Hey all. I’ve been working on this team for a while now, and I’m really excited about it. I am really terrible at teambuilding, so this took me a long time to make and polish. The team single handedly brought me up to 1599 on the ladder, and before I was sitting in the 1200 – 1300’s. I know it’s a long way from perfect, but I am out of ideas for how to further improve it. Thanks in advance for the help!
At the time I started building this team, I had a weird obsession with trying to use Fire-Water-Grass cores. I don’t really know why, but I did. My first attempt was Physically Defensive Rotom-W, Specially Defensive Heatran, and Physically Defensive Mega Venusaur. After testing, I realized how much I wanted to use an offensive Mega on the team, and while Mega Venusaur was really cool, it didn’t pack the punch I wanted. I eventually replaced Mega Venusaur with Celebi and messed with the Heatran. What I have now isn’t really a defensive core, but it works well with the other three Pokémon and I like it.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
As mentioned above, Rotom was part of my original trio. The set is very standard, so there’s not much to explain here, except that I lowered the speed IVs by 1 to “out-slow” opposing Rotom-A. This lets me get my Volt Switch off after theirs, and I can see what they bring in before choosing my mon. 0 Atk IVs are on all my Special attackers to reduce foul play and confusion damage.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Stealth Rock
- Lava Plume
- Hidden Power [Ice]
- Taunt
This Heatran is fun. It has caused more rage quits than I care to count. With the given Evs and a life orb, HP Ice is a guaranteed OHKO on defensive Landorus-T and (depending on the spread) on defensive Garchomp, two common OU leads. Lava Plume is used over Fire Blast due to accuracy and PP concern. I do not find myself wanting the extra power often, and the chance to burn makes this set harder to switch into.
This used to be a SpDef Heatran, but I found that it was too hard to set up rocks early game. With HP ice, I can more comfortably lead Heatran and therefore get up rocks faster. Plus, since it checks defensive Lando, it helps clear one of my Celebi counters, letting me spam Thunder Wave more.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Earth Power
- Thunder Wave
- Recover
This celebi is really the glue of the team, checking the multiple Pokémon that would be troublesome otherwise. Celebi checks Choice scarf Excadrill, which otherwise eats my team alive (bar Garchomp and Scizor, but Scizor can’t hit back very well), as well as Mega Metagross, defensive Heatran, and opposing Rotom-W. The EVs outspeed neutral base 70’s, namely Bisharp, and give a good HP number of 401 (I believe this value reduces entry hazard damage). With max SpAtk, Celebi packs a solid punch. Thunder Wave is great in the third slot, slowing down key threats on my opponent’s team. This is most noticeable with my Mega (spoiler: it’s Gallade), who has only 80 speed before Mega Evolving and 110 after. The Thunder Waves allow for my mega to evolve safer, as well as eliminate 50/50 speed ties with other base 110s, such as the Lati’s and Gengar.
Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Atk / 216 Def / 36 SpD
Impish Nature
- Bullet Punch
- U-turn
- Defog
- Roost
Oh man. I really love this Scizor. Like, a lot. It has won me so many games. The 8 Attack Evs guarantee a 2HKO on supportive Mega Gardevoir, and the HP EVs give a Stealth Rock number. The Def EVs extend past 188 (which I determined to be the minimum investment needed to adequately take Scarf Lando-T’s Earthquakes) to 216, in order to hit a jump point in Def values (meaning the stat difference between 212 and 216 is 2 instead of 1). The remaining is thrown into Special defense.
In this slot, I needed something to remove hazards. I tried a lot of different Pokémon, but none of them performed well enough. Eventually I started using Scizor, with an Ev spread of 248 hp, 252 atk, 8 SpDef and an Adamant Nature. I found I lacked the power I wanted without using the Choice Band and died too easily to reliably remove hazards. Then I changed the spread, and was blown away. The beauty of this set is that it bluffs so much power that it exerts tons of offensive presence without actually having it. Opponents will switch out fearing a super strong stab band bullet punch or U-turn, not realizing they are not in danger of losing a Pokémon. They start to play around something that doesn’t exist.
One final note: Yes, I realize Mega Scizor does this set better. However, this set doesn’t use my mega slot. This leaves it open for another Pokémon.
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off
Mega Gallade is not the most common Mega, but has definitely proven itself on this team. It reliably checks Ferrothorn and Mega Venusaur, who are otherwise problematic. It functions as a wall breaker or late game sweeper, depending on the team matchup and what it needs to accomplish. Most of the time, Mega Gallade will spend its playtime firing off a Close Combat or a Knock Off on a predicted switch, then retreating to safety. However, Swords Dance does sometimes open up games. It’s not used often, but when the time is right a single use of the move can seal the win condition.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Rock Slide
Garchomp is a freaking land shark. That should be enough justification as to why it is included in my team, but just in case the Admins decide that this description is inadequate, I will elaborate.
On this team, Garchomp is my cleaner. The choice scarf turns would-be checks, such as Latios, Latias, weakened Keldeo, weakened Starmie, and Mega Alakazam, into fish food. The surprise factor of ScarfChomp is definitely something to use to your advantage, as unaware opponents may try to revenge kill you with a naturally faster, non-choiced Mon. After Fairy types have been removed, and more bulky Pokémon removed or weakened, outrage wreaks havoc. Mid game, Garchomp can also be used to check other problematic Pokémon, such as the aforementioned Lati’s.
Rock slide is used over Stone edge because of accuracy concerns. The flinch factor can help in a pinch, too.
So thats the team. Thanks again for any help!
THE TEAM:





At the time I started building this team, I had a weird obsession with trying to use Fire-Water-Grass cores. I don’t really know why, but I did. My first attempt was Physically Defensive Rotom-W, Specially Defensive Heatran, and Physically Defensive Mega Venusaur. After testing, I realized how much I wanted to use an offensive Mega on the team, and while Mega Venusaur was really cool, it didn’t pack the punch I wanted. I eventually replaced Mega Venusaur with Celebi and messed with the Heatran. What I have now isn’t really a defensive core, but it works well with the other three Pokémon and I like it.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
As mentioned above, Rotom was part of my original trio. The set is very standard, so there’s not much to explain here, except that I lowered the speed IVs by 1 to “out-slow” opposing Rotom-A. This lets me get my Volt Switch off after theirs, and I can see what they bring in before choosing my mon. 0 Atk IVs are on all my Special attackers to reduce foul play and confusion damage.

Heatran @ Life Orb
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Stealth Rock
- Lava Plume
- Hidden Power [Ice]
- Taunt
This Heatran is fun. It has caused more rage quits than I care to count. With the given Evs and a life orb, HP Ice is a guaranteed OHKO on defensive Landorus-T and (depending on the spread) on defensive Garchomp, two common OU leads. Lava Plume is used over Fire Blast due to accuracy and PP concern. I do not find myself wanting the extra power often, and the chance to burn makes this set harder to switch into.
This used to be a SpDef Heatran, but I found that it was too hard to set up rocks early game. With HP ice, I can more comfortably lead Heatran and therefore get up rocks faster. Plus, since it checks defensive Lando, it helps clear one of my Celebi counters, letting me spam Thunder Wave more.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Earth Power
- Thunder Wave
- Recover
This celebi is really the glue of the team, checking the multiple Pokémon that would be troublesome otherwise. Celebi checks Choice scarf Excadrill, which otherwise eats my team alive (bar Garchomp and Scizor, but Scizor can’t hit back very well), as well as Mega Metagross, defensive Heatran, and opposing Rotom-W. The EVs outspeed neutral base 70’s, namely Bisharp, and give a good HP number of 401 (I believe this value reduces entry hazard damage). With max SpAtk, Celebi packs a solid punch. Thunder Wave is great in the third slot, slowing down key threats on my opponent’s team. This is most noticeable with my Mega (spoiler: it’s Gallade), who has only 80 speed before Mega Evolving and 110 after. The Thunder Waves allow for my mega to evolve safer, as well as eliminate 50/50 speed ties with other base 110s, such as the Lati’s and Gengar.

Scizor @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Atk / 216 Def / 36 SpD
Impish Nature
- Bullet Punch
- U-turn
- Defog
- Roost
Oh man. I really love this Scizor. Like, a lot. It has won me so many games. The 8 Attack Evs guarantee a 2HKO on supportive Mega Gardevoir, and the HP EVs give a Stealth Rock number. The Def EVs extend past 188 (which I determined to be the minimum investment needed to adequately take Scarf Lando-T’s Earthquakes) to 216, in order to hit a jump point in Def values (meaning the stat difference between 212 and 216 is 2 instead of 1). The remaining is thrown into Special defense.
In this slot, I needed something to remove hazards. I tried a lot of different Pokémon, but none of them performed well enough. Eventually I started using Scizor, with an Ev spread of 248 hp, 252 atk, 8 SpDef and an Adamant Nature. I found I lacked the power I wanted without using the Choice Band and died too easily to reliably remove hazards. Then I changed the spread, and was blown away. The beauty of this set is that it bluffs so much power that it exerts tons of offensive presence without actually having it. Opponents will switch out fearing a super strong stab band bullet punch or U-turn, not realizing they are not in danger of losing a Pokémon. They start to play around something that doesn’t exist.
One final note: Yes, I realize Mega Scizor does this set better. However, this set doesn’t use my mega slot. This leaves it open for another Pokémon.
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off
Mega Gallade is not the most common Mega, but has definitely proven itself on this team. It reliably checks Ferrothorn and Mega Venusaur, who are otherwise problematic. It functions as a wall breaker or late game sweeper, depending on the team matchup and what it needs to accomplish. Most of the time, Mega Gallade will spend its playtime firing off a Close Combat or a Knock Off on a predicted switch, then retreating to safety. However, Swords Dance does sometimes open up games. It’s not used often, but when the time is right a single use of the move can seal the win condition.

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Rock Slide
Garchomp is a freaking land shark. That should be enough justification as to why it is included in my team, but just in case the Admins decide that this description is inadequate, I will elaborate.
On this team, Garchomp is my cleaner. The choice scarf turns would-be checks, such as Latios, Latias, weakened Keldeo, weakened Starmie, and Mega Alakazam, into fish food. The surprise factor of ScarfChomp is definitely something to use to your advantage, as unaware opponents may try to revenge kill you with a naturally faster, non-choiced Mon. After Fairy types have been removed, and more bulky Pokémon removed or weakened, outrage wreaks havoc. Mid game, Garchomp can also be used to check other problematic Pokémon, such as the aforementioned Lati’s.
Rock slide is used over Stone edge because of accuracy concerns. The flinch factor can help in a pinch, too.
So thats the team. Thanks again for any help!
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