, until now. Jirachi has energy ball, which is aboslutely huge. Although it lost moonblast with the switch to SV, it gained psychic noise and it has a decent replacement in icy wind. Steel generally suffers from low speed which is why icy wind + thunder is very nice. However, loosing treads means you have to be VERY careful around hazards. Hence why both arch, hoodra, and dengo are all running boots.
your goal is to try to send this in early and spam icy wind. The good news is that with AV, you can live lando-I earth power and click icy wind. If the lando is scarf, that because significantly easier to deal with cuz you can sort of predict around it. psynoise is great for many substitute pokemon like okidogi and you can deny some really needed recovery for things like gliscor. Thunder is a great move to spread para as with acc in mind, the damage is great and the 42% para is very nice. Finally, energy ball the annoying grounds in your way. I chose 64 speed as you can outspeed specs gren after an icy-wind. If you want to do the same with meow(cuz u hate band) then go to 68, if you don't care, go to 28 spe to outspeed valiant after an icy wind(yes psynoise KOs after). Against ground icy wind spam is very power full as energy balldoes mad damage.
your scarfer, as it does very well against types like fire with power gem and earth power(esp you hearthflame). I much prefer overheat cuz you rarely stay in for more than 1 turn and with rocks up overheat has a good chance to ohko hearthflame while stuff while fire blast does not. Better accuracy is also great. flash cannon is great for stuff like flutter mane and val.
be the most annoying twaver in existence. 104 to outspeed ada 65(like scizor) and jolly 55(like golurk). Go to 148 if you want to outspeed max spe specs prim.
96 spe to outspeed ada ursaluna, otherwise, this is the your physical ground types don't do much and eq switch button
Your are responsible for dealing with stuff heatran doesn't like like hearthflame and barraskewda. 52 spe is for azu in a pinch. Althought not that needed. Go 24 to at least outspeed 0 spe tusk.
Your spdef tank. I learned the life dew tech from Boomp. Protect is imo, kinda pointless, because scouting out moves and stalling field turns are not that necessary. Meaning life dew is sometimes better. When you run boots, you lack recovery so I think life dew is must more justified as most spa deal around the 25 to 30% mark. 80- spe is for beating 156 spe mons like empoleon, swampert, and opposing hoodra. Most important thing, lando-I never ohkos you with earth power unless it's specs. I also chose sap sipper so that spore and leech seed becomes less annoying(and dengo doesn't have to deal with them alone, pinch meow switch if you have the balls)
https://replay.pokemonshowdown.com/gen9monotype-2570520575
https://replay.pokemonshowdown.com/gen9monotype-2570527392
Here is some evidence against ground.
https://pokepast.es/3ef3abc4717cc52c
Recently made top 50 with this team. Not the most impressive thing but I see the potential. The main problem with conventional steel teams is that treads imo does like nothing. It's forced into stuff like air balloon so it can do stuff like spin, and because of lando-I, you are faster and can ice spinner it. Problem, one focus blast on the switch and you are done for.
Here is a list of pokemon that conventionally, are very annoying for steel to beat: hoopa-U, urshifu-r, iron hands, okidogi, iron valiant, moltres, gliscor, swampert, gastrodon(on water stall), lando-I, raging bolt, ting-lu, wake, and a bunch of others I'm probably forgetting. In general, outside of hoopa-U, bulky waters and grounds are very annoying. Ground is notable, because dengo can't oddsmax through it with thunder wave.
Well, again, ignoring hoopa-U(which I find too much a hastle to deal with outside of outplaying), I found a mon that can soft check/beat all of them: jirachi(inspired from my days playing specs rachi in SS). The main issue with steel is the lack of ice and grass coverage, which with the strength of bulkier water and flying teams, has become more and more needed. Steel has excatly 2 good ice move user, ice beam on hoodra and ice spinner on treads. As for grass, it's none, until now. Jirachi has energy ball, which is aboslutely huge. Although it lost moonblast with the switch to SV, it gained psychic noise and it has a decent replacement in icy wind. Steel generally suffers from low speed which is why icy wind + thunder is very nice. However, loosing treads means you have to be VERY careful around hazards. Hence why both arch, hoodra, and dengo are all running boots.
https://replay.pokemonshowdown.com/gen9monotype-2570520575
https://replay.pokemonshowdown.com/gen9monotype-2570527392
Here is some evidence against ground.


















