Mono Steel Offense
https://pokepast.es/59137c1725fac267
Very fast paced / "trade heavy" Offense build that centers mostly around trading damage on / picking off targets that open up for end game SD Mega-Scizor sweeps. I wouldn't say this team is very "beginner friendly" but it'll all fall into place once you understand the kinda flow-charty playstyle and the matchups these pokemon thrive in (I'll go into details when I talk about the mons). most of my replays got lost but i pushed this team from 1100 to around the 1580s (top 40-60) (ladder alt is wave emoji)
The paste above is my preference of the team, but please feel free to try the other suggestions as they've been tested and are still good.
Excadrill @ Focus Sash
Ability: Mold Breaker
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock / Swords Dance / Rock Slide
- Earthquake
- Iron Head
- Rapid Spin
Excadrill is probably the MOST important member of this team in terms of "finding value" in certain matchups (I personally think this mon is insane right now). The two main roles it serves are as a "Suicide Lead" counter or as a back pocket sash to launch a huge EQ, Iron Head, or use the sash to set up a rapid spin for an end game sweep. Through experience I like to lean more into the lead counter and run Rocks as you never really find a good SD opportunity with its eh speed tier to follow up with damage after. Unfortunately have to bite the bullet vs Hisui-Samurott and lead something else (we'll get there) as Edge into Jet always kills and running HP or Def on this is not worth it for that one mon (ive tried lol). if Excadrill is dead and your rocks are up and theirs aren't,his job is done. And just like the name suggests, if you dont know what to lead, dont even think and lead drill, its safe. And also dont be afraid to lead it and still switch out if youre slower. Remember you can always spin with Treads to keep the sash up and that the most important thing about late game drill is that you get damage off.
Valuable Matchups: Fire(
Lead), Bug(
Lead), Steel(
Back), Electric(
Back), Poison(
Lead), Fairy(
Lead), Rock(
Back), Ghost(
Back), Psychic(
Lead).
Lead vs any type you aren't comfortable against
Iron Treads @ Assault Vest
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Ice Spinner
- Volt Switch
Excadrill's partner in crime. The sole reason drill is even good on this team. Treads is your secondary spinner (for when you dont lead drill) and fringe "momentum finder" by taking weak hits and volt switching out. AV gives it solid enough bulk to find good damage trades into what you need hurt. Nothing much special about this guy, hes just here to find opening with Volt and keep hazards at bay. The very fast speed tier also helps with revenge killing / forcing switches.
Valuable Matchups: Ice, Fire, Steel, Electric, Poison, Rock, Fairy, Grass, Flying, Ground.
Heatran @ Air Balloon
Ability: Flash Fire
Tera Type: Fire
EVs: 252 HP / 212 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt / Rock Tomb / Stealth Rock
- Toxic / Taunt
Wouldn't be a steel team without the goat himself here. Air Balloon serves as a backup Ground immunity and Flash Fire gives the team its only Fire immunity. Heatran's role on the team is to pick off defensive cores with Magma Storm trapping, Toxic, and Taunt to deny recovery/status pivot moves (TP, Chilly Reception). Can be pivoted into a secondary rocker if you believe in the SD Drill and Rock Tomb can be teched for other Balloon Hetran(You techincally beat other non Rock/Steel move Heatrans if you can Taunt first as they'll be forced to use attacking moves if they dont switch and you'll win the PP war. Rock Tomb is just there for an immediate answer.) Really just a solid bulky guy that checks damn near everything.
Valuable Matchups: Grass, Flying, Steel, Poison, Ice, Dragon, Bug, Psychic, Electric, Rock, Normal, Water (Stall).
Gholdengo @ Ghostium Z / Steelium Z
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Make It Rain
- Recover
- Nasty Plot
Boss Hog #1 and your secondary lead. I mentioned earlier that this team was fast paced and Z Gholdengo is why. NP Recover straight up 6-0s balance and defense builds. Gholdengos sole purpose on lead is to just delete whatever defensive pokemon switches in after an NP. Due to Gholdengos natural bulk its also trades tremendously well vs bulky Stealth Rock leads. just NP and Z turn 2 and youve just deleted whats's more than likely their biggest defensive answer. +2 Z Ghost One shots basically everything that isnt max HP max SPdef AV. Volt Switch from Treads gives this thing the positioning it desperately needs. Also your Fighting immunity.
Valuable Matchups: Normal, Fighting, Flying, Water (Stall), Psychic, Ground, Rock, Electric, Grass, Ice, Fairy, Bug.
Scizor-Mega @ Scizorite
Ability: Technician
Tera Type: Bug
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Knock Off / Dual Wingbeat
- Roost
Boss Hog #2 and the main "win con" of this team. I am so close to being sold that this thing is broken and unfair. If your team does not have more than one defensive Steel Resist and if Ghold/Celesteela hasn't already killed it, you lose. There is damn near nothing that isnt a STAB fire move that stops this thing from setting up. Easy Knock Off switch-in, insane bulk to just be a defensive answer to some stuff, Priority, and self sustain with Roost. What isn't there to like. EVERYTHING about this team revolves around Scizor sitting in the back just waiting for its free game ending SD.
Valuable Matchups: EVERYTHING
Celesteela @ Leftovers
Ability: Beast Boost
Shiny: Yes
Tera Type: Steel
EVs: 248 HP / 76 Def / 184 SpD
Relaxed Nature
IVs: 0 Atk / 7 Spe
- Flamethrower
- Air Slash
- Leech Seed
- Protect
Your catch all switch in and probably your safest lead vs Samurott-H (just let him get the spikes up, kill it and spin with treads later.) This and Scizor are easily the MVPs of this team. Leech Seed + Protect is valuable recovery as most non supper effective moves are doing about 30-40% anyways and you heal that up with seeds and lefties with protect while chipping. A huge gap with this pokemon is finding the right times to leech seed / double leech seeding on switch, this thing being healthy is a necessity and a PRIORITY as its really your only true defensive switch in and only way to try and halt any advantage your opponent has. Decided to go Flying stab + flame as i have enough Steel damage and Air slash is still enough damage to break Substitues on the pokemon who use it. BTW this is PhysDef Beast Boost as you need it for Rain and Fightng on the off chance you get a kill.
THE IVS: 7 Speed IVs and Relaxed Nature allow you to always be slower than Pelliper to be able to Leech Seed after they U-Turn.
Valuable Matchups: Ground, Poison, Grass, Fighting, Normal, Ghost, Dark, Fairy, Flying, Psychic, Dragon, Steel, Water.
THE GLARING ISSUE
As you can see this team has no Ferrothorn and two ground types, so your Rain matchup is HORRIBLE. its for real about 95-5 for rain. deadass a near autoloss. I have more wins vs SUN than Rain with this team. Steel is honestly just too slow to be able to deal with it, even Ferro isnt a real answer to the style cuz Urshifu + Mega Swampert is just too much for the type to handle. Your best and really only option is to lead Celesteela on their Pelliper and get off a Leech Seed on whatever they U-turn too since you're always slower and try to chip the threats that way.
But that doesnt mean there's 0 counter play. This Celesteela spread always lives Banded Surging Strikes in the Rain at full health and Air Slash into Scizor BP always kills back. Sash Drill can sash tank a hit and put something else in range of Scizor. Treads Speed tier can land some big hits and Z Ghold can speed creep and one shot some of the Modest/Adamant sweepers.
Enjoy :)