Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 28 SpA / 224 SpD
Sassy Nature
- Flamethrower
- Heavy Slam
- Protect
- Leech Seed
Normally my lead. Just a typical Cele from your classic CelePex core. Start in, hopefully find time for a Leech Seed for even more longevity on top of godlike defences. Heavy Slam is to deal big damage with Steela's chunky bod, protect lets me survive an extra turn to get some more healing from seeds and leftovers. Flamethrower is for other steel types mainly, especially ferrothorn because hes also a very common lead. EVs are self-explanatory, max HP and high SpD for as much bulk as i can get,
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 236 Def / 20 SpD
Careful Nature
IVs: 0 Atk
- Soft-Boiled
- Toxic
- Wish
- Stealth Rock
Clefable lets me heal my other pokemon with wish. I switch out to clefable before switching into the next mon, provided i know i wont die to a STAB poison jab, iron head etc. I also look for oppurtunitys to poison stall opposing mon that land on double toxic spikes or get hit by Clefs own Toxic move. Stealth Rock is an extra hazard for if the opponent runs charizard or other fire or flyings, and soft-boiled is for help in walling. Leftovers and max HP EVs help last a while as well, provided i dont switch into a OHKO
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 176 Def / 80 Spe
Careful Nature
IVs: 0 Atk
- Haze
- Recover
- Toxic Spikes
- Scald
Putting the Pex in CelePex. Will lead with Toxapex if i dont lead with celesteela. Scald has a comfy burn chance to cripple offensive mons that otherwise turn Pex into setup fodder. This is why i run haze as well. Toxic Spikes is always something i try and put down, getting toxic poison on the enemy mon makes it super easy to stall with Pex, Clef or Cele. Recover gives me more time to put spikes down before switching out and healing with regenerator. 252 HP for longevity.
Mawile @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Sucker Punch
- Play Rough
- Fire Fang
- Thunder Punch
My bulky sweeper and favourite pokemon. Attack stat when shes mega evolved makes me drool, hence why i also run 252 Atkk EV. Sucker Punch is to finish off a mon ive been unsuccessful in stalling that i wont survive a hit from. Play Rough is mawiles most powerful STAB and basically eats through anything other than steel type walls. Fire Fang OHKOs Ferrothorn in particular as well as other steel and grass mon i struggle with. THunder punch does the same for flying types and especially water types.
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sleep Powder
- Hidden Power [Fire]
Tangrowth exists to nullify opposing mons with sleep powder, with evs in hp and defence that (hopefully) make it bulky enough to withstand a hit or more before dying, giving me the chance to switch out and use it later because it heals with Regenerator. Giga Drain supports this strat as another heal option. Knock Off is always useful on a team and i didnt have it anywhere else. Sometimes it lacks the speed to get the Giga Drain STAB on reninja for example, which is why i run thunder punch on mawile.
Starmie @ Waterium Z
Ability: Analytic
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Recover
- Rapid Spin
Starmie is my rapid spinner and the fastest mon on the team. He was my best water STAB with Hydro Vortex the water Zmove. Scald is a nice move and 30% is a good chance to cripple offensive mons. Recover lets me survive long enough to actually Spin and remove hazards. Ice beam is good against grass or dragon types that i strggle with. Ive thought about replacing recover with psyshock though, because i dont have a STAB to beat fighting types and i can always heal from Clefs wish.
Ability: Beast Boost
EVs: 252 HP / 4 Def / 28 SpA / 224 SpD
Sassy Nature
- Flamethrower
- Heavy Slam
- Protect
- Leech Seed
Normally my lead. Just a typical Cele from your classic CelePex core. Start in, hopefully find time for a Leech Seed for even more longevity on top of godlike defences. Heavy Slam is to deal big damage with Steela's chunky bod, protect lets me survive an extra turn to get some more healing from seeds and leftovers. Flamethrower is for other steel types mainly, especially ferrothorn because hes also a very common lead. EVs are self-explanatory, max HP and high SpD for as much bulk as i can get,
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 236 Def / 20 SpD
Careful Nature
IVs: 0 Atk
- Soft-Boiled
- Toxic
- Wish
- Stealth Rock
Clefable lets me heal my other pokemon with wish. I switch out to clefable before switching into the next mon, provided i know i wont die to a STAB poison jab, iron head etc. I also look for oppurtunitys to poison stall opposing mon that land on double toxic spikes or get hit by Clefs own Toxic move. Stealth Rock is an extra hazard for if the opponent runs charizard or other fire or flyings, and soft-boiled is for help in walling. Leftovers and max HP EVs help last a while as well, provided i dont switch into a OHKO
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 176 Def / 80 Spe
Careful Nature
IVs: 0 Atk
- Haze
- Recover
- Toxic Spikes
- Scald
Putting the Pex in CelePex. Will lead with Toxapex if i dont lead with celesteela. Scald has a comfy burn chance to cripple offensive mons that otherwise turn Pex into setup fodder. This is why i run haze as well. Toxic Spikes is always something i try and put down, getting toxic poison on the enemy mon makes it super easy to stall with Pex, Clef or Cele. Recover gives me more time to put spikes down before switching out and healing with regenerator. 252 HP for longevity.
Mawile @ Mawilite
Ability: Intimidate
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Sucker Punch
- Play Rough
- Fire Fang
- Thunder Punch
My bulky sweeper and favourite pokemon. Attack stat when shes mega evolved makes me drool, hence why i also run 252 Atkk EV. Sucker Punch is to finish off a mon ive been unsuccessful in stalling that i wont survive a hit from. Play Rough is mawiles most powerful STAB and basically eats through anything other than steel type walls. Fire Fang OHKOs Ferrothorn in particular as well as other steel and grass mon i struggle with. THunder punch does the same for flying types and especially water types.
Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 212 Def / 48 SpD
Relaxed Nature
- Giga Drain
- Knock Off
- Sleep Powder
- Hidden Power [Fire]
Tangrowth exists to nullify opposing mons with sleep powder, with evs in hp and defence that (hopefully) make it bulky enough to withstand a hit or more before dying, giving me the chance to switch out and use it later because it heals with Regenerator. Giga Drain supports this strat as another heal option. Knock Off is always useful on a team and i didnt have it anywhere else. Sometimes it lacks the speed to get the Giga Drain STAB on reninja for example, which is why i run thunder punch on mawile.
Starmie @ Waterium Z
Ability: Analytic
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Recover
- Rapid Spin
Starmie is my rapid spinner and the fastest mon on the team. He was my best water STAB with Hydro Vortex the water Zmove. Scald is a nice move and 30% is a good chance to cripple offensive mons. Recover lets me survive long enough to actually Spin and remove hazards. Ice beam is good against grass or dragon types that i strggle with. Ive thought about replacing recover with psyshock though, because i dont have a STAB to beat fighting types and i can always heal from Clefs wish.
Last edited by a moderator: