I took a break from Monotype after playing a lot in gen 7, and just recently got back into gen 8 and laddered with this team into the Low/Mid Ladder and it was doing pretty good so far, and i was hoping some ppl might have some suggestions for some improvements. I havent faced every Matchup yet, so maybe i struggle with some stuff i didnt think of yet, (I havent faced a decent Water Team yet for example) feel free to let me know c:.
Those 2 losses were vs. Dark (or one was fighting i dont remember) but i lost to Bulk Up Urshifu and Bulk Up/DD/Drain Punch Scrafty)
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Power Whip
- Leech Seed
- Protect
- Spikes
Im really lazy when it comes to Calcing for some Chinese Spreads so i just put max Hp Max Def on Ferrothorn. It was the First Member for the team, because i really wanted to try out Hazard Stack and Ferro is a great Spiker, and his defensive ability helps a lot in certain matchups like Water or Ground, for this Matchups i run Power whip. Leech Seeds give Ferro some nice Recovery and Iron Barbs allows it to slowly chip down your opponnent. I dont really like Protect on Ferro because you basically lose one Slot for a coverage move like gyro ball or even knock off, but you need Protect for the extra Recovery (and extra chip if you have Leech Seeds up) and to scout for some dangerous moves, especially useful if you know your opponnent is choiced locked so you can Switch accordingly
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 52 SpD / 204 Spe
Calm Nature
IVs: 0 Atk
- Earth Power
- Taunt
- Toxic
- Magma Storm
Next Member shouldnt be a surprise, since you cant really play Steel without a heatran. Heatran checks a lot of Fire Types or at least can switch into some fire Moves.
I really love Balloon on Heatran, because it helps you playing around opposing Heatrans in a mirror match or generally against some ground types. You just have to be careful to not lose your balloon in some Matchups too early. 204 Speed helps us to outspeed Base 60s, like Zone and Aegislash (and i think Zapdos used to run 240 Speed too but im not sure, might be a gen 7 thing, but if you catch it with a Magma Storm you can get a Toxic on it before it can Vswitch out (Vswitch, Heatwave Zapdos looks kinda annoying)
Earth Power is nice for opposing Fire Types, especially Heatran and Torkoal, Taunt Helps vs Setup and prevents recovery and helps to break some defensive Mons, since Hp Ground isnt a thing on Volcarona anymore you dont have to run Stone Edge anymore so i had mone more Moveslot and toxic + Taunt is amazing especially if you catch some stuff on switchin (Mantine, Hydreigon etc.).
As Fire move i decided to use Magma Storm, even though it does miss 100%, it really helps in the Fire Matchup (to Trap Torkoal, if he leads with it, and fire without sun isnt that scary tbh) or just to get some toxic off and prevent them from switching.
Rest is put into HP and Spdef to keep it alive as long as possible
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Leech Seed
- Protect
- Flamethrower
- Heavy Slam
Celesteela is a great annoying wall, spamming leech Seed and protect to wear your opponnent down and get some health back. Again i was really lazy and didnt calc anything and just put Max HP, Max SpD so it can tank some special moves, Flamethrower is a great coverage for Grass Types switching in, to block Leech Seeds or Steel Types trying to tank a Heavy Slam, Heavy slam does a lot of damage and really shouldnt be underestimated. Its our only Ground Immunity, so you have to play careful to not lose it unnecessary. Protect also helps to scout for Choice items or some dangerous coverage moves.
Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Close Combat
- Iron Head
In Gen 7 I used Duoblade, this gen we have Aegislash, its not as bulky as Duoblade but its Offensive pressure is really great it does Clean up in the late game very well.
The Ghost typing is amazing for some annoying Fighting moves. 60 Speed is enough to outspeed corviknight (but idk if thats really worth, otherwise i would run 12 Speed to outspeed Tyranitar and Steela (but i think most ppl run negative speed nature on it because Flamethrower + Heavy slam is such a good coverage) and put the rest in Hp for some extra bulk.
Weakness Policy gives us a nice boost, because it can tank some super effective hits thanks to its great bulk in shield form, Shadow Sneak is great to clean up in the late game, CC hits dark/normal types hard, if they predict your sneak, and Iron Head is just a strong Stab move.
Its alsoa Spin Blocker for the team
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 16 SpD / 240 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Toxic
- Stealth Rock
Excadrill is a bit weird, because its a supportish set, we run enough speed for the Rotoms to Eq them, since we dont have to worry about oppossing Excas that much, Full Hp so we can tank some hits, and some SpD to tank some coverage moves from mons with electric attacks.
Eq is its main attack move which still hits hard, with Mold Breaker we can even hit Stuff like, Hydreigon, or Latias/Latios. Rapid spin helps to get rid of annoying Spikes, Toxic sets some stuff on a timer,for example Zapdos. Sr is its last move so we have our Hazard Stack complete.
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
Last but not least theres Bisharp. I used to run Mega Scizor in this Slot, because it had great bulk and could setup some SDs, and then sweep in the late game with bullet punch, but Megas are no more, and regular scizor just doesnt have the Bulk.
So i decided to use Bisharp, since Steel doesnt really have any good scarfer, besides ofc Excadrill and maybeee Jirachi (but i dont like Jirachi).
It gives us a little bit of speed Control with sucker punch, and some greatwallbreaking potential.
It has some great synergy with Hazard Stack too, due too Defiant and the Ability to spam Knock off to get rid of some Heavy-duty-boots.
I run Black Glasses > Life Orb, because i think i kind of like it better, to just spam Knock Offs without taking some recoil, but Lo should work too.
I know this team doesnt have great speed control but i feel like those 2 Prioritys are enough to deal with some annoying stuff, and usually scarfer arent that scary because they have to lock themselves into a move and you can just scout it with Protect, and wall it afterwards
This Team is insanly good vs. Ghost, which seems to be pretty common on the ladder. Bisharp and Aegislash are both hard counters for this type.
Threats:

The biggest Threat to this team is Ho Dark, Bulk Up Urshifu is an instant loss, but even without Bulkup it just breaks through the team and you cant even Stall it out with Protect, NP Hydreigon is really tough too, not an instant loss like Urshifu but close enough, especially with, flamethrower + Dark Pulse.

Fire in general is kinda tough because a lot of fire types learn ground or even fighting moves, and Heatran cant wall them all, especially if you lose your Balloon early.
Cinderace especially is super scary, and you really have to play around it, to not instant lose to Pyro ball + HJK, in theory you can tank a pyro ball with Aegislash and shadow sneak it, but maybe its even sucker punch :c

Opposing Heatran, if its faster and you lost your balloon (dont lose the balloon)
And Magnezone can be annoying by trapping Steela or Ferro and Setting Up on them/Killing them.

CM, Taunt Fini (is that a thing?) could be dangerous too

Psychic Terrain, might even make Psychic hard, especially with Victini (i saw a Sub Victini, thats some scary stuff)

Nidoking, is and was always hella scary for Steel, and some ppl run the Ou Sub Version which would be pretty bad for this team.

Sub CM Keldeo can break through this core too, Choiced might be a bit easier to handle.

And anything that runs a Special Fire attack Coverage (Garchomp, Ttar or some stuff like that)
Those 2 losses were vs. Dark (or one was fighting i dont remember) but i lost to Bulk Up Urshifu and Bulk Up/DD/Drain Punch Scrafty)

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Power Whip
- Leech Seed
- Protect
- Spikes
Im really lazy when it comes to Calcing for some Chinese Spreads so i just put max Hp Max Def on Ferrothorn. It was the First Member for the team, because i really wanted to try out Hazard Stack and Ferro is a great Spiker, and his defensive ability helps a lot in certain matchups like Water or Ground, for this Matchups i run Power whip. Leech Seeds give Ferro some nice Recovery and Iron Barbs allows it to slowly chip down your opponnent. I dont really like Protect on Ferro because you basically lose one Slot for a coverage move like gyro ball or even knock off, but you need Protect for the extra Recovery (and extra chip if you have Leech Seeds up) and to scout for some dangerous moves, especially useful if you know your opponnent is choiced locked so you can Switch accordingly


Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 52 SpD / 204 Spe
Calm Nature
IVs: 0 Atk
- Earth Power
- Taunt
- Toxic
- Magma Storm
Next Member shouldnt be a surprise, since you cant really play Steel without a heatran. Heatran checks a lot of Fire Types or at least can switch into some fire Moves.
I really love Balloon on Heatran, because it helps you playing around opposing Heatrans in a mirror match or generally against some ground types. You just have to be careful to not lose your balloon in some Matchups too early. 204 Speed helps us to outspeed Base 60s, like Zone and Aegislash (and i think Zapdos used to run 240 Speed too but im not sure, might be a gen 7 thing, but if you catch it with a Magma Storm you can get a Toxic on it before it can Vswitch out (Vswitch, Heatwave Zapdos looks kinda annoying)
Earth Power is nice for opposing Fire Types, especially Heatran and Torkoal, Taunt Helps vs Setup and prevents recovery and helps to break some defensive Mons, since Hp Ground isnt a thing on Volcarona anymore you dont have to run Stone Edge anymore so i had mone more Moveslot and toxic + Taunt is amazing especially if you catch some stuff on switchin (Mantine, Hydreigon etc.).
As Fire move i decided to use Magma Storm, even though it does miss 100%, it really helps in the Fire Matchup (to Trap Torkoal, if he leads with it, and fire without sun isnt that scary tbh) or just to get some toxic off and prevent them from switching.
Rest is put into HP and Spdef to keep it alive as long as possible


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Leech Seed
- Protect
- Flamethrower
- Heavy Slam
Celesteela is a great annoying wall, spamming leech Seed and protect to wear your opponnent down and get some health back. Again i was really lazy and didnt calc anything and just put Max HP, Max SpD so it can tank some special moves, Flamethrower is a great coverage for Grass Types switching in, to block Leech Seeds or Steel Types trying to tank a Heavy Slam, Heavy slam does a lot of damage and really shouldnt be underestimated. Its our only Ground Immunity, so you have to play careful to not lose it unnecessary. Protect also helps to scout for Choice items or some dangerous coverage moves.


Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Close Combat
- Iron Head
In Gen 7 I used Duoblade, this gen we have Aegislash, its not as bulky as Duoblade but its Offensive pressure is really great it does Clean up in the late game very well.
The Ghost typing is amazing for some annoying Fighting moves. 60 Speed is enough to outspeed corviknight (but idk if thats really worth, otherwise i would run 12 Speed to outspeed Tyranitar and Steela (but i think most ppl run negative speed nature on it because Flamethrower + Heavy slam is such a good coverage) and put the rest in Hp for some extra bulk.
Weakness Policy gives us a nice boost, because it can tank some super effective hits thanks to its great bulk in shield form, Shadow Sneak is great to clean up in the late game, CC hits dark/normal types hard, if they predict your sneak, and Iron Head is just a strong Stab move.
Its alsoa Spin Blocker for the team


Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 16 SpD / 240 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Toxic
- Stealth Rock
Excadrill is a bit weird, because its a supportish set, we run enough speed for the Rotoms to Eq them, since we dont have to worry about oppossing Excas that much, Full Hp so we can tank some hits, and some SpD to tank some coverage moves from mons with electric attacks.
Eq is its main attack move which still hits hard, with Mold Breaker we can even hit Stuff like, Hydreigon, or Latias/Latios. Rapid spin helps to get rid of annoying Spikes, Toxic sets some stuff on a timer,for example Zapdos. Sr is its last move so we have our Hazard Stack complete.


Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance
Last but not least theres Bisharp. I used to run Mega Scizor in this Slot, because it had great bulk and could setup some SDs, and then sweep in the late game with bullet punch, but Megas are no more, and regular scizor just doesnt have the Bulk.
So i decided to use Bisharp, since Steel doesnt really have any good scarfer, besides ofc Excadrill and maybeee Jirachi (but i dont like Jirachi).
It gives us a little bit of speed Control with sucker punch, and some greatwallbreaking potential.
It has some great synergy with Hazard Stack too, due too Defiant and the Ability to spam Knock off to get rid of some Heavy-duty-boots.
I run Black Glasses > Life Orb, because i think i kind of like it better, to just spam Knock Offs without taking some recoil, but Lo should work too.
I know this team doesnt have great speed control but i feel like those 2 Prioritys are enough to deal with some annoying stuff, and usually scarfer arent that scary because they have to lock themselves into a move and you can just scout it with Protect, and wall it afterwards
This Team is insanly good vs. Ghost, which seems to be pretty common on the ladder. Bisharp and Aegislash are both hard counters for this type.
Threats:


The biggest Threat to this team is Ho Dark, Bulk Up Urshifu is an instant loss, but even without Bulkup it just breaks through the team and you cant even Stall it out with Protect, NP Hydreigon is really tough too, not an instant loss like Urshifu but close enough, especially with, flamethrower + Dark Pulse.




Fire in general is kinda tough because a lot of fire types learn ground or even fighting moves, and Heatran cant wall them all, especially if you lose your Balloon early.
Cinderace especially is super scary, and you really have to play around it, to not instant lose to Pyro ball + HJK, in theory you can tank a pyro ball with Aegislash and shadow sneak it, but maybe its even sucker punch :c
252 Atk Cinderace Pyro Ball vs. 240 HP / 0 Def Aegislash-Shield: 270-320 (84.1 - 99.6%) -- guaranteed 2HKO
+4 252+ Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 4 Def Cinderace: 288-339 (95.6 - 112.6%) -- 75% chance to OHKO
+4 252+ Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 4 Def Cinderace: 288-339 (95.6 - 112.6%) -- 75% chance to OHKO


Opposing Heatran, if its faster and you lost your balloon (dont lose the balloon)
And Magnezone can be annoying by trapping Steela or Ferro and Setting Up on them/Killing them.

CM, Taunt Fini (is that a thing?) could be dangerous too


Psychic Terrain, might even make Psychic hard, especially with Victini (i saw a Sub Victini, thats some scary stuff)

Nidoking, is and was always hella scary for Steel, and some ppl run the Ou Sub Version which would be pretty bad for this team.

Sub CM Keldeo can break through this core too, Choiced might be a bit easier to handle.


And anything that runs a Special Fire attack Coverage (Garchomp, Ttar or some stuff like that)
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