ORAS OU Attack of the Celery

How crap is this team?


  • Total voters
    22
Introduction
"When Celery Attacks" is a team based around Celebi. Anyone Pokemon can be changed, except Celebi. You may suggest set changes and other minor changes to Celebi, but nothing too major. This is my 2nd RMT for ORAS OU and, I haven't played much, but I got to 1282, no losses, then I stopped. I'll probably start playing again very soon and if you want to battle msg me your IGN. This team is Balance Offense. I prefer to be offensively orientated but able to switch to take hits.

IGN: LTI Stardust

Teambuilding
celebi.png

Celebi was the pokemon I wanted to build around. 'nuff said.
celebi.png
bisharp.png

Bisharp and Celebi work well together. Bisharp also rids of Latias and Latios.
celebi.png
bisharp.png
keldeo-resolute.png

To cover the fire weakness and take advantage of Bisharp beating Latias and Latios, I added Keldeo.
celebi.png
bisharp.png
keldeo-resolute.png
landorus-therian.png

I really wanted a Stealth Rocker, so I went with a defensive Landorus-T. It also helps get rid of that big Bug weakness.
celebi.png
bisharp.png
keldeo-resolute.png
landorus-therian.png
lopunny.png

A great member. This thing is like a mid-game win condition. It takes advantage of wearing everything down with stealth rocks.
celebi.png
bisharp.png
keldeo-resolute.png
landorus-therian.png
lopunny.png
excadrill.png

Easily the most replaceable team member. I am always looking for a good spinner or defogger that fits on my team but the options are so limited.

In Depth

giphy.gif

Celery (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Heal Bell
- Recover
- Thunder Wave

Celebi is the main Pokemon of this team and the one I built around. The point of this team is to help Celebi stay alive so she can see the win. I didn't want to waste turns with Celebi in setting up Stealth Rock. Giga Drain, the only attacking move, keeps health high and does good damage. Paired with Leftovers and Recover, it usually never dies. It acts as a Cleric with Heal Bell. Thunder wave cripples any threatening, fast attacker. The IVs in attack are lowered due to Foul Play, especially since it is super-effective. The EVs are standard, however, I got no clue what they do or outspeed so please help me there. Celebi is my main check to rain teams and Pokemon like Keldeo, Azumarill, Mega Diancie, Rotom-W, and Mega Slowbro. It also checks sandstorm teams and Pokemon like Mega-Tyranitar or Hippowdon. I'm considering completely changing the set, but I don't think I want Nasty Plot Celebi.
"Munch, munch. These berries are delicious."

jxwVgIl.gif

Bishop (Bisharp) @ Assault Vest
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Bisharp is my Pursuit trapper. Knock Off and Sucker Punch are the main, and obvious STAB moves for Bisharp. If you want to be a Pursuit trapper, you need the move Pursuit of course. It hits Psychic types (Latios and Latias) insanely hard and gives room for Keldeo to wreck something without a good switch in. Bisharp damages Fairies which also opens up sweeps for Mega-Lopunny. It also gets Gengar good. The EVs are pretty standard, I just did the "Speed Creeping" technique to outspeed other Bisharps. :toast: It eliminates threats for my sweepers to sweep. It's my... pre-sweeper?
"Slice and Dice."


tumblr_mjdf2dFbUh1r3ifxzo1_500.gif

Rainbow Dash (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

The nickname would be more fitting with a choice scarf, but whatever. Hydro Pump is there to hit hard and combined with Choice Specs OHKOs Specially Defensive Hippowdon. Scald is for accuracy and to cripple with a burn. Secret Sword is the secondary STAB move. Icy Wind over HP Ice because of solely the speed drop. Again, the IVs in attack are 0 to minimize Foul Play damage. Keldeo destroys sandstorm teams and takes advantage of rain teams. It OHKOs Tyranitar and Hippowdon, the two main sandstorm. This is definitely one of my main sweepers who I don't see would be changed much.
"Friendship is Magic"

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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Lando-T is definitely my best Talonflame check. I'm running a defensive set with Stealth Rock, mostly to cripple Talonflame. Intimidate checks most Physical attackers. Leftovers are definitely the most viable item for a defensive set. Earthquake is the main attacking move, with Stone Edge being for Talonflame, and other birds. U-turn lets me scout, so if they switch and I use U-turn, I know exactly who to switch into, no predicting. Again with speed creeping for other defensive Landorus-Therians. It can switch in on Landorus, but can't really do anything afterwards, so that is a big problem. :/
"I'm big and scary so I intimidate you, lol, pest."

dYhYaRx.gif

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Searching Lopunny up on the internet is a horrible idea. Anyways, this "Monster" can run through any team after some initial damage and stealth rocks. STAB Fake Out does so much damage and it's like a free turn. Scrappy Return will OHKO Gengar. It is the most powerful and preferred move. However, we all know how little things Normal type hits neutrally, so High Jump Kick will wreck any Steel or Rock types. Ice Punch is finally there as coverage for the abundance of Pokemon 4x weak to Ice. Sometimes I lead with this and dent the opposing team insanely. Props to you if you know the song in quotes below.
"Come get this playboy bunny like Hugh Hef."

excadrill_drill_rin-gif.34969

Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head

Definitely the most replaceable on the team. This was my desperate need for a spinner. I'm gonna give much explaining because I feel much will be changed. Life Orb is for the extra damage. Mold Breaker is because I don't have any sandstorm Pokemon. Mold Breaker Earthquake can hit Rotom-W very hard though. If I ever get the chance to set up, I will Swords Dance. This is my best counter to dumb Fairy types.

Threat List

talonflame.png
This little bugger just hates Celebi. It runs through half of my team, and my only real check is Landorus-Therian.
landorus.png
HP Flying variants run through everything. If it isn't Rock Polish then Keldeo can stop it with Icy Wind, getting the speed drop.


Importable

Celery (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Heal Bell
- Recover
- Thunder Wave

Bishop (Bisharp) @ Assault Vest
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Rainbow Dash (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head

Credits

Thanks so much to everyone who helped!

Typical Person - Yes that is an actual IGN for Showdown people. You did da most help. You like co built the team. Idk your forum name but gogo power rangers. I hope you see this m8.​
 
First, Give Excadrill a fashionable scarf set!
This would allow it to outspeed Flare Blitz (it lives a BB) and OHKO with Rock Slide.

Replace Lando-T with TankChomp. With Rocky Helmet + Rough Skin, Talonflame cannot stay alive very well. One with Stone Edge, preferably.

(I am NOT a fan of your spinner being your only WinCon. I think you should do one of the following.)

1. Consider SubCM Keldeo > Specs Keldeo. Gives you a better wincon, and does a good job due to its great typing. (Offensive Pressure)
2. SwordsPass Celebi > Cleric Celebi. This would allow Bisharp or Lopunny (if real) to sweep at +2. What lives after a +2 Lopunny High Jump Kick? Even more so, what switches in?

The first change makes you weaker to RP Variants, but it is being suspected, and I personally do not see it staying.
 
Yo, here with a few quick suggestions. Just from glancing at your team there doesn't seem to be a need for a spinner since most of your team resist rock, plus Keldeo and Lopunny are able to easily rip through common spikers (Skarmory & Ferrothorn). Excadrill isn't a good fit for the team, it just compounds a few weaknesses (Fight, Fire, Water). Rotom-W would do well in its place because it's able to check Flying-types, as well as threats like Bisharp and Azumarill. Cleric Celebi isn't a good fit for this team, there isn't much need for Heal Bell because it can just absorb status, thanks to Natural Cure. You should throw 108 speed evs it so it can Baton Pass before Bisharp can use Pursuit, to prevent Bisharp from trapping and KOing it. I may edit this later with more, good luck.
rotom-wash.gif

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split​
 
First, Give Excadrill a fashionable scarf set!
This would allow it to outspeed Flare Blitz (it lives a BB) and OHKO with Rock Slide.

Replace Lando-T with TankChomp. With Rocky Helmet + Rough Skin, Talonflame cannot stay alive very well. One with Stone Edge, preferably.

(I am NOT a fan of your spinner being your only WinCon. I think you should do one of the following.)

1. Consider SubCM Keldeo > Specs Keldeo. Gives you a better wincon, and does a good job due to its great typing. (Offensive Pressure)
2. SwordsPass Celebi > Cleric Celebi. This would allow Bisharp or Lopunny (if real) to sweep at +2. What lives after a +2 Lopunny High Jump Kick? Even more so, what switches in?

The first change makes you weaker to RP Variants, but it is being suspected, and I personally do not see it staying.
I do like that Excadrill idea, so definitely will try that out. I also like your idea with a SwordPass Celebi especially since rob. also mentioned Cleric Celebi isnt the greatest for this team. This is the set I'm gonna try..

Celery (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
IVs: 0 Atk
- Baton Pass
- Swords Dance
- Recover
- Giga Drain

Any changes?
 
Hey man cool team! I agree with rob that sd pass celebi fits a lot better on the team escpecially since it can give you a few different win cons depending on the situation and matchup. I would put seed bomb on the celebi set over giga drain though since celebi is using sd you can potentially use cele for an early-mid game breaker if need be so I highly suggest that change. I would suggest changing bisharp to the standard set just because that is what I find most effective but if av bish has been working out for you there is no need to change it. If anything I would just drop some bulk so you speed creep standard rotom-w which should not really decrease how well you take lati's dracos. I also agree with the change of rotom>exca since your team is not weak to rocks and has enough momentum to prevent too many hazards from being set up by opposing balance or stall oriented builds. The only thing i can suggest that has not been said here is that while you fix your bird weakness with rotom-w you become extremely weak to opposing fairies, mainly Mgarde and diance who both threaten with a kill or at the least with huge damage. So possibly replacing exca with scarf tran may be an optimal choice. Your rocker is already going to be a decent defense answer to tflame while tran rounds out the core by offensively pressuring talon, fairies, and Mgross which is kind of a threat. Although I would say the choice of your last mon lies entirely with what your rocker ends up being due to the fact that fatchomp+tran makes you incredibly weak to ground moves and lando-t+rotom makes you incredibly weak to fairies. If lando-t is your rocker go with scarf tran and if fat chomp is your rocker go with rotom-w imo at the very least. Pretty solid team though! If you have any questions feel free to PM me again n_n

Bisharp @ Assault Vest
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

OR

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge

Fatchomp if ya need it

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

Since I just saw your recent posts about keldeo and rain and such I'd like to say keldeo is hard walled by celebi(bar hp bug) but i can see how rain is a problem. Maybe changing celebi to a spdef spread of the one you're running can help but that opens you up to different mons and I'm sure an ice beam from omastar will tear through it anyways. Honestly rain tends to shred up these types of teams so there really is not too much you can do about it from the teambuilding side of things. Outplaying the opposition by switching between the various resists to water, ice, and dragon/w.e is probably your best way of beating it. Again cool team though hope I helped :]
 
Thanks, I will update all changes made soon!

(This is also kind of a bump so..)

Bump

Hey man cool team! I agree with rob that sd pass celebi fits a lot better on the team escpecially since it can give you a few different win cons depending on the situation and matchup. I would put seed bomb on the celebi set over giga drain though since celebi is using sd you can potentially use cele for an early-mid game breaker if need be so I highly suggest that change. I would suggest changing bisharp to the standard set just because that is what I find most effective but if av bish has been working out for you there is no need to change it. If anything I would just drop some bulk so you speed creep standard rotom-w which should not really decrease how well you take lati's dracos. I also agree with the change of rotom>exca since your team is not weak to rocks and has enough momentum to prevent too many hazards from being set up by opposing balance or stall oriented builds. The only thing i can suggest that has not been said here is that while you fix your bird weakness with rotom-w you become extremely weak to opposing fairies, mainly Mgarde and diance who both threaten with a kill or at the least with huge damage. So possibly replacing exca with scarf tran may be an optimal choice. Your rocker is already going to be a decent defense answer to tflame while tran rounds out the core by offensively pressuring talon, fairies, and Mgross which is kind of a threat. Although I would say the choice of your last mon lies entirely with what your rocker ends up being due to the fact that fatchomp+tran makes you incredibly weak to ground moves and lando-t+rotom makes you incredibly weak to fairies. If lando-t is your rocker go with scarf tran and if fat chomp is your rocker go with rotom-w imo at the very least. Pretty solid team though! If you have any questions feel free to PM me again n_n

Bisharp @ Assault Vest
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

OR

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stone Edge

Fatchomp if ya need it

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

Since I just saw your recent posts about keldeo and rain and such I'd like to say keldeo is hard walled by celebi(bar hp bug) but i can see how rain is a problem. Maybe changing celebi to a spdef spread of the one you're running can help but that opens you up to different mons and I'm sure an ice beam from omastar will tear through it anyways. Honestly rain tends to shred up these types of teams so there really is not too much you can do about it from the teambuilding side of things. Outplaying the opposition by switching between the various resists to water, ice, and dragon/w.e is probably your best way of beating it. Again cool team though hope I helped :]
Im going to put Ancient Power because its a special move, and the set you gave me is special attacking :P.
 
252 SpA Heatran Ancient Power vs. 248 HP / 252+ SpD Talonflame: 240-284 (66.8 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Heatran Ancient Power vs. 0 HP / 0 SpD Mega Charizard Y: 236-280 (79.4 - 94.2%) -- guaranteed 2HKO

0- Atk Heatran Stone Edge vs. 248 HP / 0 Def Talonflame: 316-372 (88 - 103.6%) -- 25% chance to OHKO
0- Atk Heatran Stone Edge vs. 0 HP / 4 Def Mega Charizard Y: 292-344 (98.3 - 115.8%) -- 81.3% chance to OHKO

I guess it doesn't matter too much against talon since it can't touch heatran but nabbing the kill on zard-y may be important since it will appear to most players that you are sacking tran to it and stay in so that kill may be pretty important. I guess it's up to you though I'm just trying to show that just because the set is special attacking doesn't mean ancient power is significantly better than stone edge n_n
 
252 SpA Heatran Ancient Power vs. 248 HP / 252+ SpD Talonflame: 240-284 (66.8 - 79.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Heatran Ancient Power vs. 0 HP / 0 SpD Mega Charizard Y: 236-280 (79.4 - 94.2%) -- guaranteed 2HKO

0- Atk Heatran Stone Edge vs. 248 HP / 0 Def Talonflame: 316-372 (88 - 103.6%) -- 25% chance to OHKO
0- Atk Heatran Stone Edge vs. 0 HP / 4 Def Mega Charizard Y: 292-344 (98.3 - 115.8%) -- 81.3% chance to OHKO

I guess it doesn't matter too much against talon since it can't touch heatran but nabbing the kill on zard-y may be important since it will appear to most players that you are sacking tran to it and stay in so that kill may be pretty important. I guess it's up to you though I'm just trying to show that just because the set is special attacking doesn't mean ancient power is significantly better than stone edge n_n
I usually always get rocks up so that wont be a problem, but I was more concerned about the accuracy. Thanks for replying anyways.
 
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Just pointing out that rocks will not always be up, and you want to make sure that even in times when they are not up, you can win. I'm sure you play smart about it, but taking meaningless risk is useless.

SpD Talonflame can stall you out of AncientPower by spamming roost. It now only does ~30%, and it can switch upon seeing this or just click Roost 8 times. Talonflame is no longer checked by Heatran after this.
 
Just pointing out that rocks will not always be up, and you want to make sure that even in times when they are not up, you can win. I'm sure you play smart about it, but taking meaningless risk is useless.

SpD Talonflame can stall you out of AncientPower by spamming roost. It now only does ~30%, and it can switch upon seeing this or just click Roost 8 times. Talonflame is no longer checked by Heatran after this.
By eight times I will have most likely gotten the stat boost out of Ancient Power, and again I'm more concerned about accuracy.
 
By eight times I will have most likely gotten the stat boost out of Ancient Power, and again I'm more concerned about accuracy.

Theres only an increasing 10% each time. 1/2 the time, you will not have gotten one by the 5th ancientpower. Even if you get one on turn 5 (when you would have had a 50% chance to get one)

+1 252 SpA Heatran Ancient Power vs. 248 HP / 252+ SpD Talonflame: 180-212 (50.1 - 59%) -- 74.2% chance to 2HKO after Leftovers recovery

Say it does about 54.55% (thats average), Talonflame with Roost + Leftovers turns that damage into +1.45% for it each turn.
 
Hey man really fun team u have, i like to mention that u have cero switch ins for CharY like most of the teams and u struggle a lil bit against Talonflame so u need to replace Rotom-W > Exca like rob suggest and i think that's it.
  • I would to suggest Scarf Tyranitar > Bisharp, the roll of bisharp is trapping bulky psychic types also tyranitar can acomplish this roll and tyranitar also can help u as a switch in for CharY and revenge Talonflames as well, making this change u get a lil bit expose to CM users like Clefable, reuniclus etc. so my other recommendation is:
  • Put Sword Dance on Celebi over Heal Bell to deal with this cm user, on this set u can also run Baton pass and pass to Lopunny for a late game sweep or breaking teams too, i leave the set down below.
Celery (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Seed Bomb
- Sword Dance
- Recover
- Baton Pass

U dont need atk investment cuz ur function is take hits and boost to sweep or pass to another mon on ur team.

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower
Hope i help u man and gl
 
Hi Stardust Dragon, I would just like to make a small change to your team. I would replace Return -> Frustration on M-Lopunny (Also give it 0 happiness), since although not used much, the opposing Ditto with max happiness can come in and abuse the move on your team.

But thats just my 0.02c
 
Introduction
"When Celery Attacks" is a team based around Celebi. Anyone Pokemon can be changed, except Celebi. You may suggest set changes and other minor changes to Celebi, but nothing too major. This is my 2nd RMT for ORAS OU and, I haven't played much, but I got to 1282, no losses, then I stopped. I'll probably start playing again very soon and if you want to battle msg me your IGN. This team is Balance Offense. I prefer to be offensively orientated but able to switch to take hits.

IGN: LTI Stardust

Teambuilding
celebi.png

Celebi was the pokemon I wanted to build around. 'nuff said.
celebi.png
bisharp.png

Bisharp and Celebi work well together. Bisharp also rids of Latias and Latios.
celebi.png
bisharp.png
keldeo-resolute.png

To cover the fire weakness and take advantage of Bisharp beating Latias and Latios, I added Keldeo.
celebi.png
bisharp.png
keldeo-resolute.png
landorus-therian.png

I really wanted a Stealth Rocker, so I went with a defensive Landorus-T. It also helps get rid of that big Bug weakness.
celebi.png
bisharp.png
keldeo-resolute.png
landorus-therian.png
lopunny.png

A great member. This thing is like a mid-game win condition. It takes advantage of wearing everything down with stealth rocks.
celebi.png
bisharp.png
keldeo-resolute.png
landorus-therian.png
lopunny.png
excadrill.png

Easily the most replaceable team member. I am always looking for a good spinner or defogger that fits on my team but the options are so limited.

In Depth

giphy.gif

Celery (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Heal Bell
- Recover
- Thunder Wave

Celebi is the main Pokemon of this team and the one I built around. The point of this team is to help Celebi stay alive so she can see the win. I didn't want to waste turns with Celebi in setting up Stealth Rock. Giga Drain, the only attacking move, keeps health high and does good damage. Paired with Leftovers and Recover, it usually never dies. It acts as a Cleric with Heal Bell. Thunder wave cripples any threatening, fast attacker. The IVs in attack are lowered due to Foul Play, especially since it is super-effective. The EVs are standard, however, I got no clue what they do or outspeed so please help me there. Celebi is my main check to rain teams and Pokemon like Keldeo, Azumarill, Mega Diancie, Rotom-W, and Mega Slowbro. It also checks sandstorm teams and Pokemon like Mega-Tyranitar or Hippowdon. I'm considering completely changing the set, but I don't think I want Nasty Plot Celebi.
"Munch, munch. These berries are delicious."

jxwVgIl.gif

Bishop (Bisharp) @ Assault Vest
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Bisharp is my Pursuit trapper. Knock Off and Sucker Punch are the main, and obvious STAB moves for Bisharp. If you want to be a Pursuit trapper, you need the move Pursuit of course. It hits Psychic types (Latios and Latias) insanely hard and gives room for Keldeo to wreck something without a good switch in. Bisharp damages Fairies which also opens up sweeps for Mega-Lopunny. It also gets Gengar good. The EVs are pretty standard, I just did the "Speed Creeping" technique to outspeed other Bisharps. :toast: It eliminates threats for my sweepers to sweep. It's my... pre-sweeper?
"Slice and Dice."


tumblr_mjdf2dFbUh1r3ifxzo1_500.gif

Rainbow Dash (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

The nickname would be more fitting with a choice scarf, but whatever. Hydro Pump is there to hit hard and combined with Choice Specs OHKOs Specially Defensive Hippowdon. Scald is for accuracy and to cripple with a burn. Secret Sword is the secondary STAB move. Icy Wind over HP Ice because of solely the speed drop. Again, the IVs in attack are 0 to minimize Foul Play damage. Keldeo destroys sandstorm teams and takes advantage of rain teams. It OHKOs Tyranitar and Hippowdon, the two main sandstorm. This is definitely one of my main sweepers who I don't see would be changed much.
"Friendship is Magic"

tumblr_mc6ef7ieki1r84emlo1_500-1-gif.27848

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Lando-T is definitely my best Talonflame check. I'm running a defensive set with Stealth Rock, mostly to cripple Talonflame. Intimidate checks most Physical attackers. Leftovers are definitely the most viable item for a defensive set. Earthquake is the main attacking move, with Stone Edge being for Talonflame, and other birds. U-turn lets me scout, so if they switch and I use U-turn, I know exactly who to switch into, no predicting. Again with speed creeping for other defensive Landorus-Therians. It can switch in on Landorus, but can't really do anything afterwards, so that is a big problem. :/
"I'm big and scary so I intimidate you, lol, pest."

dYhYaRx.gif

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Searching Lopunny up on the internet is a horrible idea. Anyways, this "Monster" can run through any team after some initial damage and stealth rocks. STAB Fake Out does so much damage and it's like a free turn. Scrappy Return will OHKO Gengar. It is the most powerful and preferred move. However, we all know how little things Normal type hits neutrally, so High Jump Kick will wreck any Steel or Rock types. Ice Punch is finally there as coverage for the abundance of Pokemon 4x weak to Ice. Sometimes I lead with this and dent the opposing team insanely. Props to you if you know the song in quotes below.
"Come get this playboy bunny like Hugh Hef."

excadrill_drill_rin-gif.34969

Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head

Definitely the most replaceable on the team. This was my desperate need for a spinner. I'm gonna give much explaining because I feel much will be changed. Life Orb is for the extra damage. Mold Breaker is because I don't have any sandstorm Pokemon. Mold Breaker Earthquake can hit Rotom-W very hard though. If I ever get the chance to set up, I will Swords Dance. This is my best counter to dumb Fairy types.

Threat List

talonflame.png
This little bugger just hates Celebi. It runs through half of my team, and my only real check is Landorus-Therian.
landorus.png
HP Flying variants run through everything. If it isn't Rock Polish then Keldeo can stop it with Icy Wind, getting the speed drop.


Importable

Celery (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Heal Bell
- Recover
- Thunder Wave

Bishop (Bisharp) @ Assault Vest
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Rainbow Dash (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Ice Punch

Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head

Credits

Thanks so much to everyone who helped!

Typical Person - Yes that is an actual IGN for Showdown people. You did da most help. You like co built the team. Idk your forum name but gogo power rangers. I hope you see this m8.​
If you're looking for a spinner to replace Excadrill, I'd recommend Offensive Starmie :)

Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin

Although you already have Keldeo on the team, double water isn't too bad from a defensive perspective, and it gives you a better check to opposing CM/Sub Keldeos.

252 SpA Life Orb Starmie Psyshock vs. 0 HP / 0 Def Keldeo: 312-369 (96.5 - 114.2%) -- 75% chance to OHKO (KO after Rocks)
 
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