Well, after using a mono-steel team for a tournament on another forum, I found that I rather liked to use steel types. They are amazingly easy to switch in , and can pose a serious offensive threat as well. As it goes, I've assembled some of the more prominent steel types in the game and given them a few supporting Pokemon that are there to clean up the leftovers. This team is very new and not thoroughly tested, but it has been used enough for me to get a feel for it and show you the nuances and oddities that occur throughout this congregation of metallic monsters.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/120 Def/136 Spd
Bold nature (+Def, -Atk)
Technique Analysis:
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP/4 Spd/12 SAtk/240 SDef
Modest nature (+SAtk, -Atk)
Technique Analysis:
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/226 Def/32 Spd
Bold nature (+Def, -Atk)
Technique Analysis:
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/226 Def/32 Spd
Bold nature (+Def, -Atk)
Technique Analysis:
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/176 Spd/80 SAtk
Naughty nature (+Atk, -SDef)
Technique Analysis:
Scizor (M) @ Leftovers
Ability: Technician
EVs: 236 HP/252 Atk/22 Spd
Adamant nature (+Atk, -SAtk)
Technique Analysis:
Major Threats:
Salamence - Salamence is possibly the biggest threat to my team. If I can get Flygon or Jirachi in safely, he can be OHKO'd or 2HKO'd respectively and that's that. Scizor also doesn't really fear him too much once he has a Swords Dance, but if Salamence, especially the DD version, gets in, I am in very big trouble.
Crocune - I don't have the immediate power necessary to successfully defeat a Crocune before it sets up and destroys me. Flygon can dent it with Draco Meteor + Outrage, but it can't do enough to it. Fortunately, these are very rare, having been replaced by the more offensive, but much easier to kill, LO Suicune.
CM Jirachi - Well, this can give me a little bit of trouble, but Flygon can usually Earthquake it to death, or something like that.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/120 Def/136 Spd
Bold nature (+Def, -Atk)
Technique Analysis:
- Protect: This is one of my Jirachi's most important moves. It allows me to do several things at the same time. First of all, it allows me to gain 6 free percentage points in HP which can sometimes make all the difference with the plethora of un-STAB'd fire attacks out there. Second, it allows me to escape damage for a turn which is always good. Finally, it allows me to scout out an opponent's attack. Since in the beggining of the match, my opponent has no idea what my team is, I can easily switch in a counter to whatever attack they have chosen. In addition to all of this, it grants me free healing via use of my next move.
- Wish: Wish is my favorite restoration technique. It not only allows the user to be healed, but can cure teammates as well. This is invaluable on a team that relies on resistances rather than walls to stop threats. Wish allows another Pokemon on my team a virtually free switch in against something it takes under 50% damage from.
- Stealth Rock: There are virtually no teams that forgoe the use of this wonderous technique. Stealth Rock allows me to rack up enormous amounts of passive damage, especially with all the switches that my team members force.
- Icy Wind: No Pokemon should be without a move that can directly damage another Pokemon. When choosing what attack should go in this slot, I considered many things. First, would this attack be neutralized by many common Pokemon? That alone ruled out Thunderbolt and Psychic. Second, would this attack be able to allow Jirachi to survive against something else? Finally, would this attack benefit the rest of my team and help me achieve my overall goal? Icy Wind does all of these things. The only Pokemon that takes absolutely no damage from it is the elusive Shedinja, which is easily dealt with by many other Pokemon on my team (along with Stealth Rock). Icy Wind slows down any Pokemon that it hits by 1 level, which is a godsend in many situations. If someone tries to set up on me, all I must do is use Icy Wind to nerf its speed (or keep it at bay) so that another Pokemon on my team will be able to defeat it. It also allows me to break sashes on suicide leads (who then die when their Explosion meets my Protect). The last thing a sweeper wants is its speed lowered, and that's exactly what Icy Wind does. It causes many Pokemon that switch into my apparently 'supporting' Jirachi thinking they can set up to immediately switch back out to something that doesn't mind the speed reduction. This allows me to abuse Stealth Rock and helps me look for potential threats to my team.
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 HP/4 Spd/12 SAtk/240 SDef
Modest nature (+SAtk, -Atk)
Technique Analysis:
- Fire Blast: Fire Blast is Heatran's 'best' fire attack as it allows for high and consistent damage. A boosted STAB fire attack is nothing to laugh at, especially coming off of something as frightening as Heatran.
- Earth Power: Earth power rounds out the package nicely by allowing me to hit most Pokemon that resist fire, most notably other Heatran. fire and ground gives very good coverage, being resisted only by a few Pokemon (Gyarados and Moltres perhaps being the most significant).
- Substitute: With all of the Scarf Heatrans running around, and with the abundance of fire weakenesses on my team, Heatran has plenty of opportunities to switch in and set up a Substitute. It eases my prediction, blocks status, and allows me to attack once more than I usually would.
- Will-o-wisp: Physical sweepers can do a good deal of damage to many members of this team. A slow Pokemon 4x weak to ground is too good for Pokemon such as Salamence and Tyranitar to pass up. When they come in and attack my Substitute, they get crippled by a well placed Will-o-wisp. Reduced physical damage benefits many members of this team quite a bit.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/226 Def/32 Spd
Bold nature (+Def, -Atk)
Technique Analysis:
- Grass Knot: This is a move that no defensive Celebi should be without. It allows the little shrub alien thing to take out most bulky waters, grounds and rocks, therefore removing some sturdier problems for my team. It is arguable Celebi's best choice of STAB in the OU metagame and is my first attack choice whenever necessary.
- Earth Power: This is an interesting and very useful addition to Celebi's arsenal. It allows him to defeat sturdier steels such as Heatran and Metagross while damaging pesky fire and electric types. Ground has very nice coverage and the many key Pokemon it hits are too good to pass up.
- Leech Seed: Leech Seed helps Celebi's overall survivability while also potentially healing other teammates. It also can force switches which allows Stealth Rock damage to rack up and can cause some sweepers to leave, or have their HP drained, especially when combined with the common Life Orb.
- Recover: Defensive Celebi should never be without Recover. Self-healing is one of a defensive Pokemon's most important aspects, and allows Celebi to fight on for far longer than it would otherwise.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP/226 Def/32 Spd
Bold nature (+Def, -Atk)
Technique Analysis:
- Discharge: Discharge is chosen over Thunderbolt for the sole reason that it has a much higher chance of causing Paralysis. With the general sluggishness of my team, I need all the speed bonuses I can get. Discharge works off a nice 80 base power (120 in conjunction with STAB), and is my primary move when utilizing Zapdos.
- Heat Wave: Scizor can be a problem for my team, but is easily destroyed when hit by a scorching Heat Wave. Metagross is also hit quite hard by this attack, along with Mamoswine. The coverage it gives is very useful for Zapdos.
- Hidden Power [Grass]: The attacking combination of electric/fire/grass is not resisted by any Pokemon in OU. Hidden Power Grass earns its slot by being able to take out Swampert, who otherwise walls this Zapdos set.
- Roost: Roost is Zapdos's best option for healing. It allows him to take rock and ice attacks if he moves first, so he can easily pressure stall out a troublesome Pokemon to the point where another of my Pokemon can go in and defeat it.
Flygon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 Atk/176 Spd/80 SAtk
Naughty nature (+Atk, -SDef)
Technique Analysis:
- Outrage: Outrage is my primary attack for taking out a multitude of faster enemies in a few hits. It gets STAB, boosting it up to a respectable 180 power, and can easily bring down weaker Pokemon.
- Earthquake: Earthquake allows me to revenge kill Scarf Heatran, Salamence without any boosts to speed, Infernape, Metagross, and many other Pokemon. It also gets STAB which boosts it up to 150 base power, a frightening prospect for any opponent.
- Draco Meteor: Draco Meteor allows me to hammer Salamence without resorting to Outrage, and hit any switch in with a good deal of power. This is the one move I'm not entirely sure on, and if I could have suggestions for changing it, that would be greatly appreciated.
- U-Turn: This is a great move for any Choice Scarfer. It allows me to bring in a counter relatively unscathed when the opponent switches so that I can destroy them efficiently and painlessly.
Scizor (M) @ Leftovers
Ability: Technician
EVs: 236 HP/252 Atk/22 Spd
Adamant nature (+Atk, -SAtk)
Technique Analysis:
- Bullet Punch: Bullet Punch is Scizor's best STAB move when paired with Technician. With the base 90 power and nothing immune to it, it is the most deadly priority move in the entire metagame. No Scizor should be without its most important and destructive move.
- Brick Break: Brick Break pairs with Bullet Punch to have the most coverage possible in two moveslots. It also has the added effect of taking down annoying Reflects that might otherwise severely hinder Scizor's sweep.
- Swords Dance: This is my team's one set-up move, and it is being used by the most qualified Pokemon in the line-up. By alternating between this and Roost, Scizor can easily get to +6 attack and sweep an entire team.
- Roost: This is the key to Scizor's success. Many Pokemon who can do anywhere between 30-40% damage to Scizor would normally beat it if it ran a third move and Life Orb, but Roost + Leftovers allows Scizor to set up easily on Blissey lacking Flamethrower or Thunder Wave, Gliscor, and Hippowdon without roar, among other Pokemon like Swampert. It also comes in handy for keeping Scizor safe from other priority moves when his HP drops.
Major Threats:
Salamence - Salamence is possibly the biggest threat to my team. If I can get Flygon or Jirachi in safely, he can be OHKO'd or 2HKO'd respectively and that's that. Scizor also doesn't really fear him too much once he has a Swords Dance, but if Salamence, especially the DD version, gets in, I am in very big trouble.
Crocune - I don't have the immediate power necessary to successfully defeat a Crocune before it sets up and destroys me. Flygon can dent it with Draco Meteor + Outrage, but it can't do enough to it. Fortunately, these are very rare, having been replaced by the more offensive, but much easier to kill, LO Suicune.
CM Jirachi - Well, this can give me a little bit of trouble, but Flygon can usually Earthquake it to death, or something like that.






