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
The Process
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.
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.
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.
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.
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!
The Team
The Process
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.
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.
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.
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.
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
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