





Teambuilding Process
It started out as a simple FWG Steel core. After learning a bit about cores in VGC I decided to try one out for Steel, and since the fantasy core is unavailable for Steel monotypes I had to go with the FWG core.



After testing this core out in a few different ways I decided that it was weak to being stalled out by Mega Venusaur, Mega Sableye and Chansey, with Infernape posing a problem with SE coverage on everything so I added a Jirachi who covers all of those well with Psyshock + Moonblast and is neutral to fighting moves.

Jirachi was originally a scarf pokemon with U-Turn, and to complete a semi voltturn core I added on Magnezone, which also helped with problematic Water matchups.

At this point I realized that I was in need of hazard removal and a mega, however I did not want to use Scizor since it has bad synergy with defog on a hazard stacking team so I went mega-less steel and chose Excadrill.

After playing for a bit with this team I got really bored and made some pretty big changes. I switched from a FWG core to a Voltturn core, kind of. Instead I just have a Volt switch + Volt switch core, which gets stopped by Ground but hopefully I have the plays to make up for it. So I ended up taking out Ferrothorn, Empoleon and Jirachi, and replacing them with Mega Scizor, Bisharp, and Forretress.



The *NEW* Team

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 228 HP / 252 SpA / 28 Spe
Rash Nature
- Lava Plume / Magma Storm
- Earth Power
- Stone Edge / Taunt
- Hidden Power [Ice] / Toxic
Heatran has always been one of the best pokemon for a Steel type mono, and this one is no exception. The first part of this team provides an all important immunity to fire thanks to its ability, Flash Fire, letting it switch into things like Will o Wisp and Overheat. The move choice might look a bit strange, so let me explain. Stone Edge is there to let Heatran better check Volcarona and Non Focus Blast Charizard, since it does more damage than its counterpart Ancient Power. Earth Power are for opposing Heatran, and Lava Plume over Fire Blast for the nifty burn chance. HP Ice lets me OHKO pokemon that I either wall or have to hit me with a move that 3hkos, such as Garchomp and some Gliscor. The trapping set (Magma Storm, Taunt, Toxic) has been slashed on to be able to trap threats like Mega Sableye and Chansey and beat non magic bounce users with Taunt and Toxic. The EVs are simple, maximum special attack and a rash nature increase my special attack to acceptable levels, and the - special defense is to increase the chance of living a CC from life orb infernape. 28 Speed lets me outspeed uninvested 80s, such as Mega Venusaur since outspeeding and revenging it can be important. The rest is thrown into HP to take attacks better.

Forretress @ Chesto Berry
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Rest
- Stealth Rock
- Spikes
- Volt Switch
A semi gimmicky Forretress set, with wacky evs and move choice. Starting from top to bottom, the ev spread maximizes special defense. While this may seem kinda redundant since this is trying to replace Ferrothorn, who is the better special wall, maximum special defense investment lets me set hazards against as many things as possible, as 248 HP leaves me bulky enough to stay around and throw hazards for a bit against physical attackers with out SE moves. Resto Chesto is there since the original item, leftovers, just didn't help me enough. The main reason to use Forretress over Ferrothorn is toxic spikes, so originally I had that in the first slot. However after getting past 1300 elo the teams got better, and I started using toxic spikes less and less, eventually replacing it with resto chesto as a cool one time full hp recovery. The only reason I've kept Forretress still is because of the last move, Volt Switch, which lets me act as a slow turn, getting in weaker pokemon into certain threats such as Heatran and Magnezone, who don't want to switch into a EQ or any move that removes air balloon or sturdy.

Bisharp @ Lum Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
The next pokemon is Bisharp. I chose the Lum SD set since it can 6-0 ghost if played correctly, with Lum being able to set up on something and then going ham with Knock Off or Sucker Punch until nothing is left, and if anything is left the rest of my team can revenge it. Practically the only thing on Ghost wanting to take a hit is full HP Aegislash hoping for a Sacred Sword OHKO or Mega Sableye, which can both be dealt with since Heatran really weakens Aegislash and beats Mega Sableye, and Bisharp beats Aegislash anyway at +2.

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 16 Def / 200 SpD / 44 Spe
Impish Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Roost
My new mega pokemon is Mega Scizor. With this somewhat strange set I can break past a ton of teams, and with Bisharp it forms a nice double wincon vs types like Psychic, Normal and basically anything that gets swept by +2 Bisharp and +2 Mega Scizor. Scizor also really helps against fairy and rock, 2 types that are already easy but Mega Scizor is my icing on the cake and their nail to the coffin. The ev spread is a lazy steal from the defensive smogon spread, with the 44 atk evs moved to speed to creep base 80s once I mega, and because after a few SDs the attack evs don't really make much of a difference with 2HKOs and OHKOs.

Magnezone @ Choice Scarf
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power [Ice]
- Thunderbolt
- Flash Cannon
Magnezone was the next pokemon to join the team and has proved itself as useful. It's job is simple, hit hard then run. Volt Switch provides nice momentum, and can hit hard against Water teams once their Electric switch-in has been taken out. I also noticed that I had been avoiding Steel type moves a bit too much, and so Flash Cannon was added. I switched to Sturdy to be able to take a hit and still keep on going, as Analytic boosts aren't really worth it without going all in and using Choice Specs. HP Ice was added on once I realized that it still doesn't hurt switch-ins that much, since they can then switch out to their Grass switch-in. Instead HP Ice lets me OHKO pokemon like Garchomp and Landorus I, which would pose a problem to this team with something that hits heatran to remove air ballon + earth move + able to beat Mega Scizor 1v1.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Iron Head
The hazard removal. Excadrill is one of Steel's best and most common Choice Scarf pokemon. Everything on this set is standard, with dual STABS and Rock Slide to get Edgequake coverage. Rapid spin is to remove hazards from my side only, which helps in hazard stacking. The only noticeably different thing is that this Excadrill is on a team with 2 other Choice Scarf users, and so the opponent might not be prepared for this Excadrill also using a Choice Scarf.
=== [monotype] VoltTurn Hazard Steel ===
VTH.Forretress (Forretress) @ Chesto Berry
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Rest
- Stealth Rock
- Spikes
- Volt Switch
VTH.Magnezone (Magnezone) @ Choice Scarf
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flash Cannon
VTH.Heatran (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 228 HP / 252 SpA / 28 Spe
Rash Nature
- Lava Plume / Magma Storm
- Earth Power
- Stone Edge / Taunt
- Hidden Power [Ice] / Toxic
VTH.Bisharp (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
VTH.Excadrill (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
VTH.Scizor-Mega (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 248 HP / 16 Def / 200 SpD / 44 Spe
Impish Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Roost
VTH.Forretress (Forretress) @ Chesto Berry
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Rest
- Stealth Rock
- Spikes
- Volt Switch
VTH.Magnezone (Magnezone) @ Choice Scarf
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flash Cannon
VTH.Heatran (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 228 HP / 252 SpA / 28 Spe
Rash Nature
- Lava Plume / Magma Storm
- Earth Power
- Stone Edge / Taunt
- Hidden Power [Ice] / Toxic
VTH.Bisharp (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
VTH.Excadrill (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide
VTH.Scizor-Mega (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 248 HP / 16 Def / 200 SpD / 44 Spe
Impish Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Roost
Credits to serebii, plhd and pokemondb since I stole all the sprites from them.
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