This team is lovingly called "Untitled 17". No over-the-top, admittedly cool artwork to accompany because I have a Macbook so have tragically lost my access to MS Paint.
Currently based on a popularized core of Alolan Muk and Nasty Plot/Groundium Z Celebi; Muk takes care of Latias and other random things like non-EQ Mega Altaria, whereas Celebi can Nasty Plot and hurt really anything (and people are conditioned to switch in Alolan Muk into it, which gives me a Nasty Plot and a free KO). Rest of the team is chosen quite arbitrarily, predominantly because of a good defensive synergy (or at least I think so) and because each thing bar Infernape runs something somewhat unconventional that lets it dispose of a common counter (see Flamethrower and Ice Beam on Mega Altaria for Scizor and Gliscor, and Ice Fang on SD Gliscor for... other Gliscor). Empoleon is a Defogger that can also set up Rocks (which people don't expect on Defogging Empo), Rocks are quite important to me since I force a lot of switches, and also because Empoleon in some way forces a switch on many Rockers which lets me set up Rocks right after (and if the switch-in chooses to set up, Roar).
Celebi @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Giga Drain
- Psychic
- Nasty Plot
Found this core (with Muk) in a forum. I have been surprised as to how good it is; Groundium Z lets it totally fuck up Alolan Muk, Psychic 2HKOs things like Sap Sipper Azumarill before it can trap. It's beautifully anti-meta and Celebi's natural bulk lets it survive random things, like Alolan Muk's failed predicted Pursuit. It's obliterated by the likes of Mega Beedrill and really anything faster than it that can U-Turn, so I save it for late game mainly (which may or may not be a good idea).
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Knock Off
- Poison Jab
- Fire Punch
I love Alolan Muk. People are hesitant to switch in things like Latias and Starmie when they really should be out of fear of this thing totally ending them. Empoleon is 100% gonna set up Rocks against teams who use Starmie as a spinner. I've considered putting more into speed to outrun certain variants of Scizor but tbh everyone knows this thing runs Fire Punch nowadays so I question how useful that is. Poison Touch also helps me beat things that I would ordinarily struggle against, like Mantine.
Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Gunk Shot
I always lead with Infernape because people tend to predict that it has Rocks. U-Turn breaks Azelf's Sash and it often wastes that turn using Taunt expecting me to set up Rocks. Other than that, Gunk Shot is a good emergency check to Mega Altaria, Close Combat puts pressure on Cobalion and Terrakion from causing havoc. Good speed check since it tends to have favorable matchups against things that outspeed and beat Celebi, but I think I misinterpret the best way to use this.
Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower/Fire Blast
- Ice Beam
- Hyper Voice
- Roost
Absolute star. It can survive Poison Jab from Mega Beedrill and then OHKO with Fire Blast, or it can tank Scizor's Bullet Punches and OHKO with fire coverage. Ice Beam makes it a solid Gliscor check, which is pretty crucial given that SD Gliscor otherwise runs through my team. It's super anti-meta, takes care of Mega Aero, absolutely necessary for Celebi to fire.
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 124 Def / 132 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar
Defog. Also Rocks. EVs help it live +6 Azu Play Rough and then Roar it out. Other than that, it's a good, generic Phazer and can set up late-game Rocks, which can help Celebi secure some key KOs.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 76 Atk / 188 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Roost
- Ice Fang
SD pressures foes into switching and if I've responsibly set up my Rocks early, this can help Celebi get some KOs later. EQ itself is amazing STAB and Ice Fang lets it 1v1 Gliscor, which people switch in as a means of setting up Rocks. It is also a decent Nidoking check if I can predict the Earth Power, though I really can't take care of Nidoking with this team.
Biggest threats: Talonflame (if it has Roost it's gg unless Empoleon hasn't taken any damage), Scarf Magneton (though I can Pursuit trap its Volt Switches and gradually weaken it), phys Lucario (for some reason people are running Crunch on it????), Infernape, etc etc
My issue with this team is that I feel it's a collection of two good cores but the cores don't mesh well together and I'm not good enough at this tier to understand why. No individual component is 'bad' but the EV layouts and perhaps the movepools and the synergy holds this team back. Any ideas as to what I can do?
Importable
Currently based on a popularized core of Alolan Muk and Nasty Plot/Groundium Z Celebi; Muk takes care of Latias and other random things like non-EQ Mega Altaria, whereas Celebi can Nasty Plot and hurt really anything (and people are conditioned to switch in Alolan Muk into it, which gives me a Nasty Plot and a free KO). Rest of the team is chosen quite arbitrarily, predominantly because of a good defensive synergy (or at least I think so) and because each thing bar Infernape runs something somewhat unconventional that lets it dispose of a common counter (see Flamethrower and Ice Beam on Mega Altaria for Scizor and Gliscor, and Ice Fang on SD Gliscor for... other Gliscor). Empoleon is a Defogger that can also set up Rocks (which people don't expect on Defogging Empo), Rocks are quite important to me since I force a lot of switches, and also because Empoleon in some way forces a switch on many Rockers which lets me set up Rocks right after (and if the switch-in chooses to set up, Roar).
Celebi @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Giga Drain
- Psychic
- Nasty Plot
Found this core (with Muk) in a forum. I have been surprised as to how good it is; Groundium Z lets it totally fuck up Alolan Muk, Psychic 2HKOs things like Sap Sipper Azumarill before it can trap. It's beautifully anti-meta and Celebi's natural bulk lets it survive random things, like Alolan Muk's failed predicted Pursuit. It's obliterated by the likes of Mega Beedrill and really anything faster than it that can U-Turn, so I save it for late game mainly (which may or may not be a good idea).
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Knock Off
- Poison Jab
- Fire Punch
I love Alolan Muk. People are hesitant to switch in things like Latias and Starmie when they really should be out of fear of this thing totally ending them. Empoleon is 100% gonna set up Rocks against teams who use Starmie as a spinner. I've considered putting more into speed to outrun certain variants of Scizor but tbh everyone knows this thing runs Fire Punch nowadays so I question how useful that is. Poison Touch also helps me beat things that I would ordinarily struggle against, like Mantine.
Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Gunk Shot
I always lead with Infernape because people tend to predict that it has Rocks. U-Turn breaks Azelf's Sash and it often wastes that turn using Taunt expecting me to set up Rocks. Other than that, Gunk Shot is a good emergency check to Mega Altaria, Close Combat puts pressure on Cobalion and Terrakion from causing havoc. Good speed check since it tends to have favorable matchups against things that outspeed and beat Celebi, but I think I misinterpret the best way to use this.
Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower/Fire Blast
- Ice Beam
- Hyper Voice
- Roost
Absolute star. It can survive Poison Jab from Mega Beedrill and then OHKO with Fire Blast, or it can tank Scizor's Bullet Punches and OHKO with fire coverage. Ice Beam makes it a solid Gliscor check, which is pretty crucial given that SD Gliscor otherwise runs through my team. It's super anti-meta, takes care of Mega Aero, absolutely necessary for Celebi to fire.
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 124 Def / 132 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar
Defog. Also Rocks. EVs help it live +6 Azu Play Rough and then Roar it out. Other than that, it's a good, generic Phazer and can set up late-game Rocks, which can help Celebi secure some key KOs.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 76 Atk / 188 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Roost
- Ice Fang
SD pressures foes into switching and if I've responsibly set up my Rocks early, this can help Celebi get some KOs later. EQ itself is amazing STAB and Ice Fang lets it 1v1 Gliscor, which people switch in as a means of setting up Rocks. It is also a decent Nidoking check if I can predict the Earth Power, though I really can't take care of Nidoking with this team.
Biggest threats: Talonflame (if it has Roost it's gg unless Empoleon hasn't taken any damage), Scarf Magneton (though I can Pursuit trap its Volt Switches and gradually weaken it), phys Lucario (for some reason people are running Crunch on it????), Infernape, etc etc
My issue with this team is that I feel it's a collection of two good cores but the cores don't mesh well together and I'm not good enough at this tier to understand why. No individual component is 'bad' but the EV layouts and perhaps the movepools and the synergy holds this team back. Any ideas as to what I can do?
Importable
Celebi @ Groundium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Giga Drain
- Psychic
- Nasty Plot
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Knock Off
- Poison Jab
- Fire Punch
Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Gunk Shot
Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Ice Beam
- Hyper Voice
- Roost
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 124 Def / 132 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 76 Atk / 188 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Roost
- Ice Fang
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Giga Drain
- Psychic
- Nasty Plot
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Knock Off
- Poison Jab
- Fire Punch
Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Gunk Shot
Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Ice Beam
- Hyper Voice
- Roost
Empoleon @ Leftovers
Ability: Torrent
EVs: 252 HP / 124 Def / 132 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Defog
- Stealth Rock
- Roar
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 76 Atk / 188 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Roost
- Ice Fang