Hello, and thanks for checking my RMT, it really means a lot to me. Now, into the team : The team is an autotomise celesteela team. It works as a balaced-offensive team, with 3 strong hitters, 1 set-up mon,
and 2 defensive mons with rocks and defog.I have been away from SM OU, so this is the first team that I built and a long time. It has proven itself quite effective in most cases, helping me strike a rating of 1474-1500 in a matter of few hours, and including setbacks from my efforts to build another team, which failed missserably. Anyways, let's take a look into the team:
Celesteela :
TheNewMeta (Celesteela) @ Groundium Z
Ability: Beast Boost
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Autotomize
- Air Slash
- Fire Blast
- Earthquake
When I started, I knew I wanted a team with an offensive Celesteela, simply cause I had never used it. And so it became my first mon. I loved the fact that it could use strong fire type moves as well as flying moves, which renders many teams completely exposed to its attacks. Moreover, the beast boost grants me essentially a dual set up, if I manage to kill a mon.
By now, you will have noticed that it does not carry giga drain or the Flynium Z. This is where I had the most fun of all. Tectonic Rage from this Set, KOs all the usual Heatran, Koko and Magnezone sets you will find around the competitive scene. With those threats and counters out of the way, Celesteela can have the time of its life munching through the opposing team even in early game ! More over, should you opponent have Koko/ Heatran AND Magne, +1 Fireblast OHKOs the later with ease. It also deals a solid 70.7 - 83.6 % to most non-mega Tyranitars. AV Magearna takes 63-75%, meaning that with little work one can easily muscle its way through it. I see no reason to run Giga Drain when you can simply obliterate the counters with a Z move. Gren is a bad boii, because if it is at full health it can cause trouble, but the health needed to be chipped can be taken care of with rocks easily.
Landorus-Therian :
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Hidden Power [Ice]
- U-turn
Lando is a solid rocker, with the ability intimidate to soften hits from offensive mons and also provided an electric immunity to the team. The set is pretty standard, and does a really good job against any opposing team. It also provides a nice stab EQ for any secondary, bulky steel types the opponent might have, easing considerably the amount of damage and work Cele has to do. You can also run the rocky helmet as an item, although I really like the longevity lefties provide. As usual, hp ice for Landos, Zygards, Garchomps, and any flying mon. U-turn is used for momentum.
Tapu Fini
Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Moonblast
- Defog
Also a set straight from smogon's page. Max speed to taunt with ease opposing Finis and adamand, offensive Landos and generally bulky mons that can cause trouble with status moves. Natures madness does a nice wall-breaking. Moonblast is a solid stab fairy move to hit any fighting/ dark/ dragon mon. Defog the main reason I used it, being one of the best defoggers in the game from what I remember. Catching your opponent on a false prediction could end up costly for him, since you are able to remove entry hazards AND AURORA VIEL, which can harm the team badly.
Zygarde
Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic
Zygarde is a solid stall breaker Imo, since it deals damage to any mon, no matter what its typing. Thousand arrows is truly a strong move, and you should not be afraid to abuse it. Extreme speed is a really nice priority, which is always needed in a team imo. Outrage is its strongest hitting move, and hits CharizardY for OHKO. Toxic is a solid move for incoming Tangrowths, since it cripples them for the rest of the game, greatly limiting their ability to tank hits
Marowak-Alolan
Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Swords Dance
- Earthquake
This boii is specially crafted. The speed I gave him ensures that I outspeed Clefable and am able to hit after or without setting up. EQ is a really nice move to carry, since Lando is the rocker, and allows me to hit Toxapex & Tyranitar for super effective damage, while offering a nice middle ground play when unsure about whether your opponent goes to ferro or not. Most importantly, it counters Koko and Magearna, which can cause trouble to Cele before it sets up( AV Mage needs to be worn down). Swords dance allows you to become powerhouse against stall and bulky mons. Especially when against ferrothorns, which enjoy protecting before switching. If you get that right, any mon that faces your next attack will suffer. If you see a lando coming, shadow bone is a solid play, dealing 68.5 - 80.8% to a defensive Lando. Overall, this little guy is more than usefull.
Greninja-Ash
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn/ Ice Beam
Ash-Greninja is able to deal heavy damage with its special attacks, and, looking how the team seemed to be lacking a second sp attack mon, it was the choice. Hydro pump is its strongest move, dealing devastating damage to a great amount of pokemon, while dark pulse is offers it the ability to hit with 100% accuracy and neutrality on the grass types. Water Shuriken is the second priority of the team, lacking some power from times to times compared to Zygarde's extreme speed, but offers multi-striking.
I personally use U-turn as the last slot move, although it should not discourage you from running Ice beam for dragons, Lando and Grass types.
Hope you liked my team and I will be happy to hear any suggestions
Ollie Wanders
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