SS OU HO with Metronome Keldeo (Peaked 1601)

This is my first time posting or even building a team, I've been playing Showdown OU for about 3 weeks and this is my first personally built team ever. From day one I've loved HO because going 40 turns + on every ladder game with stall or even balance isnt much fun for me. The best way Ive found to use this team is not to pivot unless you plan on sacrificing a mon so that you can place another one in to set up and sweep more than afew of their team

Excadrill @ Shuca Berry
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Stealth Rock
- Rapid Spin
I use this mon most of the time on leads since I only ever want it for stealth rocks so I can OHKO with most other mons on my team, Shuca for the Drill v Drill tech since most people tend to go for the spin speed tie in my experience and if they pivot incorrenctly it can easily take down quite a few mons with swords dance and the speed boost

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance

Bisharp has swept more games than I can count, use this a a threat for corviknight or mandibuzz defog a +2 knock off kills most mons quite easily sucker also always is an amazing check for scarf or specs Drag/Aegis. Also since most fairies dont have much speed investment plus are capped at 239 this ohkos with no setup. Beware however that some corviknights run body press so theyll ohko your bisharp in which case you can then pivot into any of your other sweepers and then set up like Zerora and Haxorus

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fire Punch
- Plasma Fists
- Close Combat
- Bulk Up

This mon is meant mainly for things like Toxapex Corviknight and aegislash. Instead of playrough I have fire punch for the Aegis because most people dont expect it and Drag gets 2hkod anyway, by the time this mon usually comes in drag would have either taken chip from stealth rock or some other source in which case a +1 Zerora easily kills everything else is quite straight foward.

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Poison Jab
- Close Combat

An amazing fit that I've recently included into the team after looking so long for a good dragon. He sweeps so easily between the dragon fairy and steel coverage this mon is a beast which has single handedly swept 4 mons with a single dragon dance just find a good oppurtunity to bring him in and he'll always put in work.

Hawlucha @ Power Herb
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sky Attack
- Close Combat
- Acrobatics
- Swords Dance

Yet another powerful sweeper, I went for this set due to prominence of Conk and the many ghost types in the meta. If you go white herb and they predicted your CC and pivot into a ghost type like aegis or Drag you just lost a mon. Also if a Conk player stays in to attempt a facade youre going to be sad when ur forced to CC because you need to get rid of your held item other wise Acro does a measly 55 and does not OHKO. If you still feel having that extra move slot is more important I'd reccomend either fire or electric punch for the aegis and tox. NOTE: If a Drag just killed one of your mons with darts you CAN pivot in with Hawlucha and Sky into Acro since it does around 80-102% with life orb. without it not even close and Draco can OHKO without life but is a roll of 86 to 102 and life orb its 100% but you can use that oppurtinity to pivot into something and set up with the lowered SPA

Keldeo-Resolute @ Metronome
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Focus Blast
- Air Slash

Last but certainly not least my special attacker Keldeo Metronome, Its my only mon with no set up potential but it still packs on hell of a punch its the only check for Iron defense body presser Komoo so dont sack it easily, metronome lets you predict when mons are coming in, lets say you just secret sworded and they righfully think they can pivot in with drag (since most kelds are choice) you now can go for scald and with rocks its a 3hko or you get just enough chip so when they come in they die to rocks. Also a good check to conk and most fighting in case your Hawlucha loses due to Airslash.







Well thats my team anythoughts or ways to improve would be much appreciated
 
Hey,you've got a pretty solid team but there is couple of changes I'd like to suggest.

First of all,If you are going to use lead drill,You should use focus sash to guarantee the stealth rocks.
Next,I would like to get rid of fire punch from zeraora and give it knock off instead.Without knock you get walked by dragonpult,aegislash etc.Knock off also allows you to cripple walls by removing their lefties.
Life orb zeraora gets worn down easily so I suggest using leftovers instead .
Haxours is a pretty good surprise pick that normal players don't account for,so that's pretty good.
Next,Hawlucha isn't particularly good in this meta so I suggest to get it replaced with conkeldurr.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Facade
- Knock Off
This is the standard set ,nothing special here.
And lastly metronome isn't a good on keldeo ,I prefer specs anyways but if you want to use metronome I suggest you should run substitute instead of focus blast.
Anyways your team is still amazing .If u want u can try these changes
 
Hey,you've got a pretty solid team but there is couple of changes I'd like to suggest.

First of all,If you are going to use lead drill,You should use focus sash to guarantee the stealth rocks.
Next,I would like to get rid of fire punch from zeraora and give it knock off instead.Without knock you get walked by dragonpult,aegislash etc.Knock off also allows you to cripple walls by removing their lefties.
Life orb zeraora gets worn down easily so I suggest using leftovers instead .
Haxours is a pretty good surprise pick that normal players don't account for,so that's pretty good.
Next,Hawlucha isn't particularly good in this meta so I suggest to get it replaced with conkeldurr.

Conkeldurr @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Facade
- Knock Off
This is the standard set ,nothing special here.
And lastly metronome isn't a good on keldeo ,I prefer specs anyways but if you want to use metronome I suggest you should run substitute instead of focus blast.
Anyways your team is still amazing .If u want u can try these changes
I'd like to make some comments on this because while I agree with some statements (namely replacing Life Orb on BU Zera for Lefties, replacing Fire Punch with Knock Off on Zera, and giving Sash to Exca [which I'll expand on later]) I can't say I support the suggestion of Conk > Lucha and of running Specs on Keldeo.
I'm not totally in the camp of leaving Conk out of HO entirely, but in this case Lucha is a better option as a sweeper given how well it pairs with Bish who punches holes against its threats allowing it to sweep, they make a good offensive pair. Conk on the other hand would just be yet another breaker which the team doesn't really need, and one that gets worn down easily at that due to its sloth and Flame Orb recoil; without cleric support and pivot support to get it safe switch-ins, Conk won't really be able to manage as well on this team as Lucha can.
Also Choice items on HO teams aren't the best given how easily they stop your momentum and make you predictable and easy to take advantage of. Let's say he ran Specs Keld, he's forcibly locked into either a Water STAB or Secret Sword which gives his opponent a super easy opening to send out things like Hydreigon, Gengar, Aegi, Pult, and Vish and either get an easy free kill or set up in his face.
All in all, I really can't agree with these suggestions.

Onto an actual rate, I've got a few suggestions of my own to make as well which you could consider trying.

1. Suicide Exca. Since Exca's main purpose is only to get Rocks up, running suicide lead Exca would be a better idea to get some aggressive momentum going for your team early on, you've got good teammates to take advantage of it too so I think it would be appropriate; you could send out Bish or Zera to pressure Defoggers like Corv and Mandibuzz immediately and get an early stage set-up going. The set you've got going right now seems very much like a filler slot where you took a bunch of features from other sets and slapped them all together into something that sort of does everything except not really, it's better to give Exca a defined role and suicide lead is the best one imo.

2. Everything AyanCR7 said about Zera. It's good advice and I'd recommend it also.

3.
Props for having success with Haxorus, it's cool to see it getting some love. What I'd suggest on it though is trying EQ over CC. Your team puts a lot of pressure on Rotom but if your opponent keeps one in the back and you don't have your +1 then you're asking to get statused, and that's a problem since you opted for LO over Lum (which is also something to consider since Outrage does more damage than LO boosted Dragon Claw and it suffers less wear without the LO recoil). I personally can't think of anything you'd want to use CC for over EQ so unless you're packing it for something specific it's better to run that.

4. I'm sorry, bro, but the Keld's gotta go. It's a neat set and all and I like the concept, but it really is just on there for gimmick's sake and I do not think it adds anything to your team that another mon wouldn't also do only better. It's a terrible answer to Kommo-O given that it does almost nothing while Body Press at +2 is an over 80% chance to KO after Rocks. You've also skimped out on offensive Ghost coverage too which HO would appreciate given the lack of Ghost resists around right now. Lastly, you're open game for anything against you to click Fairy coverage and something will get chunked hard, its a brainless play that will yield results on your opponents side. I'd suggest Aegi here instead to cover all of those issues. It works super well with Bish and Hawlucha, offers a second source of priority, and while its Balloon is in tact Kommo-O can do literally nothing to it at all. Nothing. It's weak to any Fire coverage an opposing Fairy has but it at least turns an easy decision to click 'Fairy attack' into a 50/50. It's much more versatile in its sweeping and breaking potential than Keld and it has better synergy with your current teammates.

5. Run your 4IVs in Def instead of HP. Having an odd HP total means you live an additional turn from Stealth Rock damage and LO recoil. You'd always want to have your HP at an odd amount for this reason. Very minor thing that might not even have much impact if any, but there's no reason to deny yourself that advantage.

Give these a shot and see how things work out. Good luck, mate.
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Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Earthquake
- Steel Beam
- Rapid Spin
- Stealth Rock

807.png

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Bulk Up

612.png

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Poison Jab
- Earthquake
OR
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Iron Tail

681.png

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat / Shadow Claw
 
I'd like to make some comments on this because while I agree with some statements (namely replacing Life Orb on BU Zera for Lefties, replacing Fire Punch with Knock Off on Zera, and giving Sash to Exca [which I'll expand on later]) I can't say I support the suggestion of Conk > Lucha and of running Specs on Keldeo.
I'm not totally in the camp of leaving Conk out of HO entirely, but in this case Lucha is a better option as a sweeper given how well it pairs with Bish who punches holes against its threats allowing it to sweep, they make a good offensive pair. Conk on the other hand would just be yet another breaker which the team doesn't really need, and one that gets worn down easily at that due to its sloth and Flame Orb recoil; without cleric support and pivot support to get it safe switch-ins, Conk won't really be able to manage as well on this team as Lucha can.
Also Choice items on HO teams aren't the best given how easily they stop your momentum and make you predictable and easy to take advantage of. Let's say he ran Specs Keld, he's forcibly locked into either a Water STAB or Secret Sword which gives his opponent a super easy opening to send out things like Hydreigon, Gengar, Aegi, Pult, and Vish and either get an easy free kill or set up in his face.
All in all, I really can't agree with these suggestions.

Onto an actual rate, I've got a few suggestions of my own to make as well which you could consider trying.

1. Suicide Exca. Since Exca's main purpose is only to get Rocks up, running suicide lead Exca would be a better idea to get some aggressive momentum going for your team early on, you've got good teammates to take advantage of it too so I think it would be appropriate; you could send out Bish or Zera to pressure Defoggers like Corv and Mandibuzz immediately and get an early stage set-up going. The set you've got going right now seems very much like a filler slot where you took a bunch of features from other sets and slapped them all together into something that sort of does everything except not really, it's better to give Exca a defined role and suicide lead is the best one imo.

2. Everything AyanCR7 said about Zera. It's good advice and I'd recommend it also.

3. Props for having success with Haxorus, it's cool to see it getting some love. What I'd suggest on it though is trying EQ over CC. Your team puts a lot of pressure on Rotom but if your opponent keeps one in the back and you don't have your +1 then you're asking to get statused, and that's a problem since you opted for LO over Lum (which is also something to consider since Outrage does more damage than LO boosted Dragon Claw and it suffers less wear without the LO recoil). I personally can't think of anything you'd want to use CC for over EQ so unless you're packing it for something specific it's better to run that.

4. I'm sorry, bro, but the Keld's gotta go. It's a neat set and all and I like the concept, but it really is just on there for gimmick's sake and I do not think it adds anything to your team that another mon wouldn't also do only better. It's a terrible answer to Kommo-O given that it does almost nothing while Body Press at +2 is an over 80% chance to KO after Rocks. You've also skimped out on offensive Ghost coverage too which HO would appreciate given the lack of Ghost resists around right now. Lastly, you're open game for anything against you to click Fairy coverage and something will get chunked hard, its a brainless play that will yield results on your opponents side. I'd suggest Aegi here instead to cover all of those issues. It works super well with Bish and Hawlucha, offers a second source of priority, and while its Balloon is in tact Kommo-O can do literally nothing to it at all. Nothing. It's weak to any Fire coverage an opposing Fairy has but it at least turns an easy decision to click 'Fairy attack' into a 50/50. It's much more versatile in its sweeping and breaking potential than Keld and it has better synergy with your current teammates.

5. Run your 4IVs in Def instead of HP. Having an odd HP total means you live an additional turn from Stealth Rock damage and LO recoil. You'd always want to have your HP at an odd amount for this reason. Very minor thing that might not even have much impact if any, but there's no reason to deny yourself that advantage.

Give these a shot and see how things work out. Good luck, mate.
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I'd like to make some comments on this because while I agree with some statements (namely replacing Life Orb on BU Zera for Lefties, replacing Fire Punch with Knock Off on Zera, and giving Sash to Exca [which I'll expand on later]) I can't say I support the suggestion of Conk > Lucha and of running Specs on Keldeo.
I'm not totally in the camp of leaving Conk out of HO entirely, but in this case Lucha is a better option as a sweeper given how well it pairs with Bish who punches holes against its threats allowing it to sweep, they make a good offensive pair. Conk on the other hand would just be yet another breaker which the team doesn't really need, and one that gets worn down easily at that due to its sloth and Flame Orb recoil; without cleric support and pivot support to get it safe switch-ins, Conk won't really be able to manage as well on this team as Lucha can.
Also Choice items on HO teams aren't the best given how easily they stop your momentum and make you predictable and easy to take advantage of. Let's say he ran Specs Keld, he's forcibly locked into either a Water STAB or Secret Sword which gives his opponent a super easy opening to send out things like Hydreigon, Gengar, Aegi, Pult, and Vish and either get an easy free kill or set up in his face.
All in all, I really can't agree with these suggestions.

Onto an actual rate, I've got a few suggestions of my own to make as well which you could consider trying.

1. Suicide Exca. Since Exca's main purpose is only to get Rocks up, running suicide lead Exca would be a better idea to get some aggressive momentum going for your team early on, you've got good teammates to take advantage of it too so I think it would be appropriate; you could send out Bish or Zera to pressure Defoggers like Corv and Mandibuzz immediately and get an early stage set-up going. The set you've got going right now seems very much like a filler slot where you took a bunch of features from other sets and slapped them all together into something that sort of does everything except not really, it's better to give Exca a defined role and suicide lead is the best one imo.

2. Everything AyanCR7 said about Zera. It's good advice and I'd recommend it also.

3. Props for having success with Haxorus, it's cool to see it getting some love. What I'd suggest on it though is trying EQ over CC. Your team puts a lot of pressure on Rotom but if your opponent keeps one in the back and you don't have your +1 then you're asking to get statused, and that's a problem since you opted for LO over Lum (which is also something to consider since Outrage does more damage than LO boosted Dragon Claw and it suffers less wear without the LO recoil). I personally can't think of anything you'd want to use CC for over EQ so unless you're packing it for something specific it's better to run that.

4. I'm sorry, bro, but the Keld's gotta go. It's a neat set and all and I like the concept, but it really is just on there for gimmick's sake and I do not think it adds anything to your team that another mon wouldn't also do only better. It's a terrible answer to Kommo-O given that it does almost nothing while Body Press at +2 is an over 80% chance to KO after Rocks. You've also skimped out on offensive Ghost coverage too which HO would appreciate given the lack of Ghost resists around right now. Lastly, you're open game for anything against you to click Fairy coverage and something will get chunked hard, its a brainless play that will yield results on your opponents side. I'd suggest Aegi here instead to cover all of those issues. It works super well with Bish and Hawlucha, offers a second source of priority, and while its Balloon is in tact Kommo-O can do literally nothing to it at all. Nothing. It's weak to any Fire coverage an opposing Fairy has but it at least turns an easy decision to click 'Fairy attack' into a 50/50. It's much more versatile in its sweeping and breaking potential than Keld and it has better synergy with your current teammates.

5. Run your 4IVs in Def instead of HP. Having an odd HP total means you live an additional turn from Stealth Rock damage and LO recoil. You'd always want to have your HP at an odd amount for this reason. Very minor thing that might not even have much impact if any, but there's no reason to deny yourself that advantage.

Give these a shot and see how things work out. Good luck, mate.
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Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Earthquake
- Steel Beam
- Rapid Spin
- Stealth Rock

807.png

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Bulk Up

612.png

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Poison Jab
- Earthquake
OR
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Iron Tail

681.png

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat / Shadow Claw


807.png

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Bulk Up

612.png

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Poison Jab
- Earthquake
OR
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Iron Tail

681.png

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat / Shadow Claw





Thanks for the feed back I can agree with most of what you said, I'll definitely try the Aegis over Keld it does seem like a much better check for iron defense Komoo since like you said its a 100% switch. I have 1 disagreement though and thats with exa, the reason I opted for the berry over focus was for the sole reason that most people love to also lead their Rockers and whenever theres an a opposing exca on their side theyll usually also be focus but theyll always go for the spin speed tie, now I could just pivot into Hawlucha and get a free set up but my rocks arent up so now I have to find a different oppurtunity to do so and the opposing player has more chances to pivot. Another tech I used for a while was Endure and Salac that way I always get rocks unless someone sets up somehow predicting endure which hasnt happened yet. I eventually perfered the ground berry over this however because it allowed me to get chip on other rockers such as seismetoad and if the opposing player did try speed tie exc I just got free rocks a mon and possibly more chip on a pivot I've had dragapults at 30% after rocks and EQ because of that exact scenario. Of course someone can just predict and go Drag and fire blast and I do have trouble with rock spin torkoal but lava plum ohkoing doesnt matter since I'm always going first in that match up. Steel Beam does just seem better than SD however with that I have better ways of getting chip especially on flying mons, I'll try with focus again maybe the meta has changed and exc isnt as popular which was the main reason for the berry. And as for Hax I perferred Claw over outrage not due to confusion but instead because I cant switch moves, so if someone has a resist or a fairy type I just lost my Hax. Dragon Claw OHKOs all dragons and none resisting mons outside of maybe Tox anyway and thats its main purpose. But yeaa again thanks for the feedback
 
I'd like to make some comments on this because while I agree with some statements (namely replacing Life Orb on BU Zera for Lefties, replacing Fire Punch with Knock Off on Zera, and giving Sash to Exca [which I'll expand on later]) I can't say I support the suggestion of Conk > Lucha and of running Specs on Keldeo.
I'm not totally in the camp of leaving Conk out of HO entirely, but in this case Lucha is a better option as a sweeper given how well it pairs with Bish who punches holes against its threats allowing it to sweep, they make a good offensive pair. Conk on the other hand would just be yet another breaker which the team doesn't really need, and one that gets worn down easily at that due to its sloth and Flame Orb recoil; without cleric support and pivot support to get it safe switch-ins, Conk won't really be able to manage as well on this team as Lucha can.
Also Choice items on HO teams aren't the best given how easily they stop your momentum and make you predictable and easy to take advantage of. Let's say he ran Specs Keld, he's forcibly locked into either a Water STAB or Secret Sword which gives his opponent a super easy opening to send out things like Hydreigon, Gengar, Aegi, Pult, and Vish and either get an easy free kill or set up in his face.
All in all, I really can't agree with these suggestions.

Onto an actual rate, I've got a few suggestions of my own to make as well which you could consider trying.

1. Suicide Exca. Since Exca's main purpose is only to get Rocks up, running suicide lead Exca would be a better idea to get some aggressive momentum going for your team early on, you've got good teammates to take advantage of it too so I think it would be appropriate; you could send out Bish or Zera to pressure Defoggers like Corv and Mandibuzz immediately and get an early stage set-up going. The set you've got going right now seems very much like a filler slot where you took a bunch of features from other sets and slapped them all together into something that sort of does everything except not really, it's better to give Exca a defined role and suicide lead is the best one imo.

2. Everything AyanCR7 said about Zera. It's good advice and I'd recommend it also.

3. Props for having success with Haxorus, it's cool to see it getting some love. What I'd suggest on it though is trying EQ over CC. Your team puts a lot of pressure on Rotom but if your opponent keeps one in the back and you don't have your +1 then you're asking to get statused, and that's a problem since you opted for LO over Lum (which is also something to consider since Outrage does more damage than LO boosted Dragon Claw and it suffers less wear without the LO recoil). I personally can't think of anything you'd want to use CC for over EQ so unless you're packing it for something specific it's better to run that.

4. I'm sorry, bro, but the Keld's gotta go. It's a neat set and all and I like the concept, but it really is just on there for gimmick's sake and I do not think it adds anything to your team that another mon wouldn't also do only better. It's a terrible answer to Kommo-O given that it does almost nothing while Body Press at +2 is an over 80% chance to KO after Rocks. You've also skimped out on offensive Ghost coverage too which HO would appreciate given the lack of Ghost resists around right now. Lastly, you're open game for anything against you to click Fairy coverage and something will get chunked hard, its a brainless play that will yield results on your opponents side. I'd suggest Aegi here instead to cover all of those issues. It works super well with Bish and Hawlucha, offers a second source of priority, and while its Balloon is in tact Kommo-O can do literally nothing to it at all. Nothing. It's weak to any Fire coverage an opposing Fairy has but it at least turns an easy decision to click 'Fairy attack' into a 50/50. It's much more versatile in its sweeping and breaking potential than Keld and it has better synergy with your current teammates.

5. Run your 4IVs in Def instead of HP. Having an odd HP total means you live an additional turn from Stealth Rock damage and LO recoil. You'd always want to have your HP at an odd amount for this reason. Very minor thing that might not even have much impact if any, but there's no reason to deny yourself that advantage.

Give these a shot and see how things work out. Good luck, mate.
530.png

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Earthquake
- Steel Beam
- Rapid Spin
- Stealth Rock

807.png

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Knock Off
- Bulk Up

612.png

Haxorus @ Life Orb
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Poison Jab
- Earthquake
OR
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Earthquake
- Iron Tail

681.png

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Close Combat / Shadow Claw
I guess you are right ,I didnt really think clearly about conkeldurr, so I'm sorry and aegislash is a good choice instead of keldeo.
 
Heyyos! I looked through your team and I realise that you definitely got some good rates from other raters. On top of that HO is my love and I can see what you are going for. I also see that your main aim seem to be to play with Metronome Keldeo and with how HO is like I think it's a really cool set so I'll try to center my rates around the team being focused on Metronome Keldeo.

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Firstly, a lot of raters have mentioned the necessity of Sash on excadrill and I do agree with them. However, when you are fighting against opposing lead drills, it might be a bit lame when you lose the rapid spin 5050 and the stealth rock / eq 5050 so to offset that, I suggest you give Sash Bulldoze Terrak a try! I got this set from Abyssal Ruins and this set is able to crush lead excadrills easily and help you ensure rocks are up. If you're tired of losing 1v1 against opposing sash drills, you can give this set a try because it's really fun. It also helps you soften up Keldeo checks to allow you to click scald with keldeo and clean up games. Bulldoze Terrak also allows you to deal with other mons like Dragapult who like to come in on Terrak and if they are clear body (which is unlikely) you can double into bisharp but most of the time they'll be infiltrator so bulldoze means theyll be forced out. Here is a replay of sash bulldoze terrak putting in work. (tho its not your team but its to show it's effectiveness)

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Personally, I'm not a huge fan of Haxorus. It's solo Dragon typing and mold breaker makes it a good mon but its not that strong imho and I never felt comfortable using it when testing your team. Since your team is extremely physical bar Keldeo, having specially offensive Kommo-o with Clangorous Soul is an amazing fit on your team. This is the case because Kommo-o helps wear down potential mons that like to come in
+2 252 SpA Kommo-o Clanging Scales vs. 252 HP / 4 SpD Toxapex: 220-261 (72.3 - 85.8%) -- guaranteed 2HKO after Black Sludge recovery

252 SpA Kommo-o Clanging Scales vs. 252 HP / 4 SpD Toxapex: 111-132 (36.5 - 43.4%) -- 98.2% chance to 3HKO after Black Sludge recovery
and with flash cannon and flamethrower it helps take out checks to hawlucha and clean up opposing teams.

I think other than that, there really isn't much need to change a large portion of your team because the nature of HO is to be aggressive, hit hard and fast and win so you should be taking advantage of any fat walls that like to come in on you. Fat Kommo-o should be dealt with by Hawlucha and the likes and if not, just overload the mon to ensure that there is no room for the Kommo-o user to regain momentum.

hope my changes and suggestions help and have a good time! /cheers/
(Terrakion) @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Close Combat
- Bulldoze

Kommo-o @ Throat Spray
Ability: Bulletproof
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Clangorous Soul
- Clanging Scales
- Flamethrower
- Flash Cannon
 
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Thanks for the reply, funnily enough I eventually got rid of Hax for Komoo but was running Iron defense body press ill try your set instead because a lot of fairy mons where causing me more trouble now especially Toge. The Terrak seems like a good solution to the exca problem except now theres no hazard removal and that makes it so certain mons which would be able to get 2hko now die also toxicspikes ruin me, I'll be sure to try it out eitherway. Also glad you liked the Keldeo if you're able to get in a solid switch in after 3 scald its 2hkos to most mons and if they try the seismetoad you can always switch moves.
 
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metronome keldeo is something very new to me, like i get why u would run that but i still think specs and cm are keldeos best sets
 
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