Hi, it's my first RMT so hopefully I can get some helpful tips! ^_^
I haven't actually made any changes to the team and i made it in around 5 mins so it is probably a little rough.
I wanted to build a team around Keldeo/Baton Pass Celebi as i felt that they had nice synergy (and i hadn't made a 6th gen team with keldo yet, odd right?).
The two are really nice in the current meta, as celebi can baton pass out on the likes of bisharp, heatran, and ferrothorn- all pokemon that are common switch ins, and either switch directly out (via baton pass) to Keldo or pass on a nasty +2 bonus, pun not intended.
I really wanted to round the core out with something solid that could sponge birdspam, firespam and threaten fairies. Specially defensive heatran looked to be really good, offering toxic for common switch ins such as landerous T, Garchomp, and Hippowdon, none of which like residual damage. It also lets me set up rocks, and lava plume can be useful against steel switch ins like mega metagross (which celebi can struggle with if it carries ice punch).
While +2 keldo off a celebi switch is great, i felt that i needed another powerful attacker that could benefit from the momentum garnered by celebi. Mega Diance seemed rather appealing with it's mixed rock/fairy stab and magic bounce shenanigans. Honestly it's just nice to have a 110 base speed mon with 160 base attack stats and STAB moves for both the physical and Special side.
I then wanted hazard control, while patching up the massive ground weakness as well as offering some extra bulk against pivoting electric types such as rotom (which as hydro for heatran) and zapdos (which has heatwave for celebi). I chose Latios over Latias just for that extra power in the draco, which is nice to have. It also gives me another way to beat opposing keldo/ lure in steels for heatran + keldo.
Lastly I realized that i was lacking in pure speed and power. What better mon to fix this than Scarfed Kyurem-B. Ridiculous power and coverage, with enough speed to beat any non scarfed mon and enough bulk to tank other scarfed mons attacks.
Yes i know they are all legendary.
Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Electric]
4 attacks life orb keldeo is what it is. A ridiculously powerful attacker that is a great check and counter to many of the most common mons floating around in OU. What a shame it doesn't out speed base 110's :(. It has fantastic synergy with celebi and heatran. Often times the opponent struggles to make a dent in the bulkier part of the core, and makes a predictable switch or attack allowing celebi to pass on +2 (and occasionally +3) to Keldeo which results in a very fast sweep. HP Electric > Hydro Pump as although Kyurem-B does carry the fusion bolt, gyrados is a very common switch in. Plus if it's the bounce kind then it can hit all 3 of my core mons with water/flying STAB. So catching it on the switch is really helpful. Rest of the moves and Ev's are just bread and butter.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Stealth Rock
- Taunt
Specially defensive Heatran works really nicely along with celebi and Keldeo in keeping up synergy through double switches and semi-lure's. As i said before, toxic is really nice for catching the likes of garchomp and hippowdon on the switch, or anyone who tries to set up predicting me to switch out, such as mega altaria. Rocks are rocks, you just have to put them in somewhere. Taunt is also useful for catching, well, anyone trying to do anything interesting. Cockblocks talon flame and Lati@s twins as well as halting Raikou, as shadow ball + Thunderbolt hurts celebi and keldeo. Thought about using an offensive variant but the bulk is just so welcome on the team.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Nasty Plot
- Baton Pass
- Recover
The final part to my core, Nasty plot celebi is so much better than i remember. It helps to beat Bulky waters that Keldeo at neutral still can struggle with such as slowbro and suicune. It provides tasty electric, ground and fighting resistances. Can sponge leech seed and spore- basically a big F U to Breloom which is also a threat otherwise. Speed Ev's allow it to baton pass and escape pursiut from bisharp. In fact baton pass is just a great move to capture momentum with, often letting me dent something with keldo or kyurem-b. Through natural cure and recover it can also sponge Twave (heatran has will-o down) and offers more staying power than the other two mons of the core, and the rest of my team really. Knock off is a pain, but keldeo is really the mon that takes those.
Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Moonblast
- Diamond Storm
- Earth Power/ Hidden Power [Fire]
- Protect
Mega Diance offers another outlet for nasty plot celebi, coming in on the likes of tankchomp, weavile, charizard Y (and X if it's not set up) offering punchy relevant STAB, good speed tier (which the core lacks) and the option of hitting excadrill/Heatran or Scizor/ Mega Scizor (on the switch) and Ferrorthorn. Keldeo largely removes the threat of heatran and excadrill however, so i am inclined to run HP fire. Magic bounce is also surprisingly nice as bouncing back a priority thunderwave from thunderous or priority will-o-wisp from mega sabeleye aimed at keldeo or kyurem-B is always funny. Diance was not really meant to be the star of the show, but it's a damn bright one none the less.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock/ Hidden Power [Fire]
- Defog
- Roost
As i said earlier, i needed a form of hazard control while still maintaining offensive pressure + giving me another out against ground as well as a good electric sponge. I considered Zapdos as this would have also given me the ability to Volt switch myself, and i am still open to changes in this slot. I think a tailor set to help deal with mega metagross which can be a huge threat to my team would be welcome, but losing the fast draco against garchomp/dragonite and gaining another stealth rock weakness... idk.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Ice Beam
- Fusion Bolt
- Iron Head/ Earth Power
Scarfed Kyurem-B is an absolute legend. Seriously, ignoring dragonite multiscale for the OHKO, gengar/rotom levitate for the OHKO/2HKO, nuking Azumaril, tornadus, keldeo- blasts right through tank chomp guys who stay in early game with the final touch of being able to decimate teams as a 2-3 turn sweeper late game with outrage. 120bp STAB off 500 attack when there are no good steels or fairies left just feels like cheating. It's not all sunshine and rainbows though, he does require hazard control and plays such a pivitol role in securing revenge kills/wallbreaking that you can't really be too risky with him.
The overall goal of the team is to;
- Hit hard early with kyurem B
- Play around with the core, dealing some damage while minimizing the damage taken, scout out opponents tendencies and sets as per usual balanced offense.
- Set up a nasty plot with celebi through prediction and BP to Kedeo for a mid game sweep, tearing some holes in the opponents core. If this is not possible, use double switching to nab serious damage off keldeo and kyurem-b/ Diance.
- Late game either clean with Kyurem B or Mega Diance.
Any mons bolded are threats to the team that i have identified, usually with an explanation as to why. I have been doing pretty will with this team, netting me around 85-90% wins ATM and shooting me up 300ELO in like 2-3 hours. As i said i made this team rather quickly and haven't really tweaked anything so hopefully you guys can point out some weaknesses/ ways to better synergies the team.
Thanks for reading ^_^
I haven't actually made any changes to the team and i made it in around 5 mins so it is probably a little rough.
I wanted to build a team around Keldeo/Baton Pass Celebi as i felt that they had nice synergy (and i hadn't made a 6th gen team with keldo yet, odd right?).


The two are really nice in the current meta, as celebi can baton pass out on the likes of bisharp, heatran, and ferrothorn- all pokemon that are common switch ins, and either switch directly out (via baton pass) to Keldo or pass on a nasty +2 bonus, pun not intended.



I really wanted to round the core out with something solid that could sponge birdspam, firespam and threaten fairies. Specially defensive heatran looked to be really good, offering toxic for common switch ins such as landerous T, Garchomp, and Hippowdon, none of which like residual damage. It also lets me set up rocks, and lava plume can be useful against steel switch ins like mega metagross (which celebi can struggle with if it carries ice punch).




While +2 keldo off a celebi switch is great, i felt that i needed another powerful attacker that could benefit from the momentum garnered by celebi. Mega Diance seemed rather appealing with it's mixed rock/fairy stab and magic bounce shenanigans. Honestly it's just nice to have a 110 base speed mon with 160 base attack stats and STAB moves for both the physical and Special side.





I then wanted hazard control, while patching up the massive ground weakness as well as offering some extra bulk against pivoting electric types such as rotom (which as hydro for heatran) and zapdos (which has heatwave for celebi). I chose Latios over Latias just for that extra power in the draco, which is nice to have. It also gives me another way to beat opposing keldo/ lure in steels for heatran + keldo.






Lastly I realized that i was lacking in pure speed and power. What better mon to fix this than Scarfed Kyurem-B. Ridiculous power and coverage, with enough speed to beat any non scarfed mon and enough bulk to tank other scarfed mons attacks.
Yes i know they are all legendary.

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Electric]
4 attacks life orb keldeo is what it is. A ridiculously powerful attacker that is a great check and counter to many of the most common mons floating around in OU. What a shame it doesn't out speed base 110's :(. It has fantastic synergy with celebi and heatran. Often times the opponent struggles to make a dent in the bulkier part of the core, and makes a predictable switch or attack allowing celebi to pass on +2 (and occasionally +3) to Keldeo which results in a very fast sweep. HP Electric > Hydro Pump as although Kyurem-B does carry the fusion bolt, gyrados is a very common switch in. Plus if it's the bounce kind then it can hit all 3 of my core mons with water/flying STAB. So catching it on the switch is really helpful. Rest of the moves and Ev's are just bread and butter.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Stealth Rock
- Taunt
Specially defensive Heatran works really nicely along with celebi and Keldeo in keeping up synergy through double switches and semi-lure's. As i said before, toxic is really nice for catching the likes of garchomp and hippowdon on the switch, or anyone who tries to set up predicting me to switch out, such as mega altaria. Rocks are rocks, you just have to put them in somewhere. Taunt is also useful for catching, well, anyone trying to do anything interesting. Cockblocks talon flame and Lati@s twins as well as halting Raikou, as shadow ball + Thunderbolt hurts celebi and keldeo. Thought about using an offensive variant but the bulk is just so welcome on the team.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Giga Drain
- Nasty Plot
- Baton Pass
- Recover
The final part to my core, Nasty plot celebi is so much better than i remember. It helps to beat Bulky waters that Keldeo at neutral still can struggle with such as slowbro and suicune. It provides tasty electric, ground and fighting resistances. Can sponge leech seed and spore- basically a big F U to Breloom which is also a threat otherwise. Speed Ev's allow it to baton pass and escape pursiut from bisharp. In fact baton pass is just a great move to capture momentum with, often letting me dent something with keldo or kyurem-b. Through natural cure and recover it can also sponge Twave (heatran has will-o down) and offers more staying power than the other two mons of the core, and the rest of my team really. Knock off is a pain, but keldeo is really the mon that takes those.

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
IVs: 30 Atk
- Moonblast
- Diamond Storm
- Earth Power/ Hidden Power [Fire]
- Protect
Mega Diance offers another outlet for nasty plot celebi, coming in on the likes of tankchomp, weavile, charizard Y (and X if it's not set up) offering punchy relevant STAB, good speed tier (which the core lacks) and the option of hitting excadrill/Heatran or Scizor/ Mega Scizor (on the switch) and Ferrorthorn. Keldeo largely removes the threat of heatran and excadrill however, so i am inclined to run HP fire. Magic bounce is also surprisingly nice as bouncing back a priority thunderwave from thunderous or priority will-o-wisp from mega sabeleye aimed at keldeo or kyurem-B is always funny. Diance was not really meant to be the star of the show, but it's a damn bright one none the less.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock/ Hidden Power [Fire]
- Defog
- Roost
As i said earlier, i needed a form of hazard control while still maintaining offensive pressure + giving me another out against ground as well as a good electric sponge. I considered Zapdos as this would have also given me the ability to Volt switch myself, and i am still open to changes in this slot. I think a tailor set to help deal with mega metagross which can be a huge threat to my team would be welcome, but losing the fast draco against garchomp/dragonite and gaining another stealth rock weakness... idk.

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Ice Beam
- Fusion Bolt
- Iron Head/ Earth Power
Scarfed Kyurem-B is an absolute legend. Seriously, ignoring dragonite multiscale for the OHKO, gengar/rotom levitate for the OHKO/2HKO, nuking Azumaril, tornadus, keldeo- blasts right through tank chomp guys who stay in early game with the final touch of being able to decimate teams as a 2-3 turn sweeper late game with outrage. 120bp STAB off 500 attack when there are no good steels or fairies left just feels like cheating. It's not all sunshine and rainbows though, he does require hazard control and plays such a pivitol role in securing revenge kills/wallbreaking that you can't really be too risky with him.
The overall goal of the team is to;
- Hit hard early with kyurem B
- Play around with the core, dealing some damage while minimizing the damage taken, scout out opponents tendencies and sets as per usual balanced offense.
- Set up a nasty plot with celebi through prediction and BP to Kedeo for a mid game sweep, tearing some holes in the opponents core. If this is not possible, use double switching to nab serious damage off keldeo and kyurem-b/ Diance.
- Late game either clean with Kyurem B or Mega Diance.
Any mons bolded are threats to the team that i have identified, usually with an explanation as to why. I have been doing pretty will with this team, netting me around 85-90% wins ATM and shooting me up 300ELO in like 2-3 hours. As i said i made this team rather quickly and haven't really tweaked anything so hopefully you guys can point out some weaknesses/ ways to better synergies the team.
Thanks for reading ^_^