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Heatran @ Choice Specs
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Mild Nature
- Overheat
- Flamethrower
- Explosion
- Rest
Aside from Metagross, Specs Heatran is one of my favorite leads because of the sheer power of Overheat. He immediately gains momentum and puts pressure on opponents. Obviously his moveset differs from the norm, but let me explain. Overheat is obvious for the fact that it is extremely poweful (I remember it did 94% to a Starmie that once switched in, and proceeded to feint after Sandstorm damage). Flamethrower is saved for late game when the other team is weakened and paralyzed and can be picked off with a 100% accurate move that doesn't halve Heatran's SpA. Interestingly I have Explosion, which may seem odd but it's one key use is for blowing up CMers like Suicune and Latias who resist Overheat. These CMers can get out of hand and this Heatran is an answer for that. I used to have Encore on Togekiss which would mess up set-up sweepers but once I removed that I needed another answer. Lastly I have Rest, which also seems like an odd choice, but it works. If Heatran gets damaged over the course of the match, he can come in and Rest on a predicted switch. Then one of my Heal Bell users can immediately wake him up and we got a fresh Heatran again. I guess we could run Earth Power here which would have the use of predicting opposing Heatran switch-ins trying to absorb a Fire attack. Heatran shouldn't be used suicidally (unless to blow up a CMer), because over the course of the match his Overheats are so devasting to deal with. If we lose Heatran we lose one of our main offensive pressures which makes the overall pace of the team much slower, so its a good idea to preserve him.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Heal Bell
- Grass Knot
- Thunder Wave
Celebi offers a lot of defensive value to the team as well as her ability to spread paralysis. I went for a specially bulky version instead of the recommended physically bulky one just because I already have two physical walls. This Celebi offers good insurance versus special Rain sweepers like Kingdra and Ludicolo. Not to mention she has perfect type synergy with Heatran. I think only Infernape, Tyranitar, and Gengar give the two trouble, however they are covered by other team members. Overall this Celebi is pretty simple to use. Just paralyze fast Pokemon, Recover off damage, use Grass Knot when it makes sense to, and last but not least use Heal Bell when needed. I guess we could also run Latias here but unfortunately she doesn't offer Heal Bell support (also she cannot absorb Draco Meteors like this Celebi can). Another idea would be to replace Celebi with a specially defensive Wish Jirachi. Wish could be useful to the team for helping with transitions to Gyarados or Togekiss when rocks are up (Wish would revert the SR damage).
Now that I'm thinking of it this Celebi acts as good Choice Scarf Heatran bait which can help open up a Lucario sweep. Due to the SpDef investment it takes around 80% from Fire Blast instead of being KO'd. So Celebi can take the attack and paralyze back.
Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rest
- Sleep Talk
- Waterfall
- Roar
A defensive pillar for the team, this Gyarados is responsible for addressing all the powerful Steel and Fighting types the tier has. He is also excellent at phazing out DDers and repeatedly switching in to apply Intimidate stat drops. Opposing Taunt DD Gyaradoses may seem like a threat to the team, but a strategy is to repeatedly switch out and switch in to apply Intimidate to it, while also damaging it back with our Celebi or our own Gyarados depending on the opposing Gyarados's moveset (other than Taunt + DD they usually only run Waterfall + Ice Fang or Earthquake, so one of my Pokemon will wall - see below visual). Overall this Gyarados is extremely integral to the team.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Rest
Donphan provides the team with much needed Rapid Spin support as well as a solid answer to opposing Tyranitars. With para support his Earthquake can pick off opposing Heatrans, Jirachis, and Metagrosses easily. The first three moves are self explanatory, but I chose to run Rest in the last slot just because I have so much Heal Bell support that it is easy enough to reawaken Donphan after the Rest. I was experiementing with Ice Shard and it also has a lot of use so the two moves are basically interchangeable. Ice Shard is especially useful for opposing DD Dragonite which can be threatening to the team so its really up to the user if they want to run the move. Also I was trying Odor Sleuth but never really had much success with it - however after reading this RMT I am tempted to try their Donphan since Excal says it can reliably spin versus RestTalk Rotoms which is one of the main threats to the team. However if I run that Donphan I will lose out on Stealth Rock, so would have to find somewhere else to fit it on the team. I just thought of a crazy thought - replacing Lucario with an Infernape that runs Stealth Rock.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Thunder Wave
- Air Slash
- Heal Bell
This Togekiss is another special wall that is useful for spreading paralysis as well as offering Heal Bell support. You may think, why use Togekiss over Clefable when Clefable is immune to entry hazards? I can think of two main reasons:
1. He baits Rotom and Zapdos and can paralyze them. It is important to paralyze Scarf Rotom so that Lucario can sweep. A lot of players don't expect Togekiss to be so bulky, so they often go for the Thunderbolt thinking it will KO after Stealth Rock. However Togekiss will survive and can paralyze, allowing it to Roost off the damage and Air Slash it. It is also nice to paralyze Zapdos so that Heatran can Overheat it without having to be damaged in the turn prior. Also in my Platinum match it seems like the Scarf Magnezone also fell for this trick (see turn 12 in the linked vid at the bottom of this post). Note how at the end of the match the player complains about how he boomed too early with the Magnezone, however I think part of the reason why he chose to boom was because a paralyzed Scarf Magnezone has the feeling of being useless or broken, so he probably just wanted to get rid of it.
2. He is a strong counter to Gengar, which Clefable isn't. Life Orb Gengar can easily break through Clefable, however cannot break through this Togekiss since he is neutral to Focus Blast instead of weak to it. This allows us to paralyze or Air Slash the Gengar depending if it runs Taunt or not. No one else on the team does particularly well against Gengar (well that is another reason to run Ice Shard on Donphan as it can be used against Gengars - I remember one match I predicted the Gengar switch in with Donphan so I Ice Sharded. Since he was priorly damaged a bit, took SR damage, as well as Ice Shard on the switch, the next Ice Shard KO'd him).
Overall Togekiss offers a few unique niche uses to the team and can shine when the opportunity presents itself.
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Crunch
Last but not least, we have a standard SD Lucario. When creating the team, I realized I needed a strong physical Fighting type to provide and answer to opposing Clefable and Blissey, which this team cannot deal with otherwise. I decided to just stick Lucario on the team and it seemed to work. He offers a pure offensive pop that gives a nice contrast to the otherwise slow pace of the team outside of Heatran. I chose to run Crunch just because bulky Rotom are annoying for the team and hopefully opposing Gengar and Scarf Rotom are paralyzed at the point of the sweep. I also was experimenting with a Choice Band Machamp in this position and he also had his moments, so it may be worth trying Machamp out again. Machamp can predict Ghost switch-ins with Payback for an immediate KO, but also offer a strong Dynamic Punch to fire off. Update - Trying Sub Machamp and I actually like it better than Band Machamp.
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Biggest threat to the team are Electric types with an immunity to Thunder Wave (or a way to block the move via Substitute):
Since Celebi and Togekiss cannot absorb their initial attacks and paralyze them, these Pokemon have the ability to easily run through the team. This glitch is directly caused from using Togekiss over Clefable (however using Clefable would open us up to Gengar), perhaps Blissey could work here. After thinking of team threats, I felt like creating an anti-team to this team (sort of like a kryptonite) -
* I'd want to make Jolteon Modest however I want to stick with standard/semi-standard sets. But yea I feel like that team would be unbeatable for this Bell team (but probably would get destroyed by any team on the ladder with a DD Jolly Gyarados).
Update - The biggest threat to the team may be a simple Life Orb Rotom set with Substitute + Pain Split + Thunderbolt + Shadow Ball as shown in the below video (worst than Jolteon since it is immune to Extreme Speed):
It doesn't even need team support, it can just run through the team as soon it comes in.
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Overall a fun team to make and glad it peaked the ladder!
Hi everyone, this is a team I recently created that managed to peak the leaderboard as well as crack the 1700 mark which was a first for me. Since I managed to get the Platinum achievement for that ELO benchmark I decided to create a RMT for this team. This team definitely differs from the norm which is why it deserves some analysis.
TEAM PHILOSOPHY:
The team centers around a defensive core consisting of two special walls and two physical walls. These walls aim to address most offensive threats as well as provide team support. The other two Pokemon are offensively oriented and are designed to come in on an opportunity to unleash a powerful attack to hopefully KO a key member of the opposing team. I like how the team has a general slow pace but can explode at any time with the offensive powerhouse or the sweeper. The name of this team comes from the fact that this team hosts two Heal Bell users, which is a bit unusual but seems to work.
TEAM BREAKDOWN:TEAM PHILOSOPHY:
The team centers around a defensive core consisting of two special walls and two physical walls. These walls aim to address most offensive threats as well as provide team support. The other two Pokemon are offensively oriented and are designed to come in on an opportunity to unleash a powerful attack to hopefully KO a key member of the opposing team. I like how the team has a general slow pace but can explode at any time with the offensive powerhouse or the sweeper. The name of this team comes from the fact that this team hosts two Heal Bell users, which is a bit unusual but seems to work.
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Mild Nature
- Overheat
- Flamethrower
- Explosion
- Rest
Aside from Metagross, Specs Heatran is one of my favorite leads because of the sheer power of Overheat. He immediately gains momentum and puts pressure on opponents. Obviously his moveset differs from the norm, but let me explain. Overheat is obvious for the fact that it is extremely poweful (I remember it did 94% to a Starmie that once switched in, and proceeded to feint after Sandstorm damage). Flamethrower is saved for late game when the other team is weakened and paralyzed and can be picked off with a 100% accurate move that doesn't halve Heatran's SpA. Interestingly I have Explosion, which may seem odd but it's one key use is for blowing up CMers like Suicune and Latias who resist Overheat. These CMers can get out of hand and this Heatran is an answer for that. I used to have Encore on Togekiss which would mess up set-up sweepers but once I removed that I needed another answer. Lastly I have Rest, which also seems like an odd choice, but it works. If Heatran gets damaged over the course of the match, he can come in and Rest on a predicted switch. Then one of my Heal Bell users can immediately wake him up and we got a fresh Heatran again. I guess we could run Earth Power here which would have the use of predicting opposing Heatran switch-ins trying to absorb a Fire attack. Heatran shouldn't be used suicidally (unless to blow up a CMer), because over the course of the match his Overheats are so devasting to deal with. If we lose Heatran we lose one of our main offensive pressures which makes the overall pace of the team much slower, so its a good idea to preserve him.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Heal Bell
- Grass Knot
- Thunder Wave
Celebi offers a lot of defensive value to the team as well as her ability to spread paralysis. I went for a specially bulky version instead of the recommended physically bulky one just because I already have two physical walls. This Celebi offers good insurance versus special Rain sweepers like Kingdra and Ludicolo. Not to mention she has perfect type synergy with Heatran. I think only Infernape, Tyranitar, and Gengar give the two trouble, however they are covered by other team members. Overall this Celebi is pretty simple to use. Just paralyze fast Pokemon, Recover off damage, use Grass Knot when it makes sense to, and last but not least use Heal Bell when needed. I guess we could also run Latias here but unfortunately she doesn't offer Heal Bell support (also she cannot absorb Draco Meteors like this Celebi can). Another idea would be to replace Celebi with a specially defensive Wish Jirachi. Wish could be useful to the team for helping with transitions to Gyarados or Togekiss when rocks are up (Wish would revert the SR damage).
Now that I'm thinking of it this Celebi acts as good Choice Scarf Heatran bait which can help open up a Lucario sweep. Due to the SpDef investment it takes around 80% from Fire Blast instead of being KO'd. So Celebi can take the attack and paralyze back.
Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rest
- Sleep Talk
- Waterfall
- Roar
A defensive pillar for the team, this Gyarados is responsible for addressing all the powerful Steel and Fighting types the tier has. He is also excellent at phazing out DDers and repeatedly switching in to apply Intimidate stat drops. Opposing Taunt DD Gyaradoses may seem like a threat to the team, but a strategy is to repeatedly switch out and switch in to apply Intimidate to it, while also damaging it back with our Celebi or our own Gyarados depending on the opposing Gyarados's moveset (other than Taunt + DD they usually only run Waterfall + Ice Fang or Earthquake, so one of my Pokemon will wall - see below visual). Overall this Gyarados is extremely integral to the team.
- Taunt - Dragon Dance - Waterfall - Earthquake / Stone Edge | ||
- Taunt - Dragon Dance - Waterfall - Ice Fang / Earthquake / Outrage / Bounce |
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Rest
Donphan provides the team with much needed Rapid Spin support as well as a solid answer to opposing Tyranitars. With para support his Earthquake can pick off opposing Heatrans, Jirachis, and Metagrosses easily. The first three moves are self explanatory, but I chose to run Rest in the last slot just because I have so much Heal Bell support that it is easy enough to reawaken Donphan after the Rest. I was experiementing with Ice Shard and it also has a lot of use so the two moves are basically interchangeable. Ice Shard is especially useful for opposing DD Dragonite which can be threatening to the team so its really up to the user if they want to run the move. Also I was trying Odor Sleuth but never really had much success with it - however after reading this RMT I am tempted to try their Donphan since Excal says it can reliably spin versus RestTalk Rotoms which is one of the main threats to the team. However if I run that Donphan I will lose out on Stealth Rock, so would have to find somewhere else to fit it on the team. I just thought of a crazy thought - replacing Lucario with an Infernape that runs Stealth Rock.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Thunder Wave
- Air Slash
- Heal Bell
This Togekiss is another special wall that is useful for spreading paralysis as well as offering Heal Bell support. You may think, why use Togekiss over Clefable when Clefable is immune to entry hazards? I can think of two main reasons:
1. He baits Rotom and Zapdos and can paralyze them. It is important to paralyze Scarf Rotom so that Lucario can sweep. A lot of players don't expect Togekiss to be so bulky, so they often go for the Thunderbolt thinking it will KO after Stealth Rock. However Togekiss will survive and can paralyze, allowing it to Roost off the damage and Air Slash it. It is also nice to paralyze Zapdos so that Heatran can Overheat it without having to be damaged in the turn prior. Also in my Platinum match it seems like the Scarf Magnezone also fell for this trick (see turn 12 in the linked vid at the bottom of this post). Note how at the end of the match the player complains about how he boomed too early with the Magnezone, however I think part of the reason why he chose to boom was because a paralyzed Scarf Magnezone has the feeling of being useless or broken, so he probably just wanted to get rid of it.
2. He is a strong counter to Gengar, which Clefable isn't. Life Orb Gengar can easily break through Clefable, however cannot break through this Togekiss since he is neutral to Focus Blast instead of weak to it. This allows us to paralyze or Air Slash the Gengar depending if it runs Taunt or not. No one else on the team does particularly well against Gengar (well that is another reason to run Ice Shard on Donphan as it can be used against Gengars - I remember one match I predicted the Gengar switch in with Donphan so I Ice Sharded. Since he was priorly damaged a bit, took SR damage, as well as Ice Shard on the switch, the next Ice Shard KO'd him).
Overall Togekiss offers a few unique niche uses to the team and can shine when the opportunity presents itself.
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Crunch
Last but not least, we have a standard SD Lucario. When creating the team, I realized I needed a strong physical Fighting type to provide and answer to opposing Clefable and Blissey, which this team cannot deal with otherwise. I decided to just stick Lucario on the team and it seemed to work. He offers a pure offensive pop that gives a nice contrast to the otherwise slow pace of the team outside of Heatran. I chose to run Crunch just because bulky Rotom are annoying for the team and hopefully opposing Gengar and Scarf Rotom are paralyzed at the point of the sweep. I also was experimenting with a Choice Band Machamp in this position and he also had his moments, so it may be worth trying Machamp out again. Machamp can predict Ghost switch-ins with Payback for an immediate KO, but also offer a strong Dynamic Punch to fire off. Update - Trying Sub Machamp and I actually like it better than Band Machamp.
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THREAT LIST
Biggest threat to the team are Electric types with an immunity to Thunder Wave (or a way to block the move via Substitute):
Since Celebi and Togekiss cannot absorb their initial attacks and paralyze them, these Pokemon have the ability to easily run through the team. This glitch is directly caused from using Togekiss over Clefable (however using Clefable would open us up to Gengar), perhaps Blissey could work here. After thinking of team threats, I felt like creating an anti-team to this team (sort of like a kryptonite) -
* I'd want to make Jolteon Modest however I want to stick with standard/semi-standard sets. But yea I feel like that team would be unbeatable for this Bell team (but probably would get destroyed by any team on the ladder with a DD Jolly Gyarados).
Update - The biggest threat to the team may be a simple Life Orb Rotom set with Substitute + Pain Split + Thunderbolt + Shadow Ball as shown in the below video (worst than Jolteon since it is immune to Extreme Speed):
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1700 match:
I liked how the match boiled down to a PP battle in the end with a ton of hax throughout the 175 turns. I lost my two offensive mons early so my hopes for winning the match were low but glad I pulled it off in the end.
I liked how the match boiled down to a PP battle in the end with a ton of hax throughout the 175 turns. I lost my two offensive mons early so my hopes for winning the match were low but glad I pulled it off in the end.
Overall a fun team to make and glad it peaked the ladder!
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