Hey guys,
This team is built to be ultra offensive and is 100% momentum based. There is no room to make misplays and if I do, I usually get 1 chance to fix it with Celebi, who really is the saving grace of most of the team. With that being said, this team doesn't usually end up winning with big margins. Losing Pokes is something that is not frowned upon for Celebi and friends. As long as I am killing/weakening things to the point where my other attackers can finish the job.
The team starts off with a really good anti-lead, Azelf. I've built this set with some extra attack to leave a bigger dent in things, while still outspeeding most things that Sash doesn't handle. Taunt -> SR -> Explosion is the usual, and if Azelf does survive, HP Steel for pesky fairies.
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 40 SpA / 216 Spe
Naive Nature
- Stealth Rock
- Explosion
- Hidden Power [Steel]
- Taunt
Next, the attacking might of this team. It works with a couple of standard powerhouses, and then 2 surprise-factor ones that allows me to play around and execute the win.
The first standard set is Lopunny-Mega. Free mega evolution and a generally solid set of moves means that if I can get my SR up, Lopunny can always switch in, Fake Out and do work, or simply give way to Celebi. Common switches to Lopunny are bulky mons that can take hits, so Celebi doesn't fear switching in on them. Alternatively, my 2 'surprise' attackers are rather bulky by nature, so they can come in without fear sometimes as well.
Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Return
Next up, Keldeo. This is probably the most expendable of mons. The only thing it offers is a STAB Water attack, as I have other Ice and Fighting moves on other sweepers. Though, Icy Wind is a nice psuedo-T-Wave in a sense. If only there was a grass type with its offensive power. CHOICE SPECS SCEPTILE!?!?! Maybe Breloom, but he's physical.
Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Icy Wind
- Scald
Now for some Pokemon that don't see enough usage, in my opinion. My Trump2016 cards.
The first being Sub+Lefties Kyurem-Black. The coverage of Ice/Ground/Electric is a potent one hitting almost everything for neutral damage. There is so much raw power behind him. Usually, KB is a wincon for me if it gets the sub up late game and I've cleaned up things it can't hit.
Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 200 SpA / 108 Spe
Mild Nature
- Substitute
- Ice Beam
- Fusion Bolt
- Earth Power
Choice Scarf Garchomp. Scarfchomp with Fire Blast. Another possible wincon with Outrage, as well as surprising a few things, that don't necessarily expect Fire Blast, especially if they've seen that its scarfed. EQ+Outrage are two stab that give me nice flexibility and coverage. Stone Edge + EQ is a good combination for those flyer teams. It hits Thundurus, Tornadus and friends.
Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Fire Blast
- Stone Edge
And finally, Recover-less Celebi. This set is completely built for the purpose of support. It usually will play 1/2 turns before I either win, or get shut down and lose my momentum. Healing Wish + Heal Bell for status removal, T-wave for slowing things down, and Giga Drain for STAB and some recovery. I don't run Recover, well, because its not needed. Celebi will usually stay in only for Kaldeo or Chomp to come in on a firemove. If they have a big bulky grass type with HP Fire (Tangrowth, Amoonguss), I switch to Kyuerm-Black and sub up.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 140 Def / 100 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Thunder Wave
- Healing Wish
- Heal Bell
Critique away!
This team is built to be ultra offensive and is 100% momentum based. There is no room to make misplays and if I do, I usually get 1 chance to fix it with Celebi, who really is the saving grace of most of the team. With that being said, this team doesn't usually end up winning with big margins. Losing Pokes is something that is not frowned upon for Celebi and friends. As long as I am killing/weakening things to the point where my other attackers can finish the job.
The team starts off with a really good anti-lead, Azelf. I've built this set with some extra attack to leave a bigger dent in things, while still outspeeding most things that Sash doesn't handle. Taunt -> SR -> Explosion is the usual, and if Azelf does survive, HP Steel for pesky fairies.

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 40 SpA / 216 Spe
Naive Nature
- Stealth Rock
- Explosion
- Hidden Power [Steel]
- Taunt
Next, the attacking might of this team. It works with a couple of standard powerhouses, and then 2 surprise-factor ones that allows me to play around and execute the win.
The first standard set is Lopunny-Mega. Free mega evolution and a generally solid set of moves means that if I can get my SR up, Lopunny can always switch in, Fake Out and do work, or simply give way to Celebi. Common switches to Lopunny are bulky mons that can take hits, so Celebi doesn't fear switching in on them. Alternatively, my 2 'surprise' attackers are rather bulky by nature, so they can come in without fear sometimes as well.

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Return
Next up, Keldeo. This is probably the most expendable of mons. The only thing it offers is a STAB Water attack, as I have other Ice and Fighting moves on other sweepers. Though, Icy Wind is a nice psuedo-T-Wave in a sense. If only there was a grass type with its offensive power. CHOICE SPECS SCEPTILE!?!?! Maybe Breloom, but he's physical.

Keldeo @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Icy Wind
- Scald
Now for some Pokemon that don't see enough usage, in my opinion. My Trump
The first being Sub+Lefties Kyurem-Black. The coverage of Ice/Ground/Electric is a potent one hitting almost everything for neutral damage. There is so much raw power behind him. Usually, KB is a wincon for me if it gets the sub up late game and I've cleaned up things it can't hit.

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 56 HP / 200 SpA / 108 Spe
Mild Nature
- Substitute
- Ice Beam
- Fusion Bolt
- Earth Power
Choice Scarf Garchomp. Scarfchomp with Fire Blast. Another possible wincon with Outrage, as well as surprising a few things, that don't necessarily expect Fire Blast, especially if they've seen that its scarfed. EQ+Outrage are two stab that give me nice flexibility and coverage. Stone Edge + EQ is a good combination for those flyer teams. It hits Thundurus, Tornadus and friends.

Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Outrage
- Earthquake
- Fire Blast
- Stone Edge
And finally, Recover-less Celebi. This set is completely built for the purpose of support. It usually will play 1/2 turns before I either win, or get shut down and lose my momentum. Healing Wish + Heal Bell for status removal, T-wave for slowing things down, and Giga Drain for STAB and some recovery. I don't run Recover, well, because its not needed. Celebi will usually stay in only for Kaldeo or Chomp to come in on a firemove. If they have a big bulky grass type with HP Fire (Tangrowth, Amoonguss), I switch to Kyuerm-Black and sub up.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 140 Def / 100 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Thunder Wave
- Healing Wish
- Heal Bell
Critique away!
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