SS OU Celebi Balance

Hi guys, so this is the first SwSh team i have made since home's release, and now that my two favorite pokemon in celebi and jirachi are available, i decided to start brewing.

The first of the team was celebi. i initially played around with building around a Bold set with rocks, however i felt this set suffered too much in the face of mandibuzz and corviknight and i did not like having my rocks setter destroyed so hard by the super common defoggers of the tier. i then move don to a setup set with nasty plot, however even with the added coverage of aura sphere this generation again it was too easily walled by the omnipresent Clefable, especially the calm mind set and its fellow fairy Sylveon. Mandibuzz and corviknight were also still problems with this set, with aura sphere hitting both of them for under 50% even at +2. I eventually settled on the set below:

Celebi @ Choice Scarf
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Psychic
- Leaf Storm
- Dazzling Gleam

An unusual take on scarf Celebi, but scarf with its base 100 speed was really nice. U-turn is there because i find it fairly mandatory, and i love volt turn teams in general. leaf storm and psychic for stab, i have opted for leaf storm over giga drain because i like the neutral damage better. Dazzling gleam is there for Hydreigon sets that would otherwise like to pivot in and set up on usual Celebi sets and pretty much guarantee an OHKO. it also guarantees a 2HKO on Dragapult sets, whilst Dragapult can never OHKO Celebi. Base 100 speed with a timid nature also guarantees the revenge kill on opposing scarf Hydreigon.

252 SpA Celebi Dazzling Gleam vs. 0 HP / 4 SpD Hydreigon: 316-376 (97.2 - 115.6%) -- guaranteed OHKO after Stealth Rock

Next up i wanted a defensive pokemon that celebi can pivot into which helps to take on the pesky steel types that this set really doesnt do anything against. I also wanted a good answer for the dual Ghost type cores that have been prevelant on the ladder. Enter Incineroar. I feel this pokemon is currently heavily underappreciated in the tier, and its almost a crime that it is still UU by usage. Parting shot also start to form a very nice volt-turn core with parting shot.

Incineroar @ Heavy-Duty Boots
Ability: Intimidate
Shiny: Yes
EVs: 252 HP / 196 SpD / 60 Spe
Careful Nature
- Knock Off
- Flare Blitz
- Parting Shot
- Taunt

the set is standard. 60 Speed EVs to outspeed uninvested corviknight, and the remaining in HP and SPD to maximise it's special bulk. I have opted for taunt over will-o-wisp or toxic to make Incineroar a complete counter to Bulk Up Corviknight sets, as well as preventing the other various pokemon that would otherwise use it as set up bait. knock off is amazing stab, being a clean OHKO on the tier's ghosts bar Corsola-Galar which loses its eviolite to it. Flare blitz is also extremely strong at pressuring the steals that Celebi cannot break.

With these two pokemon decided upon i figured i should set up a good FWG core, and had a glaring weakness to Dracovish which needed fixing, thus i ended up with tier staple Seismitoad. Rocks is amazing, a dual thunder/water immunity is amazing, not much else to add.

Seismitoad @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Earth Power
- Toxic

Maximum Defence investment makes it as physically bulky as possible. Toxic to beat other tanks, and scald and earth power as requisite stab moves. I have opted for Earth Power over Earthquake so that it is a better check against Bulk Up Zeraora sets, able to kill it without fearing damage with just a little prior damage once zeraora has gotten a boost. It's typing is also very complementary to the other two pokemon, with them both resisting the grass type moves that Seismitoad so desperately hates, as well as them countering the other two defensive behemoths in the tier, Pex and Ferrothorn respecively.

With my two primary defensive mons both lacking their own recovery options, the next look was for a wish passer. Clefable beats out sylveon in this regard as its usage of Teleport ties in extremely nicely with the U-turn and Parting Shot on Celebi and Incineroar. it also is a primary status soaker so that Celebi can be more free in its role as a revenge killer.

Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk / 7 Spe
- Moonblast
- Teleport
- Wish
- Protect

The set is the standard Clefable wish/teleport set. it is a good option for soaking dragon type stabs from the tiers dragons, and is very good into the fighting type mons of the tier. 7 speed IVs are run to out slow many opposing Clefable to get a "slower than thou" teleport off, whilst still enabling it to outspeed Hipowdon. Moonblast is for STAB and Protect enables Wish to become reliable recovery.

With this much Pivoting in the team already I desperately needed some way to control hazards. I also wanted a ground immunity. Corviknight seemed a better choice than Mandibuzz as i already have a dark type in Incineroar to check the ghost types, and didn't want to stack the typing i opted for Corviknight.

Corviknight @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Defog
- U-turn
- Roost
- Iron Head

U-turn on corviknight could be overkill, but as stated i really like the playstyle of Volt-Turn. Defog is for hazard control, roost is for longevity. Iron head is to help with the Fairy types that i do not have coverage on my other pokes without wearing them out, and enables corviknight to pp stall wish passing Fairies out with pressure by forcing them to wish protect themselves, doing at least 50% to the standard wish/teleport Clef set.

Lastly I wanted a strong physical mon that would help me with mandibuzz, and to help clean late game with the holes that celebi punched through the enemy team. the only pokemon that came to mind was a bulk up Zeraora set.

Zeraora @ Leftovers
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulk Up
- Plasma Fists
- Close Combat
- Play Rough

that's the Set, Plasma fists for STAB and the main button to click late game. Close Combat is for steals and grounds that resist plasma fists. I have opted for play rough to give Clefable a bit of space in giving me another way to kill dragons and as i already have knock off on Incineroar. Zeraora rounds out the team with a late game sweeper which complements the other team members excellently.

Any constructive criticism on pokes or spreads is greatly appreciated.
 
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