Poke'/ here. So, we were talking about Honchkrow on chat, and whether or not it could run a Sub set. Challenge accepted. I would make a team in which Celebi would pass a Sub to it, allowing Honchkrow to have more move room. After taking a better look at the team the next day, I enlisted the help of a guy who's great at OU, but thinks he isn't. Dr.Flame.
Although Honchkrow has now left the team, and was replaced with Terrakion, the team still builds around BP Celebi. Enjoy the team, and most of all, have fun.
Dr.Flame. This team started out as Poke/'s other team that we changed and made better. This team revolves around a CeleTran core that uses a bulky water type (Vaporeon) to also make a water-grass-fire core. (Short intro, don't know what to put here)
Replay
Replay
Replay (A clean Terrakion sweep)
Replay (Scarfed Flygon is boss)
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Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 224 SpD / 36 Spe
Calm Nature
- Substitute
- Baton Pass
- Giga Drain
- Heal Bell
The first member of the CeleTran core, Celebi is a vital member of our team. He can act as our cleric, with Heal Bell. Or he can baton pass a Substitute to any one of our members on our team, mostly Terrakion. Behind a sub, Terrakion can set up and sweep. Giga Drain is recovery as we lack recover.
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Terrakion @ Expert Belt
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Polish
- Swords Dance
- Rock Slide
Usually I use Rock Polish Expert Belt, but that's old now. DoubleDance Terrakion is quite the monster freak when it get's to set up. Once a sub is baton passed and not broken, I can set up either Swords Dance or Rock Polish. Once I set up one, and the sub is still not broken, awesome, set up more. If it is, try to force a switch I guess :P Close Combat is the obvious move to have. Rock Slide was chosen over Stone Edge for more accuracy. Plus, after a Swords Dance it's still powerful.
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Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Brave Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Toxic
The only spinner on our team, Forretress is our main defensive wall. Setting up Stealth Rocks and spinner them away is his real goal. Gyro Ball can hit many set up sweepers and is just a powerful move in general with his slow speed. Toxic was chosen to wear down the opponent and is a great move when they are switching out.
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Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Lava Plume
- Earth Power
- Hidden Power [Ice]
Trying out something new, Scarf Heatran is the second member in our CeleTran core. Scarfed for extra speed, this guy is not expected. Fire Blast is a powerful move that is there for sheer power. When we don't want Fire Blast to miss, Lava Plume is there for the accuracy. Earth Power can hit other fire types and other Heatran who think they can outspeed. Hidden Power [Ice] was chosen over Dragon Pulse to get that 4x damage on some dragons.
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Flygon @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Punch
- U-turn
Scarfed in case Heatran isn't enough, this UU Dragon is a formidable foe in OU as well. Jirachi, the Lati Twins, Alakazam, and others will be taking Super Effective damage from this. And in case all ya nubs who are wondering why we don't scarf an OU dragon... well... first of all UU is boss. But the main reason is that a lot of OU dragons don't carry U-Turn, an important move on Flygon. (Hydreigon is too slow)
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Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 236 Def / 20 SpA
Bold Nature
- Ice Beam
- Scald
- Rest
- Toxic
Featuring MK's Defensive EV spread, this Vaporeon is not to be messed with. Toxic wears down the opponent while Vaporeon is napping. Vaporeon completes our water-grass-fire core as well. I guess you can call him the 3rd wheel. Ice Beam is there over Protect to hit dem dragons that can't KO this defensive beast.