SS OU KELDEO + RACHI SAND BALANCE (1700s)

Which Keldeo form looks better?

  • Regular

  • Resolute


Results are only viewable after voting.

serperiorr

formerly someidiot19
:keldeo: Keldeo Bulky Offence :keldeo:

Screenshot 2022-07-24 at 4.24.43 AM.png


Introduction

Keldeo is often seen as overshadowed in OU by it's water-fighting brother Urshifu. However, Keldeo has many cool properties that I wanted to showcase in a Keldeo team. The team looks like a standard gen6ou team which is pretty cool. What with the metagame adapting to the physically-oriented Urshifu, I figured Specs Keldeo could punch holes to mostly unprepared teams. I went to 1700s with this team, so y'all can probably reach higher idk maybe top the ladder or something.

Pokepaste
https://pokepast.es/5a65cf51d4e5957d

Team Analysis
keldeo-ordinary.gif

Thinkin Bout You @ Choice Specs
Ability: Justified
EVs: 252 SpA / 252 Spe

Timid / Modest Nature
- Scald / Icy Wind
- Secret Sword
- Hydro Pump

- Flip Turn / Icy Wind

Ok first of all, I forgot to put the extra 4 EVs into SpD. Standard Keldeo runs sub + CM and lefties, which does work pretty well depending on the matchup. However, I wanted immediate power so I chose specs. So why Keldeo over CB Urshifu? Well, every team in OU runs countermeasures to Urshifu, weather it be water immunities, pex, dnite or physical walls like Buzzwole/Slowbro. Teams that run Buzzwole/Slowbro to beat Urshifu thus tend to struggle to switch into specs keldeo, and unlike Urshifu, Keldeo makes no contact, which means pex, ferro, garchomp, or other rocky helmet users do not hinder its progress as much. Hence, Keldeo can run specs unlike Urshifu who normally runs protective pads, so Keldeo's scald is much more spammable. In sand especially, this longevity can be important. Keldeo unfortunately sits in an extremely awkward speed tier which means it is slower than kart. Though, outspeeding specs blace can be nice. Additionally, scald burns can be very nice such as vs Dragonite, who doesn't mind switching into Urshifu but hates being burned. tl;dr spam scald and bring them back to the days of gen 5 ou

Hence, I built my team around hit and run tactics Keldeo uses to spam scald and switch to checks of common scarfers Lele, Kart, and Blace; all of which can revenge kill Keldeo. In practice, Keldeo does seem like a weaker Urshifu, but ironically, because Keldeo is so uncommon, many teams are very unprepared for it.


Notable Calcs

252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 0 SpD Slowbro: 161-190 (40.9 - 48.3%) -- guaranteed 3HKO :slowbro:

252 SpA Choice Specs Keldeo Hydro Pump vs. 248 HP / 8 SpD Pelipper in Rain: 266-313 (82.3 - 96.9%) -- guaranteed 2HKO :pelipper:

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 120+ SpD Assault Vest Slowking-Galar: 135-159 (34.2 - 40.3%) -- guaranteed 3HKO :slowking-galar:

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 120+ SpD Slowking-Galar: 202-238 (51.2 - 60.4%) -- guaranteed 2HKO :slowking-galar: (assault vest knocked off)

252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 4 Def Rotom-Wash: 195-231 (64.1 - 75.9%) -- guaranteed 2HKO after Leftovers recovery :rotom-wash:

252 SpA Choice Specs Keldeo Hydro Pump vs. 0 HP / 4 SpD Dragapult: 169-199 (53.3 - 62.7%) -- guaranteed 2HKO :dragapult:


Other Options

Modest over timid can sometimes OHKO physdef Pelipper, which is more common in low-mid ladder. Icy wind over scald is probably worse as it only helps vs bulky cleric Dnite matchup, and can help vs Dragapult or Tornadus (who'll just switch into partner tran anyways).




Tyranitar Shiny sprite from Black 2 & White 2 & Black & White

Sierra Leone @ Choice Band

Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 48 SpD / 208 Spe
Adamant Nature
- Stone Edge / Heavy Slam
- Crunch / Assurance
- Aerial Ace / Fire Punch / Heavy Slam

- Ice Punch / Fire Punch / Heavy Slam

At first, I wasn't a believer of CB ttar. It seemed counterintuitive to me that the weather setter wouldn't use leftovers or even boots and I thought that CB wouldn't allow Ttar to check ghosts as well. Whilst somewhat true, the extra power of choice band lets Ttar serve as a midgame wallbreaker to break down excadrill's checks, such as lando, garchomp, tangrowth, corv, and skarm.

208 speed EVs let Ttar outrun adamant Crawdaunt, which gets OHKOd by Stone edge. The rest go to SpD to check pult and blacephalon better. Aerial ace is very handy to beat unsuspecting Urshifu or Buzzwole, or even balloon Blaziken who may SD in your face not fearing EQ, which are roadblocks to Excadrill's sweep. Currently, I have ice punch over fire punch for 4th slot, since my tangrowth can deal with ferro, but fire punch is useful in beating down corv or fishing for burns. I like ice punch more here, since smart opponents may not let you toxic the lando.

Moreover, Ttar offensively synergises well with Keldeo. It can force damage on clef through stone edge or spamming crunch, and also preys on the slow brothers, and as a bonus, destroys gastro even with resisted stone edges.


Notable Calcs

252+ Atk Choice Band Tyranitar Stone Edge vs. 252 HP / 4 Def Gastrodon: 187-221 (43.8 - 51.8%) -- 14.1% chance to 2HKO :gastrodon:

252+ Atk Choice Band Tyranitar Fire Punch vs. 252 HP / 252+ Def Corviknight: 192-228 (48 - 57%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery :corviknight:

252+ Atk Choice Band Tyranitar Aerial Ace vs. 152 HP / 0 Def Buzzwole: 332-392 (84.4 - 99.7%) -- 81.3% chance to OHKO after Stealth Rock :buzzwole:

252+ Atk Choice Band Tyranitar Aerial Ace vs. 0 HP / 4 Def Urshifu-Rapid-Strike: 220-260 (64.5 - 76.2%) -- guaranteed 2HKO after sandstorm damage :urshifu:

252+ Atk Choice Band Tyranitar Aerial Ace vs. 0 HP / 4 Def Blaziken: 294-346 (97.6 - 114.9%) -- 81.3% chance to OHKO :blaziken:


Other Options

Bulky Leftovers or Smooth rock can be considered, but I believe are inferior as Ttar is often a crucial part in dismantling other teams' defensive cores. If you run leftovers, consider dropping Healing Wish on Jirachi for future sight, twave, or something else.



Excadrill  sprite from Black 2 & White 2 & Black & White

Pyramids @ Leftovers / Air Balloon

Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature

- Swords Dance
- Earthquake
- Iron Head

- Rapid Spin

Excadrill has recently made a resurgence in the OU metagame. People learned that fat sand builds can slowly wear down excadrill's checks over the course of the game, which is what this team aims to accomplish. Checks clef and koko, and can usually live any neutral hit.


Instead of talking about what excadrill does, I'll talk about what this team does to beat drill's checks.

:corviknight: The most annoying, I usually overwhelm with hazards, Keldeo, double switches, and Clef's twave + iron head flinches

:buzzwole: This mon is prone to hazards, but you can always check buzzwole with Clef or aggressively double to Keldeo.

:zapdos: Tangrowth lures zapdos and can get a knock or toxic off, or even both. Once Zapdos is knocked and/or poisoned, it basically cannot check Excadrill anymore.

:landorus-therian: Again, trade toxics with Lando using Tangrowth. If Lando doesn't allow it, then ice punch on Ttar and read a Lando switch.

:rillaboom: Use Tangrowth.

:hawlucha: Clef and spam moonblast, even if you have to trade (remember you have healing wish)


Jirachi  sprite from Black 2 & White 2 & Black & White

Bad Religion @ Leftovers
Ability: Serene Grace
EVs: 224 HP / 252 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head / Future Sight
- U-turn / Future Sight / Thunder Wave

- Healing Wish / Future Sight / Thunder Wave

One of the best Lele checks in the game. Stealth rocker, and free momentum with U-Turn. Healing Wish is the clutch button for many games. 32 Speed outspeeds max speed Ttar. Jirachi gets up rocks and uses a full restore on a teammate.

Jirachi is extremely underrated. I see Jirachi as the "anchor" of this team, and it serves its purpose extremely well. For starters, it always switches into Lele and usually outlives it even without wish. Then, it u-turns into either Keldeo or Excadrill, or straight up iron heads the Lele. Future sight is an option to aid Keldeo in breaking through pex, but doesn't really help with much else. Thunder wave is is nice to paralyse mons like torn who want to knock you off, or corv to spam iron head flinches.

However, I cannot understate the sheer utility of Healing Wish. A single use trump-card that can fully heal your 9% Ttar, burned Excadrill, or Keldeo who can't take another one of Volcanion's attacks. Healing wish is a godsend to Keldeo and Ttar, who tend to go for trades or can usually survive a few hits. Thus, you can play a lot more aggressively when you know you have Healing Wish in the back. Also, remember Jirachi is your primary Clefable answer as Rachi losing lefties is much better than Excadrill losing lefties.


Notable Calcs

252 SpA Choice Specs Dragapult Shadow Ball vs. 224 HP / 252+ SpD Jirachi: 236-278 (59.4 - 70%) -- guaranteed 2HKO after Leftovers recovery :dragapult:

252+ SpA Choice Specs Tapu Lele Focus Blast vs. 224 HP / 252+ SpD Jirachi: 155-183 (39 - 46%) -- guaranteed 3HKO after Leftovers recovery :tapu lele:

252 SpA Choice Specs Blacephalon Shadow Ball vs. 224 HP / 252+ SpD Jirachi: 318-374 (80.1 - 94.2%) -- guaranteed 2HKO after Leftovers recovery :blacephalon:


Other Options

Scarf could be nice to cripple corv, but I think this suffers from 4mss and they may not necessarily switch into corv.



Clefable Shiny sprite from Black 2 & White 2 & Black & White

Pink Matter @ Leftovers / Rocky Helmet
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave / Thunderbolt / Knock Off

- Soft-Boiled

Clef is like a top 3 mon right now. Calm mind cleans endgames effortlessly without compromising mid game utility. Clef is the glue to my defensive mons. Yellow magic is chosen over knock because paralysing pex, torn, corv, melm can be invaluable. Also, twave lets clef handle CB Ttar much easier since you just paralyse it and spam Soft-boiled. I like leftovers since it means Clef will always be healing as long as it gets a free switch, which is extremely often vs. bulky teams. Rocky helmet is still super nice to fuck with Weavile, Zapdos-Galar etc.

If Jirachi is weakned, Clef becomes your second special sponge and can handle Zapdos and Tapu Fini. Also, Clef handles Buzzwole which otherwise the team struggles with.


Other Options

Rocks could be used if you plan on using scarf Jirachi and forgo rocks on Jirachi. Tricky barb is an option too, but not needed in this team since this team doesn't struggle vs. Heatran.



Tangrowth  sprite from Black 2 & White 2 & Black & White

Forrest Gump @ Heavy-Duty Boots / No Item / Coba Berry
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed / Bold Nature
- Giga Drain
- Focus Blast
- Knock Off / Sludge Bomb

- Toxic / Sleep Powder

Tangrowth checks offensive grasses and rain threats. In sand balance, you normally want to run a bulky grass to beat opposing weather, and I chose tangrowth over Ferro because a) I don't need spikes and b) Tangrowth's defensive role compression is crazy, checking Kart and Rilla effortlessly. Toxic is, in my opinion, much better than sleep powder here since sleeping corv/torn/zapdos/lando doesn't do much for your teammates, as those mons may find opportunites to burn sleep turns vs passive Clef and Tang itself. No Item is legit, since you beat crawdaunt which is a huge dick to Tangrowth. Bold over relaxed if you want to outspeed more Melmetals.

I chose boots over helmet, which is kind of an uncommon pick usually. The reason is because in sand, I want to squeeze as much defensive potential Tang has since sand wears it down, so I chose boots to ward off against hazard stacking teams (Drill is my only hazard control). As I'm typing this, I realise Coba berry (flying resist berry) can be some nice heat to guarantee a knock or toxic on the birds. Sludge bomb is an option since Tapu Bulu is quite the threat.


Threatlist
:nidoking: Fuck this guy
:volcanion: Keldeo emergency checks, and heal Keld back up with Jirachi
:blaziken: Blaziken kinda 6-0s. Choose your sacs wisely, but this is a terrible MU
:kingdra: Really tough to deal with defensively.
:victini: Again, 6-0s on paper. I usually para with clef so drill and ttar outspeed.

Other mons can be threatening, but have much more counterplay, such as the aforementioned birds and lando. Pex requires a lot of patience to beat, and stall is generally an annoyingly bad matchup.

Replays

https://replay.pokemonshowdown.com/gen8ou-1623584293
:keldeo: :tyranitar: :excadrill: :jirachi: :clefable: :tangrowth:
VS
:clefable: :buzzwole: :tornadus-therian: :dragapult: :gastrodon: :toxapex:


https://replay.pokemonshowdown.com/gen8ou-1623732913 (rematch)
:keldeo: :tyranitar: :excadrill: :jirachi: :clefable: :tangrowth:
VS
:clefable: :dragapult: :melmetal: :tornadus-therian: :gastrodon: :ferrothorn:

https://replay.pokemonshowdown.com/gen8ou-1623720513
:keldeo: :tyranitar: :excadrill: :jirachi: :clefable: :tangrowth:
VS
:victini: :tornadus-therian: :ferrothorn: :clefable: :garchomp: :weavile:

https://replay.pokemonshowdown.com/gen8ou-1623573143-vyhiyfvsr6nq3lqj6df1xryl8munjiupw (Sample gastro balance)
:keldeo: :tyranitar: :excadrill: :jirachi: :clefable: :tangrowth:
VS
:clefable: :heatran: :rillaboom: :tornadus-therian: :melmetal: :gastrodon:
 
Ngl this is really cool especially with Jirachi, when I try to build with stuff like this it usually ends up incoherent. Sweet team overall, Clef, Jirachi, and Tang are especially splashable! Healing Wish is always cool too and Future Sight Jirachi is super underrated.
 
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