Hi welcome to my new team a bulk offensive team with keldeo and tyranitar. Now with out further adue the team.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rock Blast
- Stealth Rock
- Thunder Wave
- Crunch
Tyranitar roars back into overused with a new found niche in a specially defensive spread. thank to his rock typing he gets a 1.5x boost to his special defence in sand, and combine this with tyranitars natural good bulk and he gets an effective 492 special defence with his already great HP stat making him extremely bulky in sand. this lets him deal with special threats like volcanora with out much effort. The moves chosen are pretty straight forward : Rock blast is better than stone edge here as tyranitra is not aiming for raw power and it can help blast past substitutes that are brought up while keeping reliable damage and power, stealth rock is hzard support and is great for chip damage in egneral it's pretty standard and tyranitar has plenty of opertunities to set it up, thunder wave cripples threats for team mate slike keldeo to set up on with ease as well as giving tyranitar a chance to cripple it's counters beofre it switches out, crunch is reliable dark stab that rips appart bulky psychic types like slowbro to make like easier for keldeo. A careful nature is chosen with maximium special defenc einvestment to make sure tyranitar can take special hits as well as he possibly can.
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Substitute
Keldeo has fallen from grace since his introduction in gen 5 but that does not mean he cannot pull his weight in overused with a bit of support. With a sub mind set he aims to set up a sub and boost on opponets. The move set is very standard for sub calm mind set : Scald allows keldeo a very reliable stab that gives a chance to punish switch ins with a 30% chance of burn which is always very nice especially zeraora's, Secret sword allows keldeo to effectively go mixed, it utterly destroys the blobs in a way focus miss could not by attacking their weaker defensive stat so is essential for this set not to be walled by them, calm mind allows keldeo to boost it's special attack and special defence, substitute allows keldeo to start to set up against walls protected from dangerous status. A timid nature with maximum speeed eves allow skeldeo to oupace a fair amount of the metagame thanks to his 108 speed, the rest goes in special attack to allow keldeo to hit hard as possible but outpace as much threats as possible he is not able to with a modest nature.
Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin
excadrill is a fantastic abuser of sand thanks to his ability sand rush. this makes him an excellent partner for tyranitar as he is able to handle the anoying fairy types that threaten them, namely clefable who excadrill can even set up on potentially so he both helps and abuses the opertunities the team gives him. the move choice is another case of being pretty straight forward : earthquake is solid reliable ground stab, iron head is reliable steel stab and is key for him to be able to deal with faries, swords dancs allows him to set up and break past what ever switches into him potentially, rappid spin allows him to brush away hazards and gain a speed advantage he may loose with sand streams timer going away. A jolly nature with max speed investment allow shim to out pace as many scarf pokemon as possible with the rest in attack to max his damage output.
Clefable @ Sticky Barb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Wish
- Trick
Clefable is a great pokemon with acess to it's great utility option, ability to sponge burns and poison, as well as heal teammates with wish passing and hels deal with fighting threats that pressure tyranitar. For the move choice clefable aims to cripple threats as well as support it's team : moon blast is bread and butter reliable strong fairy stab, soft-boiled gives clefable imediate healing, wish allows clefable to heal team mates it switches out to and many on this team lack reliable recovery to do so, so it is greatly welcomed, and finally we have trick in which clefable steals the opponets item and gives them a crippling sticky barb. The eves with a bold nature help clefable deal with physical threats better espeically fighting types such as urishu-s which attack mainly on the physical side so max eves in defence with a bold nature with the rest in hp is manadatory for clefable to do this.
Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- Knock Off
I wnated a way to break past water and bulky ground types out there and one of the best choices for this role is rillaboom. With acess to grassy terrain he gains priority in grass slide, not only is his stab boosted by the terrain it helps keldeo and other team mates gain passive healing or neutralize the damage from my own sand storm. The move choice is again pretty standard : Woodhammer is powerful stab to break past walls thanks to choice band, U-turn allows him to pivot out on what ever switches in to counter him, grassy glide is powerful priority in the terrain and can easily pick off weakened threats, and knock off cripples pokemon by taking away their item for wopuld be counters that switch in.
Rotom-Heat @ Heavy-Duty Boots
Ability: Levitate
EVs: 248 HP / 92 SpD / 168 Spe
Calm Nature
- Volt Switch
- Overheat
- Toxic
- Pain Split
The pivot for the team spreading toxic as it goes, rotom-h has gaine dmuch popularity in this gen as hevay duty boots allow him to overlook stealth rock and switch in reliably. Rotom fits on the team as a piviot and a great way to pick of steel types like ferrothorn, corviknighjt and skarmory with his stabds. The move choice is pretty standard : We have overheat as his only fire stab that rips appart ferrothorns that threaten the team as well as pick off other weakened steels like sakarmory and corviknight, toxic sripples many threats and allows the team to handle them easier as their health is wittled away, having no way to recover with left over pain split allows rotom to heal and damage at the same time which is useful against hp hp pokemon like blissey in particular. The eves are pretty standard to allow rotom some degree of bulk to tank the odd hit especially on the special side from special threat like volcanora or clefables moon blast ect. while having some speed to outpace some slower mpokemon, a calm nature is further use to tank special hits that little bit easier.






Tyranitar @ Leftovers

Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rock Blast
- Stealth Rock
- Thunder Wave
- Crunch
Tyranitar roars back into overused with a new found niche in a specially defensive spread. thank to his rock typing he gets a 1.5x boost to his special defence in sand, and combine this with tyranitars natural good bulk and he gets an effective 492 special defence with his already great HP stat making him extremely bulky in sand. this lets him deal with special threats like volcanora with out much effort. The moves chosen are pretty straight forward : Rock blast is better than stone edge here as tyranitra is not aiming for raw power and it can help blast past substitutes that are brought up while keeping reliable damage and power, stealth rock is hzard support and is great for chip damage in egneral it's pretty standard and tyranitar has plenty of opertunities to set it up, thunder wave cripples threats for team mate slike keldeo to set up on with ease as well as giving tyranitar a chance to cripple it's counters beofre it switches out, crunch is reliable dark stab that rips appart bulky psychic types like slowbro to make like easier for keldeo. A careful nature is chosen with maximium special defenc einvestment to make sure tyranitar can take special hits as well as he possibly can.
Keldeo @ Leftovers

Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Substitute
Keldeo has fallen from grace since his introduction in gen 5 but that does not mean he cannot pull his weight in overused with a bit of support. With a sub mind set he aims to set up a sub and boost on opponets. The move set is very standard for sub calm mind set : Scald allows keldeo a very reliable stab that gives a chance to punish switch ins with a 30% chance of burn which is always very nice especially zeraora's, Secret sword allows keldeo to effectively go mixed, it utterly destroys the blobs in a way focus miss could not by attacking their weaker defensive stat so is essential for this set not to be walled by them, calm mind allows keldeo to boost it's special attack and special defence, substitute allows keldeo to start to set up against walls protected from dangerous status. A timid nature with maximum speeed eves allow skeldeo to oupace a fair amount of the metagame thanks to his 108 speed, the rest goes in special attack to allow keldeo to hit hard as possible but outpace as much threats as possible he is not able to with a modest nature.
Excadrill @ Leftovers

Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Swords Dance
- Rapid Spin
excadrill is a fantastic abuser of sand thanks to his ability sand rush. this makes him an excellent partner for tyranitar as he is able to handle the anoying fairy types that threaten them, namely clefable who excadrill can even set up on potentially so he both helps and abuses the opertunities the team gives him. the move choice is another case of being pretty straight forward : earthquake is solid reliable ground stab, iron head is reliable steel stab and is key for him to be able to deal with faries, swords dancs allows him to set up and break past what ever switches into him potentially, rappid spin allows him to brush away hazards and gain a speed advantage he may loose with sand streams timer going away. A jolly nature with max speed investment allow shim to out pace as many scarf pokemon as possible with the rest in attack to max his damage output.
Clefable @ Sticky Barb

Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Wish
- Trick
Clefable is a great pokemon with acess to it's great utility option, ability to sponge burns and poison, as well as heal teammates with wish passing and hels deal with fighting threats that pressure tyranitar. For the move choice clefable aims to cripple threats as well as support it's team : moon blast is bread and butter reliable strong fairy stab, soft-boiled gives clefable imediate healing, wish allows clefable to heal team mates it switches out to and many on this team lack reliable recovery to do so, so it is greatly welcomed, and finally we have trick in which clefable steals the opponets item and gives them a crippling sticky barb. The eves with a bold nature help clefable deal with physical threats better espeically fighting types such as urishu-s which attack mainly on the physical side so max eves in defence with a bold nature with the rest in hp is manadatory for clefable to do this.
Rillaboom @ Choice Band

Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Wood Hammer
- U-turn
- Grassy Glide
- Knock Off
I wnated a way to break past water and bulky ground types out there and one of the best choices for this role is rillaboom. With acess to grassy terrain he gains priority in grass slide, not only is his stab boosted by the terrain it helps keldeo and other team mates gain passive healing or neutralize the damage from my own sand storm. The move choice is again pretty standard : Woodhammer is powerful stab to break past walls thanks to choice band, U-turn allows him to pivot out on what ever switches in to counter him, grassy glide is powerful priority in the terrain and can easily pick off weakened threats, and knock off cripples pokemon by taking away their item for wopuld be counters that switch in.
Rotom-Heat @ Heavy-Duty Boots

Ability: Levitate
EVs: 248 HP / 92 SpD / 168 Spe
Calm Nature
- Volt Switch
- Overheat
- Toxic
- Pain Split
The pivot for the team spreading toxic as it goes, rotom-h has gaine dmuch popularity in this gen as hevay duty boots allow him to overlook stealth rock and switch in reliably. Rotom fits on the team as a piviot and a great way to pick of steel types like ferrothorn, corviknighjt and skarmory with his stabds. The move choice is pretty standard : We have overheat as his only fire stab that rips appart ferrothorns that threaten the team as well as pick off other weakened steels like sakarmory and corviknight, toxic sripples many threats and allows the team to handle them easier as their health is wittled away, having no way to recover with left over pain split allows rotom to heal and damage at the same time which is useful against hp hp pokemon like blissey in particular. The eves are pretty standard to allow rotom some degree of bulk to tank the odd hit especially on the special side from special threat like volcanora or clefables moon blast ect. while having some speed to outpace some slower mpokemon, a calm nature is further use to tank special hits that little bit easier.