Gen 4 for whom the bell tolls (Peaked #1 on PS!)

mackie

formerly togaquest
is an official Team Rater
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https://pokepast.es/9b4880a84ba8ec2e
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Hi everyone, this is a team I recently created that managed to peak the leaderboard as well as crack the 1700 mark which was a first for me. Since I managed to get the Platinum achievement for that ELO benchmark I decided to create a RMT for this team. This team definitely differs from the norm which is why it deserves some analysis.

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TEAM PHILOSOPHY:

The team centers around a defensive core consisting of two special walls and two physical walls. These walls aim to address most offensive threats as well as provide team support. The other two Pokemon are offensively oriented and are designed to come in on an opportunity to unleash a powerful attack to hopefully KO a key member of the opposing team. I like how the team has a general slow pace but can explode at any time with the offensive powerhouse or the sweeper. The name of this team comes from the fact that this team hosts two Heal Bell users, which is a bit unusual but seems to work.
TEAM BREAKDOWN:

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Heatran @ Choice Specs
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Mild Nature
- Overheat
- Flamethrower
- Explosion
- Rest

Aside from Metagross, Specs Heatran is one of my favorite leads because of the sheer power of Overheat. He immediately gains momentum and puts pressure on opponents. Obviously his moveset differs from the norm, but let me explain. Overheat is obvious for the fact that it is extremely poweful (I remember it did 94% to a Starmie that once switched in, and proceeded to feint after Sandstorm damage). Flamethrower is saved for late game when the other team is weakened and paralyzed and can be picked off with a 100% accurate move that doesn't halve Heatran's SpA. Interestingly I have Explosion, which may seem odd but it's one key use is for blowing up CMers like Suicune and Latias who resist Overheat. These CMers can get out of hand and this Heatran is an answer for that. I used to have Encore on Togekiss which would mess up set-up sweepers but once I removed that I needed another answer. Lastly I have Rest, which also seems like an odd choice, but it works. If Heatran gets damaged over the course of the match, he can come in and Rest on a predicted switch. Then one of my Heal Bell users can immediately wake him up and we got a fresh Heatran again. I guess we could run Earth Power here which would have the use of predicting opposing Heatran switch-ins trying to absorb a Fire attack. Heatran shouldn't be used suicidally (unless to blow up a CMer), because over the course of the match his Overheats are so devasting to deal with. If we lose Heatran we lose one of our main offensive pressures which makes the overall pace of the team much slower, so its a good idea to preserve him.

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Heal Bell
- Grass Knot
- Thunder Wave

Celebi offers a lot of defensive value to the team as well as her ability to spread paralysis. I went for a specially bulky version instead of the recommended physically bulky one just because I already have two physical walls. This Celebi offers good insurance versus special Rain sweepers like Kingdra and Ludicolo. Not to mention she has perfect type synergy with Heatran. I think only Infernape, Tyranitar, and Gengar give the two trouble, however they are covered by other team members. Overall this Celebi is pretty simple to use. Just paralyze fast Pokemon, Recover off damage, use Grass Knot when it makes sense to, and last but not least use Heal Bell when needed. I guess we could also run Latias here but unfortunately she doesn't offer Heal Bell support (also she cannot absorb Draco Meteors like this Celebi can). Another idea would be to replace Celebi with a specially defensive Wish Jirachi. Wish could be useful to the team for helping with transitions to Gyarados or Togekiss when rocks are up (Wish would revert the SR damage).

Now that I'm thinking of it this Celebi acts as good Choice Scarf Heatran bait which can help open up a Lucario sweep. Due to the SpDef investment it takes around 80% from Fire Blast instead of being KO'd. So Celebi can take the attack and paralyze back.

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Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Rest
- Sleep Talk
- Waterfall
- Roar

A defensive pillar for the team, this Gyarados is responsible for addressing all the powerful Steel and Fighting types the tier has. He is also excellent at phazing out DDers and repeatedly switching in to apply Intimidate stat drops. Opposing Taunt DD Gyaradoses may seem like a threat to the team, but a strategy is to repeatedly switch out and switch in to apply Intimidate to it, while also damaging it back with our Celebi or our own Gyarados depending on the opposing Gyarados's moveset (other than Taunt + DD they usually only run Waterfall + Ice Fang or Earthquake, so one of my Pokemon will wall - see below visual). Overall this Gyarados is extremely integral to the team.


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- Taunt
- Dragon Dance
- Waterfall
- Earthquake / Stone Edge​
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- Taunt
- Dragon Dance
- Waterfall
- Ice Fang / Earthquake / Outrage / Bounce​
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Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Rest

Donphan provides the team with much needed Rapid Spin support as well as a solid answer to opposing Tyranitars. With para support his Earthquake can pick off opposing Heatrans, Jirachis, and Metagrosses easily. The first three moves are self explanatory, but I chose to run Rest in the last slot just because I have so much Heal Bell support that it is easy enough to reawaken Donphan after the Rest. I was experiementing with Ice Shard and it also has a lot of use so the two moves are basically interchangeable. Ice Shard is especially useful for opposing DD Dragonite which can be threatening to the team so its really up to the user if they want to run the move. Also I was trying Odor Sleuth but never really had much success with it - however after reading this RMT I am tempted to try their Donphan since Excal says it can reliably spin versus RestTalk Rotoms which is one of the main threats to the team. However if I run that Donphan I will lose out on Stealth Rock, so would have to find somewhere else to fit it on the team. I just thought of a crazy thought - replacing Lucario with an Infernape that runs Stealth Rock.

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Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Roost
- Thunder Wave
- Air Slash
- Heal Bell


This Togekiss is another special wall that is useful for spreading paralysis as well as offering Heal Bell support. You may think, why use Togekiss over Clefable when Clefable is immune to entry hazards? I can think of two main reasons:

1. He baits Rotom and Zapdos and can paralyze them. It is important to paralyze Scarf Rotom so that Lucario can sweep. A lot of players don't expect Togekiss to be so bulky, so they often go for the Thunderbolt thinking it will KO after Stealth Rock. However Togekiss will survive and can paralyze, allowing it to Roost off the damage and Air Slash it. It is also nice to paralyze Zapdos so that Heatran can Overheat it without having to be damaged in the turn prior. Also in my Platinum match it seems like the Scarf Magnezone also fell for this trick (see turn 12 in the linked vid at the bottom of this post). Note how at the end of the match the player complains about how he boomed too early with the Magnezone, however I think part of the reason why he chose to boom was because a paralyzed Scarf Magnezone has the feeling of being useless or broken, so he probably just wanted to get rid of it.
2. He is a strong counter to Gengar, which Clefable isn't. Life Orb Gengar can easily break through Clefable, however cannot break through this Togekiss since he is neutral to Focus Blast instead of weak to it. This allows us to paralyze or Air Slash the Gengar depending if it runs Taunt or not. No one else on the team does particularly well against Gengar (well that is another reason to run Ice Shard on Donphan as it can be used against Gengars - I remember one match I predicted the Gengar switch in with Donphan so I Ice Sharded. Since he was priorly damaged a bit, took SR damage, as well as Ice Shard on the switch, the next Ice Shard KO'd him).

Overall Togekiss offers a few unique niche uses to the team and can shine when the opportunity presents itself.

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Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Crunch

Last but not least, we have a standard SD Lucario. When creating the team, I realized I needed a strong physical Fighting type to provide and answer to opposing Clefable and Blissey, which this team cannot deal with otherwise. I decided to just stick Lucario on the team and it seemed to work. He offers a pure offensive pop that gives a nice contrast to the otherwise slow pace of the team outside of Heatran. I chose to run Crunch just because bulky Rotom are annoying for the team and hopefully opposing Gengar and Scarf Rotom are paralyzed at the point of the sweep. I also was experimenting with a Choice Band Machamp in this position and he also had his moments, so it may be worth trying Machamp out again. Machamp can predict Ghost switch-ins with Payback for an immediate KO, but also offer a strong Dynamic Punch to fire off. Update - Trying Sub Machamp and I actually like it better than Band Machamp.

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THREAT LIST

Biggest threat to the team are Electric types with an immunity to Thunder Wave (or a way to block the move via Substitute):

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Since Celebi and Togekiss cannot absorb their initial attacks and paralyze them, these Pokemon have the ability to easily run through the team. This glitch is directly caused from using Togekiss over Clefable (however using Clefable would open us up to Gengar), perhaps Blissey could work here. After thinking of team threats, I felt like creating an anti-team to this team (sort of like a kryptonite) -


* I'd want to make Jolteon Modest however I want to stick with standard/semi-standard sets. But yea I feel like that team would be unbeatable for this Bell team (but probably would get destroyed by any team on the ladder with a DD Jolly Gyarados).

Update - The biggest threat to the team may be a simple Life Orb Rotom set with Substitute + Pain Split + Thunderbolt + Shadow Ball as shown in the below video (worst than Jolteon since it is immune to Extreme Speed):

It doesn't even need team support, it can just run through the team as soon it comes in.

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1700 match:


I liked how the match boiled down to a PP battle in the end with a ton of hax throughout the 175 turns. I lost my two offensive mons early so my hopes for winning the match were low but glad I pulled it off in the end.​

Overall a fun team to make and glad it peaked the ladder!
 

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very interesting team really. a unique combination of eclectic defensive and offensive pokes that can manage to find a hole in more standard choices. this probably works better than say trying to shoehorn togekiss into a standard stall. love your enthusiasm and perpetual fear of tormentran

consider even the game where you peaked when togekiss took on zap 1v1. this is the way to make threats like these work. there is inherent risk involved. going all in with heatran longevity rather than trying to fit coverage. a double to lucario can punish their tran
 
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Isn't HP Grass better in Heatran specs? I think it is almost mandatory vs pert lead.... But hey, you also have Celebi or Gyarados. If you consider the HP Grass > Rest change, you can include Wish rachi / fable to support Heatran itself. Also, you still count on Heal Bell on Celebi.
It is an interesting and, in my opinion, unseen team. Double HB and triple Rest. It must not be easy to play it, let alone get so high. Gratz.
 
Isn't HP Grass better in Heatran specs? I think it is almost mandatory vs pert lead.... But hey, you also have Celebi or Gyarados. If you consider the HP Grass > Rest change, you can include Wish rachi / fable to support Heatran itself. Also, you still count on Heal Bell on Celebi.
It is an interesting and, in my opinion, unseen team. Double HB and triple Rest. It must not be easy to play it, let alone get so high. Gratz.
HP Grass is worth a move just for that reason, its just that most players suspect that at this point and just switch out so I feel like its pointless to run it. HP Grass is more useful for predicting a Swampert switch-in (like coming in on an obvious Fire-type attack but instead is intercepted by an HP Grass predict).

Like if I was leading with my own Swampert and the other person was leading with a Heatran, I would most likely switch-out anticipating an HP Grass.
 
Did you play against it? Sorry I don't recognize your username
ive been playing as rhythm heaven, it was vs different players (i think), and tbh i only won those because my opps mismanaged their gyara thinking it would beat loom
but i kept thinking that if my opponents had decided going for more aggresive plays i would've been cooked
 
I like how unique this team is, it must be good to achieve #1 on the ladder. Props for that.

Do you really need heal bell on your team twice? I like the innovative self-healing via rest idea then using heal bell later to refresh your team. Even though you do possess rapid spin, togekiss could still not be as liable to successfully execute the move if you can't remove the pointed stones right away. Have you considered giving togekiss wish instead of heal bell, this could give you room to pack hidden power grass on heatran while still being able to have your team heal itself.
I also think that offensive suicune sets can be a problem here, as well as Zapdos, and starmie (especially a specs starmie set)
I think if you replaced togekiss with a wish/heal bell (if you prefer) blissey set with toxic, that can give you more coverage against some of these threats while still filling some type of general role that togekiss fulfilled. Don't forget to scout out for trick.

Here is a calculation from an offensive based leftovers -1 attack Mamoswine that happens to have the move stone edge against a gyrados switching in with sandstorm up: -1 252+ Atk Mamoswine Stone Edge vs. 248 HP / 252+ Def Gyarados: 136-160 (34.6 - 40.7%) -- 48.4% chance to 2HKO after Stealth Rock, sandstorm damage, and Leftovers recovery. With life orb being a guaranteed 2hko!

If you could spare just a few more speed evs to guarantee celebi out speeding adamant mamoswine, it would give your team a little more coverage to this possible threat as well.

I myself want to try this team out =]
 
Loven
Do you really need heal bell on your team twice? I like the innovative self-healing via rest idea then using heal bell later to refresh your team. Even though you do possess rapid spin, togekiss could still not be as liable to successfully execute the move if you can't remove the pointed stones right away. Have you considered giving togekiss wish instead of heal bell, this could give you room to pack hidden power grass on heatran while still being able to have your team heal itself.
The double Heal Bell has proven to be useful since no one likes status and having two Heal Bell users makes life that much easier. Having Heal Bell on Togekiss is actually useful since Togekiss may get paralyzed or burnt and being able to Heal Bell off the status during a one-on-one matchup helps a lot. Wish on Togekiss is actually pretty interesting however. I like the idea of a double heal move (so tossing Heal Bell in favor of Wish). This should allow Togekiss to act as a Wish passer which I think would be beneficial for the team. It helps mitigate SR damage to Gyarados during transitions for example. If I went Wish I would definitely drop Rest on Donphan since he would be a common Wish recipient.

I also think that offensive suicune sets can be a problem here, as well as Zapdos, and starmie (especially a specs starmie set)
Interestingly - outside of Sub Zapdos - none of those have been too difficult to deal with. Offensive Suicune sets are paralyzed fairly easily and then dealt with through Grass Knot, Heatran, or Lucario. I think thats one big benefit of going full SpDef on both Celebi and Togekiss so that they can take Ice Beams a lot easier and therefore cover +1 Suicunes (I don't think they ever have the opportunity to get to +2). Zapdos can be paralyzed fairly easily as well which leads it to be broken down much easier. Starmie is dealt with by Celebi or Togekiss. Also a Specs Hydro Pump can be pretty easily absorbed by Celebi. Other coverage moves are dealt with by other team members.

I think if you replaced togekiss with a wish/heal bell (if you prefer) blissey set with toxic, that can give you more coverage against some of these threats while still filling some type of general role that togekiss fulfilled. Don't forget to scout out for trick.
One of the main benefits of using Togekiss though was that it baits Electric type Pokemon going for a KO and then can in turn paralyze them. Since a lot of players don't expect Togekiss to be so invested in its SpDef, this is a quirk of the team that seems to work which has a lot of synergy with opening up a Lucario sweep since Lucario needs Scarf Rotom and Scarf Magnezone paralyzed. Kiss also covers Gengar, but I guess a Shadow Ball Blissey could cover Gengar as well.

Here is a calculation from an offensive based leftovers -1 attack Mamoswine that happens to have the move stone edge against a gyrados switching in with sandstorm up: -1 252+ Atk Mamoswine Stone Edge vs. 248 HP / 252+ Def Gyarados: 136-160 (34.6 - 40.7%) -- 48.4% chance to 2HKO after Stealth Rock, sandstorm damage, and Leftovers recovery. With life orb being a guaranteed 2hko!
Gyarados wouldn't be my first choice against Mamoswine, Donphan would be. Donphan can sponge his attacks and damage with Earthquake. Once again Gyarados can switch in to apply an Intimidate. Last but not least we have Lucario to pick it off with Extreme Speed.
 
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Loven

The double Heal Bell has proven to be useful since no one likes status and having two Heal Bell users makes life that much easier. Having Heal Bell on Togekiss is actually useful since Togekiss may get paralyzed or burnt and being able to Heal Bell off the status during a one-on-one matchup helps a lot. Wish on Togekiss is actually pretty interesting however. I like the idea of a double heal move (so tossing Heal Bell in favor of Wish). This should allow Togekiss to act as a Wish passer which I think would be beneficial for the team. It helps mitigate SR damage to Gyarados during transitions for example. If I went Wish I would definitely drop Rest on Donphan since he would be a common Wish recipient.


Interestingly none of those have been too difficult to deal with. Offensive Suicune sets are paralyzed fairly easily and then dealt with through Grass Knot, Heatran, or Lucario. I think thats one big benefit of going full SpDef on both Celebi and Togekiss so that they can take Ice Beams a lot easier and therefore cover +1 Suicunes (I don't think they ever have the opportunity to get to +2). Zapdos can be paralyzed fairly easily as well which leads it to be broken down much easier. Starmie is dealt with by Celebi or Togekiss. Also a Specs Hydro Pump can be pretty easily absorbed by Celebi. Other coverage moves are dealt with by other team members.


One of the main benefits of using Togekiss though was that it baits Electric type Pokemon going for a KO and then can in turn paralyze them. Since a lot of players don't expect Togekiss to be so invested in its SpDef, this is a quirk of the team that seems to work which has a lot of synergy with opening up a Lucario sweep since Lucario needs Scarf Rotom and Scarf Magnezone paralyzed. Kiss also covers Gengar, but I guess a Shadow Ball Blissey could cover Gengar as well.


Gyarados wouldn't be my first choice against Mamoswine, Donphan would be. Donphan can sponge his attacks and damage with Earthquake. Once again Gyarados can switch in to apply an Intimidate. Last but not least we have Lucario to pick it off with Extreme Speed.
I have no doubt in my mind that togekiss is utilized well clerically (and in other ways as well) Heal bell on togekiss has always been an underused move imo.

Yes, sometimes how things may appear on paper function very differently in the battle simulator

Congrats on getting to the top slot on the ladder!
 
Another idea just came to me: Ominous Wind on Togekiss

I was thinking this could help a lot versus the RestTalk Rotoms I mentioned were troubling to the team. I had numerous instances where I would paraflinch them down to low health but they would be able to get a Rest off which would reset the whole paraflinch counter back to zero which would be extremely annoying. I was thinking Ominous Wind could help lower the flinch chaining requirement for Togekiss on Rotoms. So you may only need to flinch a few times before being able to finish off with Ominous Wind.

Calc:

0 SpA Togekiss Air Slash vs. 248 HP / 8 SpD Rotom-Heat: 45-53 (14.8 - 17.4%) -- possible 9HKO
0 SpA Togekiss Ominous Wind vs. 248 HP / 8 SpD Rotom-Heat: 96-114 (31.6 - 37.6%)

Average Air Slash damage: (14.8 + 17.4 - 6) = 16.1, then Leftovers recovery brings it up to 10.1%
So on average we need 10 para flinches in a row to KO Rotom with Air Slash:
60% chance of flinching
Remaining 40% chance of not flinching has to factor in the full paralysis which has a 25% chance of occuring
So 25% of 40 is 10
So we have 60% + 10% = 70% chance of paraflinch
For this to happen 10 times in a row to cause the KO is .70 raised to the power of 10 which gives a 2.82% chance

Now the average Ominous Wind damage is (37.6 + 31.6) / 2 = 34.6%, we don't need to factor in Leftovers recovery since we are going for the KO
So 100% - 34.6% = 65.4%
Therefore it looks like we need to chain 7 paraflinches in a row instead of 10 which gives
.70 raised to the power of 7 which is equal to 8.24% and of course the possibility of a crit occuring on an Air Slash would raise this percentage.

Ah I forgot to factor in Air Slash's imperfect accuracy but this gives some insight into the benefit of Ominous Wind.

Update: Another strat would be to just spam some Ominous Winds against the Rotom which would force him to Rest but the benefit is that we might pick up the stat boosts in the process.
 
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