SS OU Celebi Sand Team

Hello RMT forums, I'm back with a brand new team I made to celebrate my successful Shiny Celebi hunt in Pokemon Crystal VC! I'd appreciate any help I can get to make this team the best it could be. So let's get started!

The Team

shinycelebi.gif
terrakion.gif
excadrill.gif
hippowdon.gif
mandibuzz.gif
jirachi.gif


The Process

shinycelebi.gif

As I mentioned above, I recently did a full-odds shiny hunt for Celebi in Pokemon Crystal, and after 5 days straight of hunting, I finally found it! Immediately I set out to make a team with it. After seeing that Nasty Plot was no longer an event-only move for Celebi, and it got a new tool in Aura Sphere, I wanted to try making a Nasty Plot set for it. One thing I noticed almost immediately is that Celebi is walled HARD by steel types. So, I thought it over for a while and settled on using another pokemon I've never used before.

terrakion.gif

Choice Banded Terrakion is ridiculous, plain and simple. It has crazy damage output and a fighting STAB, which made it a fantastic partner to break steels for my Celebi. I opted for Banded in particular simply because I wanted raw power, and I wanted it ASAP. But then, I thought to myself...you know what else breaks steel types? Earthquake.

excadrill.gif
hippowdon.gif

Earthquake breaks steel types. What better Earthquake user than Excadrill? And then I thought, what about a Sand Rush Excadrill as a breaker with sweeping potential? Hippowdon was the obvious choice for a sand setter; it has stealth rocks, bulk, and recovery, and I like balance teams. Though, I was noticing, Dragapult kind of makes life hard, especially if it's scarfed.

mandibuzz.gif

I've made it clear before I dislike Dragapult. Mandibuzz walls Dragapult, so I like Mandibuzz. Plus it brings with it Defog, which while rocks don't hurt this team necessarily, I dislike Spikes. Though, with Mandibuzz, that makes 4 ice weak pokemon and one neutral to ice. I needed an ice resistance to round out the team.

jirachi.gif

Enter Jirachi, my answer to ice types that would otherwise tear this team apart. I'm quite fond of scarfed Iron Head and its Serene flinch shenanigans, and Jirachi brings Healing Wish in case one of my threats are severely weakened and need a quick pick-me-up! Plus I just really like Jirachi, it and Celebi are some of my favorite pokemon.

So yeah, that was my general process making this team. On to the actual important part, the movesets!

The Sets

Celebi @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Giga Drain
- Aura Sphere
- Nasty Plot

This is the set I settled on for my Celebi. Nothing too out of the ordinary I think. Max SpA to let Celebi deal as much damage as possible, with 252 Spe and Timid nature to go as fast as possible. 0 Atk IVs to minimize Foul Play damage. Leftovers to give Celebi a bit extra bulk and to negate Sandstorm damage. Psychic is Celebi's strongest STAB move on this set, and is generally good damage all around...unless it's, y'know, a dark type. Giga Drain for a secondary STAB move that threatens bulky waters (looking at you in particular, Rotom) and grants some extra recovery to further make up for Sandstorm's chip damage. Aura Sphere gives Celebi a fighting chance against steel types, and notably allows it to break through Ferrothorn with nary a scratch, assuming it's not running Gyro Ball. Nasty Plot is what makes Celebi into a threat, boosting its Sp. Atk considerably. Celebi as a whole blocks water-type attackers like Rotom-W, Keldeo, and Swift Swim Seismitoad, which could otherwise cause havoc for this team full of ground and rock types.

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack

Your standard Banded Terrakion set. 252 Atk to grant as much damage as possible, 252 Spe with Jolly to go as fast as possible. Close Combat and Stone Edge are STAB moves that deal ridiculous amounts of damage each (as long as Stone Edge doesn't miss.) EQ to round out Terrakion's coverage, allowing it to hit Aegislash and Toxapex hard. Quick Attack gives some priority and lets Terrakion revenge kill super fast boys like Zeraora or general scarf users.

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Blast
- Swords Dance

Oh Excadrill. I love this thing, honestly. Sand was one of my favorite playstyles back in X/Y, and it doesn't fail to be fun now, either. Sand Rush to abuse the sand Hippowdon puts out. 252 Atk with an Adamant nature to become a damage MONSTER right out of the gate, with a Life Orb to boost that damage even further. 252 Spe allows Exca to go as fast as possible in sand. EQ and Iron Head for the dual STAB. Rock Blast is a new toy Excadrill got in SWSH, and I wanted to give it a shot, since it can damage past Substitutes, break Sashes, and will generally do as much or more damage than Rock Slide. Swords Dance boosts Excadrill's damage to obscene levels, allowing it to absolutely demolish darn well near everything that doesn't resist its attacks.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Hippowdon was the clear choice to support Excadrill. I opted to take him over Tyranitar because I wanted to go down a Balance route for this team, and he has everything I need to support the team. Sand Stream to help give Excadrill some speed and boost Terrakion's Sp. Def, normal sandstorm things. 252 HP, 252 Def, and Impish Nature with Leftovers to maximize Hippowdon's physical bulk. EQ for STAB, Stealth Rock to deal extra chip to the enemy team and help my pokemon secure some kills, Slack Off for recovery, and Whirlwind to help deal extra Rocks chip damage and phase out those who would try to set up in front of Hippowdon.

Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 28 Atk / 228 SpD
Careful Nature
- Foul Play
- U-turn
- Defog
- Roost

Not much to say about Mandibuzz, it's just a nice easy answer to ghost spam, namely Dragapult who I hate. Heavy-Duty Boots so it doesn't die to rocks, Overcoat so it doesn't get hurt by Hippowdon's sand. 252 HP and 228 SpD with Careful Nature to maximize Mandibuzz's bulk. 28 Atk EVs allow Mandibuzz to break substitutes from Hydreigon with U-turn. Foul Play to deter physical attackers and to ensure Mandibuzz isn't too passive. U-turn to grab momentum. Defog to get rid of screens and spikes. Roost for recovery.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish

This is just your standard Scarfrachi set. Choice Scarf gives my team some speed control outside of Sand. 252 Atk to make sure Jirachi's Iron Heads hurt as much as possible. 252 Spe with Jolly Nature to go as fast as possible, you know the drill by now. Iron Head for STAB and potential flinch shenanigans, Fire Punch to break through opposing Steel types, U-turn to grab momentum on a switch, and Healing Wish to bring one of my threats back up to full speed.

The Conclusion

So, that's my team. I'd like to hear your thoughts on if it's good, and if it's weak then what I could change to make it better. The only thing is, I'd really like to keep Celebi on this team, since it's the entire reason I made it in the first place. Regardless, thank you for taking the time to read through my lengthy team build!​

Celebi @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Giga Drain
- Aura Sphere
- Nasty Plot

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Blast
- Swords Dance

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind

Mandibuzz @ Heavy-Duty Boots
Ability: Overcoat
EVs: 252 HP / 28 Atk / 228 SpD
Careful Nature
- Foul Play
- U-turn
- Defog
- Roost

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
 
Hey there! sweet stuff you've got there! congrats on your shiny celebi you caught! I grinded for almost a week with no luck so I gave up :X anyway, nice team but I think we can do something to help you improve the team you've got!

Firstly, Ghost spam is ubiquitous in OU and having rachi celebi combo with only mandi as your defensive measure against ghost can be pretty sketchy if it gets statused and also means you can't effectively pull off the sweep with Celebi / Drill as long as the Ghost isn't removed. To mitigate this issue, I think we can start by swapping out Terrakion for Life Orb Zeraora. This change gives you more flexibility when it comes to the Dragapult matchup since you can easily 1v1 non scarf Draga and Aegi with Zera and it allows you to tackle ghost types in general with more ease as well without removing your defensive pivots.

Next, the easiest switch of all, is to swap out rachi for Utility Clefable. In particular, we will opt to use Aromatherapy Clefable for your team. As much as you can use Celebi to come in and absorb dirty statuses like Twave / Tox and use natural cure to escape scot-free, it does mean that you are pressured to come in frequently to keep your defensive pivots clean. With Aromatherapy, it gives us more leeway to play aggressively when it comes to weakening checks and counters as well as keeping in line with the idea of tuning the team towards a more balanced playstyle.

A small change you can do to your EVs is to change to 252 HP / 112 Def / 144 SpD with an Impish nature for your hippo to give it more mixed presence than a purely physical one.

I hope these changes help you modify the team towards a more balanced playstyle and utilize Celebi to it's fullest potential! Enjoy your new shiny Celebi and have fun!
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Blaze Kick
- Knock Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Moonblast
- Soft-Boiled
- Calm Mind

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 112 Def / 144 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
 
Hey there! sweet stuff you've got there! congrats on your shiny celebi you caught! I grinded for almost a week with no luck so I gave up :X anyway, nice team but I think we can do something to help you improve the team you've got!

Firstly, Ghost spam is ubiquitous in OU and having rachi celebi combo with only mandi as your defensive measure against ghost can be pretty sketchy if it gets statused and also means you can't effectively pull off the sweep with Celebi / Drill as long as the Ghost isn't removed. To mitigate this issue, I think we can start by swapping out Terrakion for Life Orb Zeraora. This change gives you more flexibility when it comes to the Dragapult matchup since you can easily 1v1 non scarf Draga and Aegi with Zera and it allows you to tackle ghost types in general with more ease as well without removing your defensive pivots.

Next, the easiest switch of all, is to swap out rachi for Utility Clefable. In particular, we will opt to use Aromatherapy Clefable for your team. As much as you can use Celebi to come in and absorb dirty statuses like Twave / Tox and use natural cure to escape scot-free, it does mean that you are pressured to come in frequently to keep your defensive pivots clean. With Aromatherapy, it gives us more leeway to play aggressively when it comes to weakening checks and counters as well as keeping in line with the idea of tuning the team towards a more balanced playstyle.

A small change you can do to your EVs is to change to 252 HP / 112 Def / 144 SpD with an Impish nature for your hippo to give it more mixed presence than a purely physical one.

I hope these changes help you modify the team towards a more balanced playstyle and utilize Celebi to it's fullest potential! Enjoy your new shiny Celebi and have fun!
Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Plasma Fists
- Close Combat
- Blaze Kick
- Knock Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Moonblast
- Soft-Boiled
- Calm Mind

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 112 Def / 144 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Hey, thank you for the rate! I like these suggestions a lot, but one thing I'm a bit nervous about is my team is still awfully weak to Ice types with the loss of Jirachi. Excadrill can definitely outspeed almost every ice type in the tier under sand and kill them with Iron Head, but with these changes half of my team still takes super effective hits from Ice and now I would have no Ice resist, meaning Cloyster and Kyurem might be big problems for this team.
 
Bumping this thread, still want to hear other suggestions for this team, because it feels...somewhat weak in the 1400's, and I'm not sure if it's the team or my playing.
 
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