Real Steel [1700+ ELO]

First time getting above 1700 (with a deviation of 46) on the new system which is the new 2100 (or so I've been told). Since a key member is about to be killed, I need to post this bad boy up now.

The Team

Genesect @ Choice Band
Ability: Download
EVs: 252 Atk / 4 SAtk / 252 Spd
Hasty Nature
- Ice Beam
- Extremespeed
- U-Turn
- Blaze Kick

genesect-high-speed-flight-form.png


Genesect with a Choice Band is an absolute unprepared for monster. No one sees it coming, It's very easy to bluff a scarf with this set. Just abuse U-Turn early on, then surprise! I just Iron Head/Extremespeed something bulky/fast to oblivion. Works everytime. He's great for getting switch initiative and for luring in fire moves for my Heatran to eat up. This uncommon Genesect set really pulls this team together, making things easier for me as a whole. I initially carried Iron Head instead of Ice Beam, but Defensive Gliscor sets had been giving me an overwhelming amount of issues. I have decided to go for Ice Beam over Iron Head.

Heatran @ Leftovers
Ability: Flash Fire
Evs: 244 Hp / 252 SDef / 12 spd
Calm Nature
- Lava Plume
- Earth Power
- Stealth Rock
- Roar

250px-485Heatran.png


Speak of the devil, Heatran is a monster. In a team revolving around steel types, having someone who can come in and eat up Fire attacks is key. He also sets up rocks, very helpful for killing off issues to the team (Thundurus is a bit tough to kill, as is Gliscor, neither appreciate rocks.) Heatran is really key for killing off the fire types that ail my team.

Rotom-W @ Zoom Lens
Ability: Levitate
EVs: 252 Hp / 252 SAtk / 4 Def
Modest Nature
- Volt Switch
- Thunder
- Hydro Pump
- Will-O-Wisp

Rotom_Wash_Forme___FINAL_by_OxyBr.jpg


Rotom-W is a bit of a jel for this team. If anything goes wrong with heatran he can come in and just sort of take an attack and then destroy anything with its powerful boosted attacks. The Zoom Lens cure a lot of large issues for my Rotom-W. In particular accuracy. I'm not a big fan of risking a win on a miss and with the amount of low accuracy moves he carries, the zoom lens helps him punish foes who outspeed him.

Klefki @ Air Balloon
Ability: Prankster
EVs: 252 Hp / 252 Def / 4 SDef
Impish Nature
- Foul Play
- Swagger
- Spikes
- Thunder Wave

klefki_again_by_lordchatta-d6rzeel.png


Klefki is my main counter to Excadrill. He can float above Earthquakes with ease, swagger it up, and proceed to foul play Excadrill to death quite easily. Klefki is good at stopping opposing sweeps and setting things up for my sweepers like Clefable and Aegislash. Klefki also can use those turns of confusion to set up much needed spikes to ensure some KO's for my Clefable and Aegislash. Besides, everyone knows that Parafusion + Swagplay is the most annoying combination in the world. It can cause the occasional ragequit, which is always appreciated.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 Hp / 252 Def / 4 SDef
Bold Nature
- Moonlight
- Moonblast
- Flamethrower
- Calm Mind

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Clefable is my sweeper. As weird as that sounds, it is probably one of the best sweepers I have used in a long time. She has incredibly large amounts of bulk and really great coverage. The only issue when sweeping is fire types. Fire types are destroyed by Heatran and his rocks/earth power. Besides, the majority of fire types are quite frail and can easily get assimilated after a couple of Clefable's Calm Mind boosts. Clefable has the rare ability of being able to setup on opposing sweepers. Most opponents don't want to switch out immeadiately, as they fear losing their boosts.

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Hp / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- King's Shield
- Sacred Sword
- Shadow Sneak

shiny_aegislash_by_zephyr_flutist-d6zaxg1.png


Honestly, this set is unpredicted now. Most people think it is the Double Shadow + Spooky Plate set and they usually play accordingly. As a result, I have an ease nabbing a boost or two and putting the nail on several different mons. He can switch into the Fighting type attacks that threaten my Metallic Militia and can easily lay waste to common threats like Lucario and Bisharp (with good prediction). Aegislash is a good spinblocker, but I don't really use him in that way, unless needed. Aegislash is an emergency Wallbreaker if needed.

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Importable:


Genesect @ Choice Band
Ability: Download
EVs: 4 Hp / 252 Atk / 252 Spd
Hasty Nature
- Iron Head
- Extremespeed
- U-Turn
- Blaze Kick


Heatran @ Leftovers
Ability: Flash Fire
Evs: 244 Hp / 252 SDef / 12 spd
Calm Nature
- Lava Plume
- Earth Power
- Stealth Rock
- Roar


Rotom-W @ Zoom Lens
Ability: Levitate
EVs: 252 Hp / 252 SAtk / 4 Def
Modest Nature
- Volt Switch
- Thunder
- Hydro Pump
- Will-O-Wisp


Klefki @ Air Balloon
Ability: Prankster
EVs: 252 Hp / 252 Def / 4 SDef
Impish Nature
- Foul Play
- Swagger
- Spikes
- Thunder Wave

Clefable @ Leftovers
Ability: Unaware
EVs: 252 Hp / 252 Def / 4 SDef
Bold Nature
- Moonlight
- Moonblast
- Flamethrower
- Calm Mind


Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Hp / 252 Atk / 4 Def
Adamant Nature
- Swords Dance
- King's Shield
- Sacred Sword
- Shadow Sneak

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Threat List:

Clefable: Not that its a huge issue, but I don't really have an answer for it. None of my steel types have any steel type moves, so Physically Defensive Clefables carrying Calm Mind can become an issue. I reserve Heatran for roaring it as he also tanks its best moves.

Heatran: Good prediction can help me put the nail in Heatran's coffin on a switch-in, otherwise though, he can be a really big issue for my team as he outspeeds Aegislash and usually ties my own Heatran.

Bisharp: Thinks he can switch into Aegislash which is a really easy peasy prediction for me. Otherwise, he can turn into a long term issue. His Iron Head deals about 80-90% to Clefable, which isn't worth the massive damage Flamethrower does in return. If Heatran is around Bisharp isn't an issue.

Landorus - I/Landorus - T: Lando can turn into an issue quite readily. He spams Earth Power/Earthquake which inflicts massive amounts of damage to my team. Usually Rotom-W can come in and threaten him out, then Thunder an incoming mon after a U-Turn. Sometimes after realizing Genesect is CB, I can catch him off-guard with a nice Ice Beam.

Mega - Venasaur: This thing is a problem. I have to attempt to wear it down, due to its massive bulk and dual weaknesses that I don't have access to in any of my pokemon. As a result, I usually try to burn it, and keep it switching out by bringing in checks from time to time. I can play a mind game with Klefki/Heatran with its Earthquake/Seed Bomb attacks, these become more fun after some nice parafusion as well.
 
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I wound use wide lens on Rotom-w, try this:

Rotom-W @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 252 Hp / 252 SAtk / 4 Def
Modest Nature
- Volt Switch
- Thunderbolt / Rest
- Hydro Pump
- Will-O-Wisp
 
I wound use wide lens on Rotom-w, try this:

Rotom-W @ Leftovers / Chesto Berry
Ability: Levitate
EVs: 252 Hp / 252 SAtk / 4 Def
Modest Nature
- Volt Switch
- Thunderbolt / Rest
- Hydro Pump
- Will-O-Wisp

This doesn't really fix any of the issues Rotom has right now. The only changes I would consider making, would be changes that make him outspeed Gliscor, while still retaining overall bulk. Otherwise, his Thunder does significantly higher damage and lands OHKO's/2HKO's on many pokemon it would not other easily destroy.
 
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