Keldeo-Resolute @ Normalium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Secret Sword
- Hyper Beam
Keldeo was amazing in OU and it's pretty great in UU as well. Scald and Secret Sword are standard STAB moves while Calm Mind allows Keldeo to act as both a wallbreaker and a win condition. Normalium Z boosted Hyper Beam is for luring mons that could normally check/counter Keldeo such as Amoonguss, Primarina, Mew, etc. This set was actually running around in OU at some point and it was mainly used to lure Tapu Fini for stuff like Ash Ninja. That same concept can be applied here with our other team members. Keldeo also serves as a check to several common threats such as Bisharp and Scizor.
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stone Edge
Krookodile can act as a revenge killer as well as a trapper of prime Keld switch ins such as Lati, Starmie, and Jellicent. Intimidate is a not a mispaste, it's just Krooks not sweeping with its STABs due to their poor coverage within the UU tier when choice locked, and also, Intimidate helps it to come in much more easily on certain mons. He also acts as an Electric deterrer so Raikou can't be cheeky against Keld. Stone Edge is particularly for flyers such as Aero, Crobat, and Togekiss especially. Knock Off spam can be pretty helpful to knock off lefties early game so that Keld can have a better shot at breaking through things that rely on them for recovery. It is for these reasons I believe Krook pairs well with Keld, Keld even helps to break through common Krook switch ins like Hippo, Gliscor, Forretress, and Swampert. Moxie can actually be used, if that's what you'd truly like, but Intimidate does help it to come in easier on certain mons as mentioned above. The main goal of this Krook is to apply offensive pressure with its scarf, item knocking capabilities, and high powered STABs as well as trap Keldeo switch ins so Keldeo can function. There is a certain risk to using a scarfed Pursuiter as you may all be aware of, so do trap only if you feel the opp is deffo gonna switch. They're a nice beginning to offensive core, to be sure.
Keldeo-Resolute @ Normalium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Secret Sword
- Hyper Beam
Keldeo was amazing in OU and it's pretty great in UU as well. Scald and Secret Sword are standard STAB moves while Calm Mind allows Keldeo to act as both a wallbreaker and a win condition. Normalium Z boosted Hyper Beam is for luring mons that could normally check/counter Keldeo such as Amoonguss, Primarina, Mew, etc. This set was actually running around in OU at some point and it was mainly used to lure Tapu Fini for stuff like Ash Ninja. That same concept can be applied here with our other team members. Keldeo also serves as a check to several common threats such as Bisharp and Scizor.
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stone Edge
Krookodile can act as a revenge killer as well as a trapper of prime Keld switch ins such as Lati, Starmie, and Jellicent. Intimidate is a not a mispaste, it's just Krooks not sweeping with its STABs due to their poor coverage within the UU tier when choice locked, and also, Intimidate helps it to come in much more easily on certain mons. He also acts as an Electric deterrer so Raikou can't be cheeky against Keld. Stone Edge is particularly for flyers such as Aero, Crobat, and Togekiss especially. Knock Off spam can be pretty helpful to knock off lefties early game so that Keld can have a better shot at breaking through things that rely on them for recovery. It is for these reasons I believe Krook pairs well with Keld, Keld even helps to break through common Krook switch ins like Hippo, Gliscor, Forretress, and Swampert. Moxie can actually be used, if that's what you'd truly like, but Intimidate does help it to come in easier on certain mons as mentioned above. The main goal of this Krook is to apply offensive pressure with its scarf, item knocking capabilities, and high powered STABs as well as trap Keldeo switch ins so Keldeo can function. There is a certain risk to using a scarfed Pursuiter as you may all be aware of, so do trap only if you feel the opp is deffo gonna switch. They're a nice beginning to offensive core, to be sure.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 88 Def / 152 SpD / 20 Spe
Bold Nature
- Stealth Rock
- Recover
- Giga Drain
- U-turn
Celebi provides our team with both a stealth rocker and a pivot, especially useful for getting in Keldeo. It pairs well with our team members, taking grass, electric, and psychic type attacks for Keldeo and taking fighting, grass, and water type attacks for Krookodile. Keldeo helps with threatening Scizor and Bisharp. The EV spread was stolen from Smogon although I tweaked it so Celebi has an odd HP number, dunno why they don't do that themselves. 20 Speed EVs outspeeds Timid Primarina, which our team has trouble switching into. U-turn is for switch initiative and the rest are self explanatory.
Shamelessly stolen from smogon. Shoutout to donphantastic
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Relaxed Nature
- Spikes
- Play Rough
- Hidden Power [Fire]
- Thunder Wave
With scizor and lati becoming common defoggers ,its nice to have a spiker that beats both. This set manages to do that while also beating forry. Play rough is used to break raikou subs and hit lati harder. This set supports pokemon that like having multiple layers of spikes down since it does a pretty good job of setting and keeping the hazard.
Was literally in the process of writing a Klefki suggest. ;_;
Nice tech HP Fire though.
ALSO
All you war teamers get ready! I've got the post written up, just tidying up some tidbids with m.oreo. Against TEF, we go.
Keldeo-Resolute @ Normalium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Secret Sword
- Hyper Beam
Keldeo was amazing in OU and it's pretty great in UU as well. Scald and Secret Sword are standard STAB moves while Calm Mind allows Keldeo to act as both a wallbreaker and a win condition. Normalium Z boosted Hyper Beam is for luring mons that could normally check/counter Keldeo such as Amoonguss, Primarina, Mew, etc. This set was actually running around in OU at some point and it was mainly used to lure Tapu Fini for stuff like Ash Ninja. That same concept can be applied here with our other team members. Keldeo also serves as a check to several common threats such as Bisharp and Scizor.
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stone Edge
Krookodile can act as a revenge killer as well as a trapper of prime Keld switch ins such as Lati, Starmie, and Jellicent. Intimidate is a not a mispaste, it's just Krooks not sweeping with its STABs due to their poor coverage within the UU tier when choice locked, and also, Intimidate helps it to come in much more easily on certain mons. He also acts as an Electric deterrer so Raikou can't be cheeky against Keld. Stone Edge is particularly for flyers such as Aero, Crobat, and Togekiss especially. Knock Off spam can be pretty helpful to knock off lefties early game so that Keld can have a better shot at breaking through things that rely on them for recovery. It is for these reasons I believe Krook pairs well with Keld, Keld even helps to break through common Krook switch ins like Hippo, Gliscor, Forretress, and Swampert. Moxie can actually be used, if that's what you'd truly like, but Intimidate does help it to come in easier on certain mons as mentioned above. The main goal of this Krook is to apply offensive pressure with its scarf, item knocking capabilities, and high powered STABs as well as trap Keldeo switch ins so Keldeo can function. There is a certain risk to using a scarfed Pursuiter as you may all be aware of, so do trap only if you feel the opp is deffo gonna switch. They're a nice beginning to offensive core, to be sure.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 88 Def / 152 SpD / 20 Spe
Bold Nature
- Stealth Rock
- Recover
- Giga Drain
- U-turn
Celebi provides our team with both a stealth rocker and a pivot, especially useful for getting in Keldeo. It pairs well with our team members, taking grass, electric, and psychic type attacks for Keldeo and taking fighting, grass, and water type attacks for Krookodile. Keldeo helps with threatening Scizor and Bisharp. The EV spread was stolen from Smogon although I tweaked it so Celebi has an odd HP number, dunno why they don't do that themselves. 20 Speed EVs outspeeds Timid Primarina, which our team has trouble switching into. U-turn is for switch initiative and the rest are self explanatory.
Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe
Relaxed Nature
- Spikes
- Play Rough
- Hidden Power [Fire]
- Thunder Wave
With scizor and lati becoming common defoggers ,its nice to have a spiker that beats both. This set manages to do that while also beating forry. Play rough is used to break raikou subs and hit lati harder. This set supports pokemon that like having multiple layers of spikes down since it does a pretty good job of setting and keeping the hazard.