Zapdos @ Leftovers
Ability: Pressure
EVs: 252 SpA / 120 SpD / 136 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Baton Pass
Zapdos leading with the idea to threaten big tbolt on skarm, suicune, and sometimes salamence. if they lead t-tar i baton pass to swampert. if they lead zapdos i usually tbolt, but sometimes i twave. still learning when to click each move. hp grass for swampert, modest hits super hard and the spdef evs i got from the smogon sets as an bulkier option that benefits from a calm mind pass
Starmie @ Leftovers
Ability: Natural Cure
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Starmie is here for coverage and to spin, and its super scary with a calm mind passed to it. ive considered having psychic over spin to hit gengar harder and just strong neutral hit on like swampert, but the spin has been nice to preserve dugtrio hp so i've kept it. 40 hp lives +1 adamant salamence hp flying while still outspeed gengar, this has only been relevant one time but it was great when it was. maybe max speed is better to tie with other starmie, please give me your thoughts.
Metagross @ Leftovers
Ability: Clear Body
EVs: 184 HP / 72 Atk / 252 SpA
Quiet Nature
- Psychic
- Hidden Power [Fire]
- Meteor Mash
- Explosion
meta is pretty much here for blissey and snorlax, either mash 'em or go boom. boom has also been good on celebi as it can be hard to break with my special attackers. psychic and hp fire with a boost passed to them hit hard and helps if swampert ends up in front of metagross. 184 hp never dies to dugtrio CB EQ unless its adamant. this has also only been relevant a couple times... still figuring out the EVs on this guy but these feel pretty good.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 76 Def / 120 SpA / 60 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Calm Mind
- Giga Drain
- Hidden Power [Fire]
- Baton Pass
Celebi calm minding and passing the boosts off was basically the whole idea for this team, everyone(except for dugtrio) can benefit from the boosts offensively and sometimes defensively too. swampert gets was scarier, starmie is the dream receiver to sweep and zapdos ideal to wallbreak. celebi can also do damage itself especially and unless blissey is also cm then it can be set up fodder. 252hp 76def lives hp bug from adamant t-tar including sand and giga drain slams it in return. 60 spe and timid outspeeds heracross and claydol.
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 136 HP / 244 Atk / 24 SpD / 104 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace
dugtrio feels like he exists in this universe to take out blissey, and its a beautiful thing. also nice to trap celebi and snorlax. 136hp 24spdef i found on a forum post to live blissey ice beam 1 time and still outspeed adamant t-tar at +1. if this thing dies before the enemy blissey im in for a bad time.
Swampert @ Leftovers
Ability: Torrent
EVs: 52 Atk / 252 SpA / 204 Spe
Rash Nature
- Hydro Pump
- Ice Beam
- Earthquake
- Focus Punch
swampert feels like the glue holding this team together to switch into a lot of threats and threaten a lot of things back. helps with snorlax and blissey although doesnt always threaten them super hard. good focus punch predicts on blissey can totally change a game. if pert gets a calm mind passed it gets a lot scarier, pump just goes crazy. pert does invite in enemy celebi, but ice beam is nice on the switch and it gets threatened by metagross.
the main idea is to pass calm minds from celebi to different dudes depending on whats in front of celebi. mixed pert and metagross seemed like a good way to deal with blissey and snorlax along with dugtrio. played maybe 10 games with it and went about 5-5, which felt decent for being new to the metagame but really wanted some advice on how to improve the team.
Ability: Pressure
EVs: 252 SpA / 120 SpD / 136 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Thunder Wave
- Baton Pass
Zapdos leading with the idea to threaten big tbolt on skarm, suicune, and sometimes salamence. if they lead t-tar i baton pass to swampert. if they lead zapdos i usually tbolt, but sometimes i twave. still learning when to click each move. hp grass for swampert, modest hits super hard and the spdef evs i got from the smogon sets as an bulkier option that benefits from a calm mind pass
Starmie @ Leftovers
Ability: Natural Cure
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Starmie is here for coverage and to spin, and its super scary with a calm mind passed to it. ive considered having psychic over spin to hit gengar harder and just strong neutral hit on like swampert, but the spin has been nice to preserve dugtrio hp so i've kept it. 40 hp lives +1 adamant salamence hp flying while still outspeed gengar, this has only been relevant one time but it was great when it was. maybe max speed is better to tie with other starmie, please give me your thoughts.
Metagross @ Leftovers
Ability: Clear Body
EVs: 184 HP / 72 Atk / 252 SpA
Quiet Nature
- Psychic
- Hidden Power [Fire]
- Meteor Mash
- Explosion
meta is pretty much here for blissey and snorlax, either mash 'em or go boom. boom has also been good on celebi as it can be hard to break with my special attackers. psychic and hp fire with a boost passed to them hit hard and helps if swampert ends up in front of metagross. 184 hp never dies to dugtrio CB EQ unless its adamant. this has also only been relevant a couple times... still figuring out the EVs on this guy but these feel pretty good.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 76 Def / 120 SpA / 60 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Calm Mind
- Giga Drain
- Hidden Power [Fire]
- Baton Pass
Celebi calm minding and passing the boosts off was basically the whole idea for this team, everyone(except for dugtrio) can benefit from the boosts offensively and sometimes defensively too. swampert gets was scarier, starmie is the dream receiver to sweep and zapdos ideal to wallbreak. celebi can also do damage itself especially and unless blissey is also cm then it can be set up fodder. 252hp 76def lives hp bug from adamant t-tar including sand and giga drain slams it in return. 60 spe and timid outspeeds heracross and claydol.
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 136 HP / 244 Atk / 24 SpD / 104 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace
dugtrio feels like he exists in this universe to take out blissey, and its a beautiful thing. also nice to trap celebi and snorlax. 136hp 24spdef i found on a forum post to live blissey ice beam 1 time and still outspeed adamant t-tar at +1. if this thing dies before the enemy blissey im in for a bad time.
Swampert @ Leftovers
Ability: Torrent
EVs: 52 Atk / 252 SpA / 204 Spe
Rash Nature
- Hydro Pump
- Ice Beam
- Earthquake
- Focus Punch
swampert feels like the glue holding this team together to switch into a lot of threats and threaten a lot of things back. helps with snorlax and blissey although doesnt always threaten them super hard. good focus punch predicts on blissey can totally change a game. if pert gets a calm mind passed it gets a lot scarier, pump just goes crazy. pert does invite in enemy celebi, but ice beam is nice on the switch and it gets threatened by metagross.
the main idea is to pass calm minds from celebi to different dudes depending on whats in front of celebi. mixed pert and metagross seemed like a good way to deal with blissey and snorlax along with dugtrio. played maybe 10 games with it and went about 5-5, which felt decent for being new to the metagame but really wanted some advice on how to improve the team.
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