For those who don’t know, my name is Monions and I’ve been a long-time Monotype player and am now finally creating my first RMT. I enjoy a balanced playstyle. I have had a lot of fun with this team lately and wanted to share the team and show that Steel is still strong, despite its seemingly low usage in the current meta.
The Team
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic
This is probably the most straight forward set on the team. Excadrill is your speed control, electric immunity and a pretty decent offensive presence for what is a generally passive team composition. Excadrill is also Steel’s best way of dealing with Mega Sableye which is very hard to break otherwise. Mold Breaker allows Toxic to ignore Magic Bounce.
There are a couple of moveset options depending on what you are facing or want to prepare for. Rock Slide can be used over Rapid Spin if you want to prepare for Fire or Flying. I chose Rapid Spin so this team doesn’t lose to Sticky Webs and because in the Flying matchup they will always switch to Celesteela, Skarmory, Gliscor or any other defensive wall that takes neutral damage from Rock Slide. In the Fire match up you will be doing most of the damage with Heatran. Heatran has Rock coverage so it’s not as necessary on Excadrill, which can easily bluff having Rock Slide to force the switch, giving you a free Rapid Spin.
Jirachi @ Normalium Z
Ability: Serene Grace
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Happy Hour
- Psychic
- Thunderbolt
- Iron Head
Next is your second offensive threat and late game cleaner. Z Happy Hour gives a +1 boost to each stat which are already well off with base 100s. Max speed with the omni boost essentially gives Jirachi the benefit of having ‘two items’, Choice Scarf and Choice Specs without the drawback of being locked into a single move. Psychic is your main STAB and helps cover the Fighting weakness while Thunderbolt helps provide heavy pressure on both Flying and Water, which are typically unfavorable matchups for Steel. The last move, Iron Head, is a must have to take advantage of Serene Grace giving Jirachi a 60% chance to flinch the enemy. After +1 Atk Jirachi can still hit with respectable damage, though Iron Head is more often used as chip damage (with the flinch) to get the enemy within range for either Thunderbolt or Psychic to kill. With Stealth Rocks up, Jirachi can sweep an entire Flying team on it’s own as the only two threats, Choice Scarf Thundurus and Mantine with Haze, cannot kill Jirachi and die to Psychic or Thunderbolt respectively.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 124 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Now we start to shift to the more defensive side of the team. Scizor is the prime Mega choice for Steel: it has amazing bulk, takes neutral damage from Ground attacks and has a strong priority move and the ability to pivot. 248 HP EVs give Scizor maximum bulk with an odd number stat to reduce Stealth Rock damage on switch-ins. 136 speed allows Scizor to outspeed beneficial natured base 50s such as Azumarill, as well as the walls that are shooting to outspeed those same threats like Haze Mantine.
The move set is standard; Roost for recovery, Swords Dance and Bullet Punch for offensive pressure and U-turn to keep momentum. The remaining EVs go into Atk for maximum damage output in the late game. For those who think that having U-turn and Swords Dance is a little counterproductive: on paper that is correct. Scizor comes onto the field under 2 circumstances:
- On a resisted move or weak coverage move in order to maintain HP on your walls. In this case the opponent will most likely be switching out giving you the opportunity to use U-turn and keep momentum in the battle.
- After a KO or on a double switch as a revenge killer or sweeper. This usually happens in the later game where you can set up Swords Dance and use Bullet Punch to pick off weaker or chipped enemies.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 80 HP / 28 Atk / 200 SpA / 200 Spe
Timid Nature
- Magma Storm
- Earth Power
- Stone Edge
- Taunt
The last of the offensive and utility components of the team is Heatran, an absolute staple on Steel Monotype because of it’s Fire immunity. Magma Storm traps the slower specially defensive walls like Mantine, Toxapex and Chansey. Combined with Taunt to deny recovery and ultimately KO them and break defensive cores. Earth Power provides necessary coverage against Fire-types and other Heatrans. Stone Edge is almost exclusively for Volcarona and Charizard Mega Y, both of which are extremely dangerous to Steel teams.
Breaking down the EVs: 28 Atk EVs, even with a hindering nature, guarantees the OHKO with Stone Edge against Charizard and Volcarona.
- 28- Atk Heatran Stone Edge vs. 0 HP / 4 Def Charizard-Mega-Y: 300-356 (101 - 119.8%) -- guaranteed OHKO
- 28- Atk Heatran Stone Edge vs. 0 HP / 4 Def Volcarona: 344-408 (110.6 - 131.1%) -- guaranteed OHKO
- 252 SpA Charizard-Mega-Y Focus Blast vs. 0 HP / 4 SpD Heatran: 288-340 (89.1 - 105.2%) -- 31.3% chance to OHKO
- 252 SpA Charizard-Mega-Y Focus Blast vs. 80 HP / 0 SpD Heatran: 290-342 (84.5 - 99.7%) -- guaranteed 2HKO
In order to get the extra EVs in attack and HP we take a little from both speed and special attack. With 200 speed you still outspeed beneficial natured base 70s like Bisharp, Volcanion and more. The remaining EVs are added to special attack to still hit hard.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Protect
Starting the defensive core is your SpD wall, Ferrothorn. Maximum investment in HP and 72 in Def give Ferrothorn maximum bulk to defend itself from special attacks while still being able to take physical hits with it’s naturally high defense stat. With 72 Def you can live an unboosted Close Combat from threats like Heracross or Terrakion to scout sets, set up Leech Seed and chip with Iron Barbs. Ferrothorn has a secondary grass typing that grants it an important neutrality to Ground-types attacks and a resistance to Water-type attacks. Power Whip provides a STAB option that threatens Ground- and Water-types while removing Swampert, which annoys both Z-Jirachi and SD Scizor with Roar. Leech Seed combined with Protect help maintain HP, scout attacks from the opponent and make appropriate switches. Stealth Rock is a little bit of an odd inclusion on Ferrothorn as Steel will typically run Spikes to help stack up damage on opponents switching in and out. With the Heatran set I’ve already listed there was no room for Stealth Rock on Heatran in order for it to perform optimally in the role it’s been given. With Heatran’s immunity to Fire it will pull the most weight in the Fire match up to the point where I haven’t really needed rocks up or where I can force the opponent to use coverage attacks which Ferrothorn can switch in on and set up rocks. This team thrives on the strong defensive core, which means I did not have space for the next best Stealth Rock setter, Skarmory, in order to spread out typing and coverage. This made Ferrothorn the choice for my Stealth Rock setter.
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Air Slash
- Toxic
- Leech Seed
- Protect
Finally we have your Def wall: Celesteela. Like Ferrothorn, Celesteela naturally has high stats in both defense and special defense. With it’s Flying typing, Celesteela is the ideal wall to take Fighting attacks. 252 EVs in HP and Def allow Celesteela to cover the Fighting weakness optimally as most Fighting attacks are physical. With no reliable recovery, Celesteela relies on Leftovers, Leech Seed and Protect for recovering and maintaining HP. Between Ferrothorn and Celesteela’s defensive sets, you can scout moves from the opponent in order to bring in your offensive threats on immunities or heavily resisted attacks to change the momentum of the game in your favor. Toxic is used to help take out hard walls like Slowbro, Mantine, and the Normal defensive core as well as neutralize set up sweepers in conjunction with Protect and strong switch-ins on the team. Air Slash is a great coverage move with STAB that is mainly for Kommo-o and Keldeo. Both run Taunt and have good speed tiers and coverage that can potentially sweep Steel. Celesteela can deliver a 2KO on Kommo-o (1 pre boost on the Taunt and 1 after the boost) or set up the 2HKO with Excadrill’s Earthquake as a follow up. Air Slash also helps against Fighting in general and Venusaur-Mega which can be a pain to break without the risk of losing Jirachi too early.
(Credit to Vodoom for suggesting this set)
Threats
At a high level this team is most threatened by Taunt + Setup users. It forces the switch outs and with Excadrill's relatively low speed tier it can be beaten by various set up sets. A few other specific threats that were not listed above can be found below:
Keldeo can be extremely threatening in any of it’s sets. Specs means I have to make the right 50/50 call every time (Celesteela on Secret Sword or Ferrothorn on Hydro Pump) while Taunt CM can just obliterate such a slow and defensive team. When I see a Keldeo on the opposing team my first goal is to scout the set and keep Celesteela or Ferrothorn on it to either chip down with Leech Seed or secure a KO with Power Whip or Air Slash. There will be plenty of times where I will have to make a sacrifice to try and get Excadrill in safely in order to finish off Keldeo.
Garchomp hits Steel hard with EQ and with the mixed coverage of Fire Blast, making it a hard enemy to deal with. Much like any other threat it is handled with the immense bulk of Celesteela and whittling down Garchomp to be KO’d with any of your offensive threats.
Landorus-I is also a major pain to deal with between Life Orb Sheer Force Earth Powers hitting hard and Gravity removing your Ground immunities.
Being Fire and Fighting, Infernape has the best of both worlds in breaking Steel. In an ideal world this is Choice locked so you can play for 50/50s, but if it's not you are going to be sacrificing something almost every time Infernape comes in with your only check being Excadrill.
Victini is most threatening with the Z Celebrate set. This requires chip before the boost, sacrificing one team member and putting Heatran dangerously low in order to beat if you can't keep pressure on with Excadrill or set up Jirachi first.
An unexpected threat is Zapdos. With Heat Wave as coverage it threatens Ferrothorn while also being able to deal respectable damage and potentially paralyze your only other switch-in, Heatran. In an ideal world you want to keep Heatran as healthy as possible and take minimal risks because the moment Heatran dies you are swept by Fire coverage.
General Gameplay
This team plays pretty passively in the early stages of a game using Ferrothorn and Celesteela to chip down with Leech Seed and scout opponent’s sets. This can be a little scary in the face of some of the faster threats that have been listed above. With practice you can tell where you can take little (or if necessary, big) risks to remove the major threats on the opposing team. This comes with a lot of prediction skill. Ultimately it can come down to a lot of 50/50s such as Protect or attack? In order to get good results with this team in some of the harder matchups you will have to pay attention to how your opponent plays. What risks do they take? Do they make a lot of double switches? This way you should be able to hedge your bets and win the 50/50s.
I'd love to hear anyones experiences using the team, good or bad so hit me up if you get a chance to use the team.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic
Jirachi @ Normalium Z
Ability: Serene Grace
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Happy Hour
- Psychic
- Thunderbolt
- Iron Head
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 124 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 80 HP / 28 Atk / 200 SpA / 200 Spe
Timid Nature
- Magma Storm
- Earth Power
- Stone Edge
- Taunt
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Protect
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Air Slash
- Toxic
- Leech Seed
- Protect
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Toxic
Jirachi @ Normalium Z
Ability: Serene Grace
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Happy Hour
- Psychic
- Thunderbolt
- Iron Head
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 124 Atk / 136 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 80 HP / 28 Atk / 200 SpA / 200 Spe
Timid Nature
- Magma Storm
- Earth Power
- Stone Edge
- Taunt
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Protect
Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Air Slash
- Toxic
- Leech Seed
- Protect
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