UU Calm Mind Keldeo [1/1]

:ss/Keldeo:

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Scald
move 3: Secret Sword
move 4: Air Slash
item: Leftovers
ability: Justified
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Calm Mind turns Keldeo into a scary late-game cleaner that hits Thundurus-T and Amoonguss harder and becomes difficult to revenge kill with the likes of Noivern and Choice Scarf Hydreigon. Scald threatens switch-ins like Tangrowth, Amoonguss, and Slowking with a burn while providing strong neutral damage against Skarmory and Scizor. Secret Sword breaks through Chansey, Zarude, Rotom-W, and Hydreigon. Air Slash hits Grass-types like Amoonguss and Tangrowth hard and allows Keldeo to possibly flinch down checks like Salamence and Slowking. Icy Wind can be used over Air Slash to OHKO on Salamence and still hit the aforementioned Grass-types hard after a Calm Mind boost, but it is weak otherwise and keeps Keldeo from meaningfully damaging Slowking. Leftovers gives Keldeo passive recovery to have more setup chances against the likes of Scizor and Mandibuzz and is also useful for offsetting Stealth Rock and sand damage. Life Orb is an option for increased wallbreaking power, able to OHKO Chansey with Secret Sword and Amoonguss with Air Slash after Stealth Rock with a boost, but causes Keldeo to get worn down quickly. Life Orb is solely used on hyper offense teams, as longevity is less needed.

Calm Mind Keldeo best fits on bulky offense and balance teams as a strong late-game sweeper and is also valued on hyper offense teams for its good matchup against opposing offense. Entry hazard support is essential in softening up bulky Grass-types for Keldeo; Hippowdon, Skarmory, and Nidoqueen make excellent teammates as a result. Hippowdon also can bait Tangrowth and Slowking into taking Toxic and wear them down with sand damage. Meanwhile, Nidoqueen directly pressures Primarina for Keldeo. Pivots like Thundurus-T and Choice Scarf Diggersby pressure Slowking and Primarina throughout a game to keep them from switching into Keldeo without any care. They also wear down Amoonguss and Tangrowth with their repeated pivoting moves. Teammates such as Crobat, Noivern, and the aforementioned Diggersby can keep faster threats to Keldeo like Azelf and Starmie in line. Swords Dance Scizor, particularly Safety Goggles variants, takes advantage of Amoonguss and Tangrowth incredibly well, and can lure in and remove Salamence's item with Knock Off, allowing Keldeo to overwhelm it more easily with Air Slash. On hyper offense teams, Autotomize Celesteela and Nasty Plot Azelf take on Tangrowth and Amoonguss and overwhelm Primarina and Slowking for Keldeo, as they will often be the opposing team's main line of defense against these threats.

[CREDITS]
- Written by: [[Monky25, 515132]]
- Quality checked by: [[pokemonisfun, 56643], [Estarossa, 461329]]
- Grammar checked by: [[UT, 523866]]
 
Last edited:

pokemonisfun

Banned deucer.
amateur check, please defer to QC - looks fantastic!!! I think the main question you can ask your fellow QC is whether to have a point on substitute, rest of the comments are very minor

add in green
delete in red
comments in purple


:ss/Keldeo:

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Scald
move 3: Secret Sword
move 4: Air Slash
item: Leftovers
ability: Justified
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Paragraph 1
-Calm Mind turns Keldeo into a scary late-game cleaner that not only breaks past hits harder against Nihilego and Amoonguss, but also becomes difficult to revenge kill from the likes of Noivern and Choice Scarf Hydreigon. you do hit nihi and amoong hard, but harder than what? not the specs set, specs is stronger than this initially and same power after a boost. that you can switch between air slash and stabs means you can break past them so i put that here
-Scald threatens switch-ins like Tangrowth, Amoonguss, and Slowking with a burn while providing strong neutral damage against Skarmory and Scizor.
-Secret Sword breaks through Chansey, Zarude, Rotom-W, and Hydreigon.
-Air Slash hits Grass-types like Amoonguss and Tangrowth hard. It also allows Keldeo to possibly flinch down checks like Salamence and Slowking.
-Icy Wind can be used over Air Slash for a direct OHKO on Salamence, with the aforementioned Grass-types still being hit hard after a Calm Mind boost, but is weak otherwise and keeps Keldeo from meaningfully damaging Slowking. kind of obvious but just in case it isn't, consider adding this. Also - consider substitute and mention that it stops status and helps beat future sight slowking? Consider Hydro Pump which OHKOs Thundy after a boost?
-Leftovers gives Keldeo passive recovery to have more setup chances against the likes of Scizor and Mandibuzz.
-Life Orb is an option for increased wallbreaking and OHKO Chansey after a boost with Secret Sword and Amoonguss with Air Slash and Stealth Rocks, but this causes Keldeo to get worn down quickly. thought some examples are prudent

Paragraph 2
-Calm Mind Keldeo best fits on bulky offense and balance teams as a strong late-game sweeper while also being valued on hyper offense teams for its good matchup against opposing offense. Life Orb is particularly helpful on hyper offense as longevity is not as necessary and Keldeo can be used earlier in the game.
-Entry hazard support is essential in softening up bulky Grass-types for Keldeo; Hippowdon, Skarmory, and Nidoqueen make excellent teammates as a result. Hippowdon also can bait Tangrowth and Slowking into taking a Toxic and wearing them down with sand damage. Nidoqueen also pressures Primarina for Keldeo.
-Pivots like Thundurus-T and Choice Scarf Diggersby pressure Slowking, and Primarina and Amoonguss throughout a game to keep them from switching into Keldeo without any care. Pivoting also allows Keldeo safe entry to begin sweeps. They also wear down Amoonguss and Tangrowth with their repeated pivoting moves. I feel like you get more bang for your buck using these two sentences - basically what's in red was just more examples, so I took one of them to your previous list of examples of things getting worn down, and I used your old sentence with extra examples to point out safe entry is good for Keldeo. You get to fit in an extra idea with the same amount of sentences.
-The aforementioned Diggersby alongside Noivern and Crobat can keep faster threats to Keldeo like Azelf and Starmie in line.
-Swords Dance Scizor, particularly Safety Goggles variants, takes advantage of Amoonguss and Tangrowth incredibly well for Keldeo. Beyond this, it can lure in and remove Salamence's item with Knock Off, allowing Keldeo to overwhelm it easiermore easily with Air Slash.
-On hyper offense teams, Nasty Plot Energy Ball Azelf and Autotomize Celesteela take on Tangrowth and Amoonguss and overwhelm Primarina and Slowking for Keldeo, as they will often be the opposing team's main line of defense against these threats. Suicide lead Excadrill is usually the best hazard setter on hyper offense as it can both provide Stealth Rocks and keep hazards off for Keldeo. You can also put this in the second bullet where you talk about hazard setters. I just put it here since I thought this was your "how to fit on HO" bullet. If Energy Ball is standard on NP Elf, don't need to write it down.


[CREDITS]
- Written by: [[Monky25, 515132]]
- Quality checked by: [[username1, userid1], [username2, userid2], [username3, userid3]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 

Estarossa

moo?
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:ss/Keldeo:

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Scald
move 3: Secret Sword
move 4: Air Slash
item: Leftovers
ability: Justified
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]

Calm Mind turns Keldeo into a scary late-game cleaner that not breaks past Nihilego and Amoonguss, revert pifs change here imo but just change the nihi example cause its a weird one given its taking so so much at +0 anyway, arguably you don't necessarily always break amoong and with the nihi example alongside it reads weirdly to say that it breaks past amoong as if you are actually setting up on it directly but also becomes difficult to revenge kill from the likes of Noivern and Choice Scarf Hydreigon. Scald threatens switch-ins like Tangrowth, Amoonguss, and Slowking with a burn while providing strong neutral damage against Skarmory and Scizor. Secret Sword breaks through Chansey, Zarude, Rotom-W, and Hydreigon. Air Slash hits Grass-types like Amoonguss and Tangrowth hard. It also allows Keldeo to possibly flinch down checks like Salamence and Slowking. Icy Wind can be used over Air Slash for a direct OHKO on Salamence, with the aforementioned Grass-types still being hit hard after a Calm Mind boost, but is weak otherwise and keeps Keldeo from meaningfully damaging Slowking. Leftovers gives Keldeo passive recovery to have more setup chances against the likes of Scizor and Mandibuzz. offsetting rocks and sand is kinda relevant too and worth commenting on Life Orb is an option for increased wallbreaking, being able to OHKO Chansey with Secret Sword and Amoonguss with Air Slash after Stealth Rock with a boost, but this causes Keldeo to get worn down quickly. Life Orb is solely used on hyper offense teams as its longevity is less needed.

Calm Mind Keldeo best fits on bulky offense and balance teams as a strong late-game sweeper while also being valued on hyper offense teams for its good matchup against opposing offense. Entry hazard support is essential in softening up bulky Grass-types for Keldeo; Hippowdon, Skarmory, and Nidoqueen make excellent teammates as a result. Hippowdon also can bait Tangrowth and Slowking into taking a Toxic and wearing them down with sand damage. Nidoqueen also pressures Primarina for Keldeo. Pivots like Thundurus-T and Choice Scarf Diggersby pressure Slowking, Primarina, and Amoonguss throughout a game to keep them from switching into Keldeo without any care. Pivoting also allows Keldeo safe entry to begin sweeps. two options here: either revert pifs change (i think the original angle was fine honestly and kinda relevant to talk about them forcing the small bits of chip you need on stuff like amoong when something isn't already spore foddered), or provide relevant examples here of things they can actually give you the set up opportunities on (eg skarm for diggs) The aforementioned Diggersby alongside Noivern and Crobat can keep faster threats to Keldeo like Azelf and Starmie in line. maybe reword this line a little to something more like "Teammates such as Noivern, Crobat, and the aforementioned Diggersby can keep faster threats..." because this sentence really reads like you are suggesting running both Diggersby + one of those two if you read it in a certain way to me. Swords Dance Scizor, particularly Safety Goggles variants, takes advantage of Amoonguss and Tangrowth incredibly well for Keldeo. Beyond this, it can lure in and remove Salamence's item with Knock Off, allowing Keldeo to overwhelm it more easily with Air Slash. On hyper offense teams, Nasty Plot Azelf and Autotomize Celesteela take on Tangrowth and Amoonguss and overwhelm Primarina and Slowking for Keldeo, id question how likely prim is to try and take these on, its a bit garbage into azelf anyway so at minimum this order should be swapped around to reflect its more just a check to the latter but you'd only use resttalk vs steela and its a situationally dependent thing on teams but you are at best going to force some chip damage so i'd question how worth it is throwing ur cm keld answer in those situations unless you happen to have something to revenge after that couldn't without that scald chip first, definitely a possibility but not super likely. as they will often be the opposing team's main line of defense against these threats. Suicide lead Excadrill is a preferred partner on hyper offense, both setting up Stealth Rock and removing entry hazards for Keldeo. not rly a big deal the removing entry hazards part enough to justify a comment on lead exca imo, keld doesn't care about rocks very much at all and exca doesn't stop spikes, if you could find some other reason to comment specifically on lead exca as a choice here that'd be fine to keep probably but HO has other rocker options still so i don't really vibe with just spending more lines talking about one rocker with no real synergy mentioned.

[CREDITS]
- Written by: [[Monky25, 515132]]
- Quality checked by: [[pokemonisfun, 56643], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
qc 2/2
 

Aqua Jet

Boba Bitch
is a Contributor to Smogonis a Community Contributor Alumnus
You know my colours
Good work imo
Calm Mind turns Keldeo into a scary late-game cleaner that not only hits harder against Thundurus-T and Amoonguss, but also becomes difficult to revenge kill from the likes of Noivern and Choice Scarf Hydreigon. Scald threatens switch-ins like Tangrowth, Amoonguss, and Slowking with a burn while providing strong neutral damage against Skarmory and Scizor. Secret Sword breaks through Chansey, Zarude, Rotom-W, and Hydreigon. Air Slash hits Grass-types like Amoonguss and Tangrowth hard. It also allows Keldeo to possibly flinch down checks like Salamence and Slowking. Icy Wind can be used over Air Slash for a direct OHKO on Salamence, with the aforementioned Grass-types still being hit hard after a Calm Mind boost. However, due to its low base power it but is weak otherwise and keeps Keldeo from meaningfully damaging Slowking. Leftovers gives Keldeo passive recovery to have more setup chances against the likes of Scizor and Mandibuzz. It is also useful for offsetting Stealth Rock and sand damage. Life Orb is an option for increased wallbreaking power, being able to OHKO Chansey with Secret Sword and Amoonguss with Air Slash after Stealth Rock with a boost, but this causes Keldeo to get worn down quickly. Life Orb is solely used on hyper offense teams as its longevity is less needed.

Calm Mind Keldeo best fits on bulky offense and balance teams as a strong late-game sweeper while also being valued on hyper offense teams for its good matchup against opposing offense. Entry hazard support is essential in softening up bulky Grass-types for Keldeo; As a result, Hippowdon, Skarmory, and Nidoqueen make excellent teammates as a result. Hippowdon also can bait Tangrowth and Slowking into taking a Toxic and wearing them down with sand damage. Nidoqueen also pressures Primarina for Keldeo. Pivots like Thundurus-T and Choice Scarf Diggersby pressure Slowking and Primarina throughout a game to keep them from switching into Keldeo without any care. They also wear down Amoonguss and Tangrowth with their repeated pivoting moves. Teammates such as Crobat, Noivern, and the aforementioned Diggersby can keep faster threats to Keldeo like Azelf and Starmie in line. Swords Dance Scizor, particularly Safety Goggles variants, takes advantage of Amoonguss and Tangrowth incredibly well for Keldeo (Not QC but SD Scizor never beats Amoonguss ime) . Beyond this, it can lure in and remove Salamence's item with Knock Off, allowing Keldeo to overwhelm it more easily with Air Slash. On hyper offense teams, Autotomize Celesteela and Nasty Plot Azelf take on Tangrowth and Amoonguss and overwhelm Primarina and Slowking for Keldeo, as they will often be the opposing team's main line of defense against these threats.
 

UT

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Appeals + C&C Lead
add remove conjecture
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Scald
move 3: Secret Sword
move 4: Air Slash
item: Leftovers
ability: Justified
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Calm Mind turns Keldeo into a scary late-game cleaner that not hits harder against hits Thundurus-T and Amoonguss, but also harder and becomes difficult to revenge kill from with the likes of Noivern and Choice Scarf Hydreigon. Scald threatens switch-ins like Tangrowth, Amoonguss, and Slowking with a burn while providing strong neutral damage against Skarmory and Scizor. Secret Sword breaks through Chansey, Zarude, Rotom-W, and Hydreigon. Air Slash hits Grass-types like Amoonguss and Tangrowth hard. It also and allows Keldeo to possibly flinch down checks like Salamence and Slowking. Icy Wind can be used over Air Slash for a direct OHKO on Salamence, with to OHKO Salamence and still hit the aforementioned Grass-types still being hit hard after a Calm Mind boost, but it is weak otherwise and keeps Keldeo from meaningfully damaging Slowking. Leftovers gives Keldeo passive recovery to have more setup chances against the likes of Scizor and Mandibuzz. It and is also useful for offsetting Stealth Rock and sand damage. Life Orb is an option for increased wallbreaking power, being able to OHKO Chansey with Secret Sword and Amoonguss with Air Slash after Stealth Rock with a boost, but this causes Keldeo to get worn down quickly. Life Orb is solely used on hyper offense teams, (comma) as its longevity is less needed.

Calm Mind Keldeo best fits on bulky offense and balance teams as a strong late-game sweeper while also being and is also valued on hyper offense teams for its good matchup against opposing offense. Entry hazard support is essential in softening up bulky Grass-types for Keldeo; Hippowdon, Skarmory, and Nidoqueen make excellent teammates as a result. Hippowdon also can bait Tangrowth and Slowking into taking a Toxic and wearing wear them down with sand damage. Meanwhile, Nidoqueen directly pressures Primarina for Keldeo. Pivots like Thundurus-T and Choice Scarf Diggersby pressure Slowking and Primarina throughout a game to keep them from switching into Keldeo without any care. They also wear down Amoonguss and Tangrowth with their repeated pivoting moves. Teammates such as Crobat, Noivern, and the aforementioned Diggersby can keep faster threats to Keldeo like Azelf and Starmie in line. Swords Dance Scizor, particularly Safety Goggles variants, takes advantage of Amoonguss and Tangrowth incredibly well for Keldeo. Beyond this, it and can lure in and remove Salamence's item with Knock Off, allowing Keldeo to overwhelm it more easily with Air Slash. On hyper offense teams, Autotomize Celesteela and Nasty Plot Azelf take on Tangrowth and Amoonguss and overwhelm Primarina and Slowking for Keldeo, as they will often be the opposing team's main line of defense against these threats.

[CREDITS]
- Written by: [[Monky25, 515132]]
- Quality checked by: [[pokemonisfun, 56643], [Estarossa, 461329]]
- Grammar checked by: [[UT, 523866]]

GP 1/1!



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