Introduction
It has been awhile since my last RMT, The Antithesis, which peaked at 1563 in its final form, since I have bothered really making a team. Recently, laddering on Pokemon Showdown, I've notice Celebi floating around, and not just using special attacks! Swords Dance Celebi has been on the rise it seems, and I figured I'd get in on the prospect. It plays like stall at times, but other times it is a harsh and unforgiving sweep, or, if one of my sweepers goes down, there's always stall to pressure the foe out... Unfortunately I haven't been able to fit Stealth Rock on and I feel the team could be a lot better.
At A Glance
Up Close
It has been awhile since my last RMT, The Antithesis, which peaked at 1563 in its final form, since I have bothered really making a team. Recently, laddering on Pokemon Showdown, I've notice Celebi floating around, and not just using special attacks! Swords Dance Celebi has been on the rise it seems, and I figured I'd get in on the prospect. It plays like stall at times, but other times it is a harsh and unforgiving sweep, or, if one of my sweepers goes down, there's always stall to pressure the foe out... Unfortunately I haven't been able to fit Stealth Rock on and I feel the team could be a lot better.
At A Glance






Up Close

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Seed Bomb
- Swords Dance
The main point of the set, Celebi finds itself in use a lot. It not only makes for a solid Baton Passer, but as a decent physical wall as well, having 300 Def. Seed Bomb is a decent mono attack, and combined with Swords Dance can at times make Celebi a threatening Pokemon. Both Pokemon receiving Baton Pass function as really well receivers, Conkeldurr having solid bulk with solid recovery and Metagross with already high attack and Rock Polish for speed.

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Standard Assault Vest, with Conkeldurr's nice bulk and offensive recovery, as well as making for a powerful status absorber makes a single Swords Dance boost very dangerous. Drain Punch is main STAB, and keeps Conkeldurr alive and kicking. Mach Punch is a very powerful priority move when given a boost, and compensates well for Conkeldurr's low speed, allowing Conkeldurr to pick off faster threats. Ice Punch is for Landorus, Dragons, Zapdos, or anything pretty much that Drain Punch or Mach Punch can't, and definitely fits well. Knock Off rounds off the set perfectly, allowing me to predict and/or take out incoming Psychics, or take off an item.

Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Hammer Arm
Standard Rock Polish set, with 427 attack, Mega Metagross is threatening, with a speed boost as well as a chance to boost attack is pretty powerful, so of course Metagross is a good candidate as well. The Ground-types that Metagross can't hit are okay, I'm not in an exact hurry to sweep through everything, that is why I have walls of course, as well as Ice Punch Conkeldurr. Meteor Mash is really the main STAB, very helpful with the random boosts, even if Celebi doesn't BP a boost. Zen Headbutt makes for good neutral damage, KOing Rotom-W and other walls that resist Meteor Mash, but aren't worth the speed drop, after a boost. Hammer Arm takes care of Steel-types (Ferrothorn), Balloon users and ensures Chansey won't survive and get a Thunder Wave off.

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Heal Bell
We've gone into the Stall Side, with the classic pink blob. Thunder Wave cripples the threats that are faster to this team, taking the pressure off of Metagross and the need for Rock Polish. She pairs really well with Zapdos, Clefable, and Conkeldurr, with the former being able to resist fighting moves, and the former being able to take the odd Stone Edge (I'm looking at you, Landorus-T, Terrakion, and Tyranitar). Soft-Boiled provides for instant recovery. Seismic Toss ensures I'm not Taunt bait, and a guaranteed 25% damage each time isn't bad. I decided to go with dual Heal Bell, because why the hell not? I at least have more of a chance against status abuse, and burns, and other status conditions.

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave
Physically defensive Zapdos is cool, walling Scizor outright which would otherwise give the team a problem. Thunderbolt is the main move, and does a decent amount of damage to anything that doesn't resist or isn't a special wall, and the paralysis chance is always nice. Roost keeps the health up and ensures Zapdos is in the game for awhile. Defog keeps annoying hazards away. Heat Wave is for the Steel-types like Ferrothorn that like to come in and try to set up for some odd reason.

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Fire Blast
- Moonlight
Unaware Clefable ensures that if I for some reason let a set up sweeper boost, I'll at least have a form of combat. Moonblast is main STAB and is decent, but the side affect is useless because of Unaware unfortunately. Dual Heal Bell again takes off the pressure of taking off status condition. Fire Blast is for predicting Scizor and taking out other Steel-types that think they can come in on Clefable. Moonlight, as any form of recovery, is important, as it keeps Clefable alive and able to perform its role.
Export
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Seed Bomb
- Swords Dance
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Hammer Arm
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Heal Bell
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Fire Blast
- Moonlight
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Seed Bomb
- Swords Dance
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Rock Polish
- Meteor Mash
- Zen Headbutt
- Hammer Arm
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Thunder Wave
- Soft-Boiled
- Seismic Toss
- Heal Bell
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Fire Blast
- Moonlight