Fighting was always my specialty type back during ORAS, but I heard it wasn't doing too well in this meta, so I decided to switch over to Steel. Peaked around 1600, subsequently plummeted to 1400 after a really bad run, and then I managed to claw my way back into the low 1500s. I get the feeling that this team is missing something... I just don't know what.
Anyway, here's the team!
Cyrano (Scizor-Mega) (M) @ Scizorite
Ability: Technician
EVs: EVs: 252 HP / 196 Atk / 60 Spe
Adamant Nature
- Swords Dance
- U-turn
- Bullet Punch
- Roost
"Have at thee, scoundrel!"
Mega Scizor represents one half of my main offensive core, along with Magnezone (who I'll get to in just a second). The set I have here is a pretty typical bulky pivot set, with an EV spread designed to maximize bulk and power, with just enough speed to outpace most Mega Venusaurs. U-Turn, of course, allows him to pivot into his partner whenever he's faced with a wall he can't muscle past.
Automaton (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
"CRUSH! KILL! EXTERMINATE!"
Magnezone is a wonderful partner for Mega Scizor, for a couple of reasons. For one thing, the two of them have that Volt-Turn dynamic that ensures that offensive momentum is always on my side. More importantly, Magnet Pull lets it trap and pick off bulky Steel types that Mega Scizor just can't deal with, namely Skarmory and Ferrothorn (though it still has to stay wary of Celesteelas packing Flamethrower or Earthquake). Its typing also lets it check a lot of bulky Waters, many of whom also give Mega Scizor a hard time.
Jethro (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 24 Atk/ 152 SpA / 80 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
-Ancient Power Stone Edge
"I reckon you picked the wrong fella to start flamin'."
Heatran is practically a necessity on Steel teams, providing them with a line of defense against Fire teams (or anything else packing Fire-type coverage, which is practically everything these days). His ability, combined with Air Balloon, allows him to switch into both Fire and Ground-type moves with impunity (which is really helpful when dealing with, say, other Heatrans).
The EVs are designed to give it some offensive presence and enough speed to outpace Alolan Marowak and Modest Magnezone, while still providing it with enough bulk to switch in often. As for his coverage moves, they're for giving my team additional leverage against Fire-type threats, particularly ZardY.
Pearl (Magearna) @ Assault Vest
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
-Flash Cannon Aura Sphere
- Volt Switch
- Ice Beam
"Please don't make this any harder than it needs to be."
Magearna is basically my SpA sponge, using its fantastic defensive typing (along with its Assault Vest) to switch into most special attackers, particularly Latios and Mega Alakazam. With AV, it even has enough power to survive an Earth Power from Nidoking or Landorus (and OHKO them both with Ice Beam). Once it switches in safely, it can either a) nuke the opposition with Fleur Cannon, or b) pivot into a physical attacker, if it's faced with a special wall.
As for the moveset, it's pretty self-explanatory. Fleur Cannon for STAB, Volt Switch for pivoting, and Ice Beam and Aura Sphere for additional coverage.
Valkyrie (Excadrill) (F) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Iron Head
"With these claws, I will tear your soul asunder!"
Excadrill here is my team's main source of physical power, aside from Scizor. She provides my team with a second line of defense against Fire-type teams (well, technically, a line of offense, but as they say, the best defense is a good offense) so I'm not totally screwed if Heatran should go down. She's also really useful against Electric teams, who give my team a fair amount of trouble otherwise.
Earthquake and Iron Head are her main STABS, while Rock Slide lets her nail Flying-types on the switchin. Rapid Spin is for hazard control, obviously, though I'm considering swapping it out for another coverage move, like Brick Break or X-Scissor, since my team doesn't really mind hazards all that much, aside from Sticky Web (and Spikes, but I don't see those very often). Thoughts?
Athena (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Heavy Slam
- Toxic
- Giga Drain
- Protect
"Please quit while you're ahead. You can never hope to breach my exterior."
Celesteela here is my physical wall. Its bulk and typing allow it to absorb blows from a lot of prominent Ground attackers who can otherwise plow through my team (it helps that most Ground-types are physically oriented). Giga Drain gives it some offensive presence against those very same Ground-types, and provides it with a secondary source of recovery apart from leftovers. Aside from that, it has Toxic to whittle down mons who would otherwise wall it completely, and Protect to stall them out (and grab extra turns of leftovers recovery).
Melchior (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature
- Brave Bird
- Spikes
- Roost
- Whirlwind
"Oh, dear. Did I drop my caltrops all over your field?"
I decided to swap out Celesteela for Skarmory, since ultimately what my team needed was a physical wall and Fighting check, and Skarmory does that better. Basically, its role is to tank physical blows, force switches and use the free turns to lay down a few layers of spikes. The rest of the moveset's pretty self-explanatory, with Brave Bird for STAB, Roost for recovery, and Whirlwind to phase out setup sweepers and rack up hazard damage.
And there you have it! Any and all feedback is appreciated.
Anyway, here's the team!
Cyrano (Scizor-Mega) (M) @ Scizorite
Ability: Technician
EVs: EVs: 252 HP / 196 Atk / 60 Spe
Adamant Nature
- Swords Dance
- U-turn
- Bullet Punch
- Roost
"Have at thee, scoundrel!"
Mega Scizor represents one half of my main offensive core, along with Magnezone (who I'll get to in just a second). The set I have here is a pretty typical bulky pivot set, with an EV spread designed to maximize bulk and power, with just enough speed to outpace most Mega Venusaurs. U-Turn, of course, allows him to pivot into his partner whenever he's faced with a wall he can't muscle past.
Automaton (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
"CRUSH! KILL! EXTERMINATE!"
Magnezone is a wonderful partner for Mega Scizor, for a couple of reasons. For one thing, the two of them have that Volt-Turn dynamic that ensures that offensive momentum is always on my side. More importantly, Magnet Pull lets it trap and pick off bulky Steel types that Mega Scizor just can't deal with, namely Skarmory and Ferrothorn (though it still has to stay wary of Celesteelas packing Flamethrower or Earthquake). Its typing also lets it check a lot of bulky Waters, many of whom also give Mega Scizor a hard time.
Jethro (Heatran) (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 24 Atk/ 152 SpA / 80 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
-
"I reckon you picked the wrong fella to start flamin'."
Heatran is practically a necessity on Steel teams, providing them with a line of defense against Fire teams (or anything else packing Fire-type coverage, which is practically everything these days). His ability, combined with Air Balloon, allows him to switch into both Fire and Ground-type moves with impunity (which is really helpful when dealing with, say, other Heatrans).
The EVs are designed to give it some offensive presence and enough speed to outpace Alolan Marowak and Modest Magnezone, while still providing it with enough bulk to switch in often. As for his coverage moves, they're for giving my team additional leverage against Fire-type threats, particularly ZardY.
Pearl (Magearna) @ Assault Vest
Ability: Soul-Heart
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
IVs: 0 Atk
- Fleur Cannon
-
- Volt Switch
- Ice Beam
"Please don't make this any harder than it needs to be."
Magearna is basically my SpA sponge, using its fantastic defensive typing (along with its Assault Vest) to switch into most special attackers, particularly Latios and Mega Alakazam. With AV, it even has enough power to survive an Earth Power from Nidoking or Landorus (and OHKO them both with Ice Beam). Once it switches in safely, it can either a) nuke the opposition with Fleur Cannon, or b) pivot into a physical attacker, if it's faced with a special wall.
As for the moveset, it's pretty self-explanatory. Fleur Cannon for STAB, Volt Switch for pivoting, and Ice Beam and Aura Sphere for additional coverage.
Valkyrie (Excadrill) (F) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Rapid Spin
- Iron Head
"With these claws, I will tear your soul asunder!"
Excadrill here is my team's main source of physical power, aside from Scizor. She provides my team with a second line of defense against Fire-type teams (well, technically, a line of offense, but as they say, the best defense is a good offense) so I'm not totally screwed if Heatran should go down. She's also really useful against Electric teams, who give my team a fair amount of trouble otherwise.
Earthquake and Iron Head are her main STABS, while Rock Slide lets her nail Flying-types on the switchin. Rapid Spin is for hazard control, obviously, though I'm considering swapping it out for another coverage move, like Brick Break or X-Scissor, since my team doesn't really mind hazards all that much, aside from Sticky Web (and Spikes, but I don't see those very often). Thoughts?
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Heavy Slam
- Toxic
- Giga Drain
- Protect
Melchior (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 SpD
Impish Nature
- Brave Bird
- Spikes
- Roost
- Whirlwind
"Oh, dear. Did I drop my caltrops all over your field?"
I decided to swap out Celesteela for Skarmory, since ultimately what my team needed was a physical wall and Fighting check, and Skarmory does that better. Basically, its role is to tank physical blows, force switches and use the free turns to lay down a few layers of spikes. The rest of the moveset's pretty self-explanatory, with Brave Bird for STAB, Roost for recovery, and Whirlwind to phase out setup sweepers and rack up hazard damage.
And there you have it! Any and all feedback is appreciated.
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