you voted for team G twice, I'll be considering only the leftmost vote! (the outcome wouldn't be changed though, so no stress)D > B > H > A > G > N > L > M > G > E > J > C > I > K > F
Team B by its.huey
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Toxic
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird
- Roost
- Defog
- U-turn
Dragapult @ Choice Scarf
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Shadow Ball
- Flamethrower
- U-turn
Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Close Combat
- Play Rough
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Knock Off
- Moonblast
- Stealth Rock
- Soft-Boiled
Gastrodon-East @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 104 Def / 152 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Earth Power
- Recover
- AmnesiaThis team is based around the offensive core of Choice Specs Keldeo and Bulk Up Zeraora - they can overpower each other's defensive answers well, and Zeraora gives this team a sort of wincon. The squad is supported by the very standard backbone of Corviknight, Clefable, and Gastrodon. Choice Scarf Dragapult is a neat revenge killing and cleaning option here too; it capitalizes on how both Keldeo and Zeraora are overwhelming for its checks and also messes with Sun teams.
Team C by kawaiioneechan
So Keldeo honestly has a pretty tough time in this metagame where Clefs, Toads, and Toxapex’s are everywhere. Figured scarf variant works best as a cleaner against balanced teams and was made a lot of wholes against offense. To help break down the Pex’s and Toads, I went with Hatterene as the fairy which chunks most of the metagame with Psychic and massive SpA that you can easily get one calm mind on. Keldeo also handles opposing Dark and Steel types decently. Mandibuzz helped against the ghost types that switch easily into Secret Sword with enough speed to beat max Aegislash (which would otherwise be a problem). Added Ferrothorn for hazards and to help against Toad further as well as offer a semi-decent switch into Fairy attacks. Rotom-Heat is just a phenomenal mon in this current meta, again helping wear down bulky water types for Keldeo as well as SpDef Corvi/Mandi. With so much SpA presence, wanted a physical setup sweeper and Dragapult fit the bill well with some important immunities and resists together with powerful stabs and some form of priority.
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 128 Def / 128 SpD
Impish Nature
- Power Whip
- Knock Off
- Stealth Rock
- Leech Seed
Mandibuzz (F) @ Heavy-Duty Boots
Ability: Overcoat
EVs: 248 HP / 80 SpD / 180 Spe
Careful Nature
- Foul Play
- U-turn
- Roost
- Defog
Hatterene (F) @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Psychic
- Mystical Fire
- Giga Drain
- Calm Mind
Dragapult @ Life Orb
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Darts
- Phantom Force
- Sucker Punch
- Dragon Dance
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Discharge
- Nasty Plot
- Pain Split
Team D by lockjaw
I decided to build around specs keldeo. Standard specs, set 2 water moves, icy wind & sword.
With duggy gone I wanted a way to deal with seis, pex, gastro & zera. I've attemped to do this with a lure gyarados set. You need intimidate to survive the plasma fists from zeraora but 240 speed evs are enough to outspeed after a ddance and OHKO. 180 atk evs guarantee the 2HKO on pex after a ddance and you need 88 def evs to survive plasma fist from LO.
Even though I had gyarados I still wanted something that could switch into zeraora and clefable reliably so I opted for arcanine. The teleport would guarantee that keldeo/gyarados gets a safe switch in and will also hopefully lure in seis/gastro & pex. 56 evs in speed for bisharp.
If rocks get up gyarados doesn't live plasma fists vs life orb so I needed some kind of hazard removal but most of the common defoggers invite in zeraora. I liked the idea of hat because it could hit a lot of the common hazard mons like seis/pex and most of the special walls like gastro/mandi etc are 2hko'd. Giga drain is kind of unnecessary as psychic 2HKO's gastro and seis anyway so you could opt for healing wish or something instead.
Team was a little on the slow side so I decided to add zeraora, electric immunity is handy for absorbing twaves and volt absorbs plus it pressures seis, gastrodon and pult for keldeo.
Finally sand teams looked like they could be an issue once gyarados had been weakened so I wanted something that could reliably kill excadrill but also pressure toxapex and who better than conk. I opted for EQ over facade so a combination of knock off & EQ would almost always kill pex.
Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Surf
- Icy Wind
- Secret Sword
Gyarados @ Wacan Berry
Ability: Intimidate
EVs: 180 Atk / 88 Def / 240 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Power Whip
- Waterfall
Arcanine @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
- Flare Blitz
- Extreme Speed
- Morning Sun
- Teleport/will-o-wisp
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Knock off/Play rough
- Plasma Fists
- Grass Knot
- Close Combat
Hatterene (F) @ Choice Specs
Ability: Magic Bounce
EVs: 252 HP / 252 SpA / 4 Spe
Quiet Nature
IVs: 0 Atk
- Mystical Fire
- Psychic
- Draining Kiss
- Healing Wish/Giga Drain
Conkeldurr @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Drain Punch
- Earthquake
- Mach Punch
Team E by Sunsetwinds
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Toxic
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Toxic
- Earth Power
- Scald
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunderbolt
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 48 Def / 208 SpD
Careful Nature
- Iron Head
- Defog
- Roost
- Body Press
Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Draco Meteor
- Flash Cannon
- Flamethrower
Aegislash @ Choice Band
Ability: Stance Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Close Combat
- Shadow Sneak
- Shadow Claw
I preferred to choose the Classical Revenge Killer Keldeo, Seismitoad helps vs non Grass Knot Zerora, Vish, Rotom-H, provides Rocks and Toxic Support, Clefable can deal with Keldeo main answers like Toxapex and Spc.Def Fable, the 60 Spe EVS is for outspeeds Corviknight which guarantee Super Effective Tbolt vs Roost, Corvi provides Defog and Spc.Def and solid check againist fairies, Hydreigon and Aegis serves as main attackers, Hydra gives dark type checks and Aegis strong damage + priority.
Team F by Astra17
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Toxic
Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Calm Mind
- Psyshock
- Recover
- Energy Ball
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Fire Punch
- Crunch
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Teleport
- Moonblast
- Wish
- Protect
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Body Press
- Knock Off
- Leech Seed
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Iron Head
- Defog
- Roost
- Body Press
balanced team with Keldeo. The idea is with a varied style to press SR + Spikes on the rival. It may be a little slow overall only scarf keldeo gives it speed. I have added several changes like Energy Ball Reuni for the surprise factor vs. Seismitoad or Gastrodon. Corvik's cast and nature is a bit specific when you think of Bisharp. If we look a little above we must have it controlled since I can suffer a little. Clefable is key here basically for being my support with Wish and response to Dragapult or Hydreigon in principle.
Team G by jonagosash spam offense
https://pokepast.es/657377c0a0e904cf
Accelgor @ Focus Sash
Ability: Unburden
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Spikes
- Encore
- Knock Off
- Final Gambit
Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Stealth Rock
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rapid Spin
- Earthquake
- Iron Head
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Close Combat
- Play Rough
- Grass Knot
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Toxic
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Healing Wish
I have been messing around w/ accelgor a lot recently as it serves to both stake spikes and can deny the opponents entry hazards. Mamoswine is a great partner for accelgor as it can come in after accelgors death and uses its sash to revenge kill or setup rocks. Excadrill is here to remove opposing entry hazards if they manage to get them up or to provide chip for zeraora. Scarf Jirachi benefits greatly from entry hazards and can be used to provide chip for zera or to sweep late game. Keldeo is used as a choice specs wall breaker they can 2hko corv and clefable. Keldeo + Zera is a good offensive combo as they force switches and greatly weaken opponents teams. This + entry hazards can be crippling.
KeldeoKiss
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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Nasty Plot
- Substitute
- Flamethrower
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunder Wave
- Dark Pulse
- Draco Meteor
Corviknight @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- U-turn
- Defog
Kommo-o @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 200 Def / 56 Spe
Impish Nature
IVs: 0 Atk
- Stealth Rock
- Body Press
- Flamethrower
- Toxic
Gengar @ Choice Scarf
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Trick
- Shadow Ball
- Destiny Bond
With Dugtrio being gone, it's way harder now to utilize Tauntless Keldeo in my opinion. Yet, I tried to go up against this challenge.
As a Partner for Keldeo, I looked for something that could punish its best checks and counters directly. SubNasty Plot Togekiss can do just that by subbing on the likes of Toxapex' Scald, Seismitoad's Scald (56 HP makes you live uninvested ones everytime) or Kommo-o (all of which like to pivot into Keldeo's STABs). Togekiss is also a soft check against Dragapult that likes to be thrown in mindlessly on Keldeo. On the other side of things, Keldeo beats Pokemon like Excadrill or TTar that check Togekiss very well. People tend to pivot in their Rotom-Washes into Keldeo as well, which leads to chip damage that Togekiss enjoys for sure.
Since that offensive core still kinda struggles to check Rotom-W defensively and Zeraora offensively, I chose Hydreigon as a way to pivot into the first and RK the latter. It also forms a decent Voltturn Core with Corviknight, since Hydra baits in Fairy types that Corv likes to be in against. In addition, Corv lures in Electric Types which will be in turn be chipped down by U-turn for Togekiss in the back.
Kommo-o is the obligatory Stealth Rock Setter that presumably can switch into Water Type attacks (Dracovish). I chose it over Seismitoad or Ferrothorn because of the current Sun weakness the team has. Although I am not a huge fan of Toxic Kommo-o at all, I decided to go with it this time, since having the ability to slap a timer on Mandibuzz is worth more than anything for the offensive core.
The last Pokemon Gengar acts as a glue Pokemon. I desperately looked for something that can nuke Fairy Types and be a check to Zeraora at the same time. With Trick it can be a nuiscance to the Classic Balances and Destiny Bond allows you to ease up the matchup against Pokemon you can't KO like Conkeldurr, Terrakion, Kyurem or Dracovish. You can go with Focus Blast in the last slot as well but I think it's crucial to be able to KO Conk and Dracovish with one move.
In conclusion of this set: Trick, Destiny Bond and the ability to check Fairies were the reasons I chose Scarf Gengar over the more common and generally better Scarf Dragapult.