At the very beginning of Gen 7, Steel was arguably one of the best types alongside Psychic and Fairy, so I took full advantage of that. The main motive behind this team was hazard stack balance/bulky offense, but at the same time not becoming too passive. I also attempted to make sure it was able to win as many matchups as possible and decrease the likelihood of running into disadvantages (where in a tier such as Monotype, this is absolutely imperative).
To start, I began with Defensive Swords Dance Mega Scizor. This is arguably the best Mega Scizor set right now, with the bulk to set up on most Pokemon that lack Fire type coverage (and even there, it has the EVs to avoid a 2KO from a Thunderbolt from Alolan Raichu even after SR). Mega Scizor was built around primarily since it is able to finish off teams late game.
Once Scizor was established, Heatran was immediately added as a mandatory Fire absorber. Any Steel team that doesn't have Heatran is bound for doom, and I initially decided to first run Specially Defensive Air Balloon. This was changed a little later down the road to the OU sub toxic set, which in Monotype it's really slept on, and it has the ability to trap and stall out a vast majority of defensive threats with a combination of Magma Storm and Toxic behind Substitute. It's a phenomenal set in short.
Once that was done and dusted, Magearna was next put on as a Special Wallbreaker. Magearna was absolutely god-sent for Steel, because not only did it solve Steel's chronic Fighting weakness, but it also proved to be an amazing wallbreaker that can easily snowball into a sweeper. Fairium-Z Trick Room was the set of choice, with Thunderbolt to break past Toxapex, and Aura Sphere to hit opposing Stel types and Normal types.
Following Magearna, Ferrothorn was then put on to not only help improve the team's chances against Water, but it also is able to rather easily set up Spikes. Iron Barbs with the addition of Rocky Helmet was also fantastic for racking up recoil against various fast physical threats, facilitating revenge killing later.
To round out the team's defensive core, Celesteela was put on. Assault Vest, at the time of building this, was peaking popularity, and I decided to follow suit so I had a highly reliable answer to Ground. It's insanely bulky, yet its not too passive. Beast Boost also allows it to also accrue special attack boosts if it manages to get a kill, which can be nice for incoming switch-ins.
Lastly, the team was desperately lacking speed, so Excadrill topped off the team to help increase my chances against Fire. Mold Breaker is also awesome to hit Pokemon with EQ that would normally be immune, such as Latios or Hydreigon. For a while, this was the version of the team that I stuck with, but then Magearna was soon suspected and banned. With that being the case, major alterations had to be made.
People were under the assumption that without Mageara, Steel would no longer be quite as amazing as it was previously; however, people could not have been more wrong. It took me a bit to find a suitable Magearna replacement, but I eventually settled on Cobalion. This not only gave me another form of speed, but this also allowed me to free up SR on Heatran to finally run Sub Toxic and I had an edge against Normal and Dark. I ran a mixed set with Stone Edge to break past Zapdos and Mandibuzz (with the addition of Volt Switch for the latter). This version was the one that stuck for a while, but with the coming of USM, there were a lot of new toys to try, so I had to jump on and give things a bit of a spin.
This is the version that I currently have. Cobalion was changed for Stakataka, an unexpectedly strong Trick Room sweeper that's able to ravage teams late-game. With a (technically) new Fire answer, it only made sense to replace Excadrill with Magnezone, so I could increase my chances against walls such as Skarmory and opposing Celesteela with the help of Magnet Pull. Keldeo was also an issue for the team, so Magnezone is also additionally able to check that after a small amount of prior damage. This is the final product I have come up with.
To start, I began with Defensive Swords Dance Mega Scizor. This is arguably the best Mega Scizor set right now, with the bulk to set up on most Pokemon that lack Fire type coverage (and even there, it has the EVs to avoid a 2KO from a Thunderbolt from Alolan Raichu even after SR). Mega Scizor was built around primarily since it is able to finish off teams late game.
Once Scizor was established, Heatran was immediately added as a mandatory Fire absorber. Any Steel team that doesn't have Heatran is bound for doom, and I initially decided to first run Specially Defensive Air Balloon. This was changed a little later down the road to the OU sub toxic set, which in Monotype it's really slept on, and it has the ability to trap and stall out a vast majority of defensive threats with a combination of Magma Storm and Toxic behind Substitute. It's a phenomenal set in short.
Once that was done and dusted, Magearna was next put on as a Special Wallbreaker. Magearna was absolutely god-sent for Steel, because not only did it solve Steel's chronic Fighting weakness, but it also proved to be an amazing wallbreaker that can easily snowball into a sweeper. Fairium-Z Trick Room was the set of choice, with Thunderbolt to break past Toxapex, and Aura Sphere to hit opposing Stel types and Normal types.
Following Magearna, Ferrothorn was then put on to not only help improve the team's chances against Water, but it also is able to rather easily set up Spikes. Iron Barbs with the addition of Rocky Helmet was also fantastic for racking up recoil against various fast physical threats, facilitating revenge killing later.
To round out the team's defensive core, Celesteela was put on. Assault Vest, at the time of building this, was peaking popularity, and I decided to follow suit so I had a highly reliable answer to Ground. It's insanely bulky, yet its not too passive. Beast Boost also allows it to also accrue special attack boosts if it manages to get a kill, which can be nice for incoming switch-ins.
Lastly, the team was desperately lacking speed, so Excadrill topped off the team to help increase my chances against Fire. Mold Breaker is also awesome to hit Pokemon with EQ that would normally be immune, such as Latios or Hydreigon. For a while, this was the version of the team that I stuck with, but then Magearna was soon suspected and banned. With that being the case, major alterations had to be made.
People were under the assumption that without Mageara, Steel would no longer be quite as amazing as it was previously; however, people could not have been more wrong. It took me a bit to find a suitable Magearna replacement, but I eventually settled on Cobalion. This not only gave me another form of speed, but this also allowed me to free up SR on Heatran to finally run Sub Toxic and I had an edge against Normal and Dark. I ran a mixed set with Stone Edge to break past Zapdos and Mandibuzz (with the addition of Volt Switch for the latter). This version was the one that stuck for a while, but with the coming of USM, there were a lot of new toys to try, so I had to jump on and give things a bit of a spin.
This is the version that I currently have. Cobalion was changed for Stakataka, an unexpectedly strong Trick Room sweeper that's able to ravage teams late-game. With a (technically) new Fire answer, it only made sense to replace Excadrill with Magnezone, so I could increase my chances against walls such as Skarmory and opposing Celesteela with the help of Magnet Pull. Keldeo was also an issue for the team, so Magnezone is also additionally able to check that after a small amount of prior damage. This is the final product I have come up with.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 224 HP / 44 Def / 240 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Substitute
- Toxic
- Earth Power
Heatran unexpectedly became one of the most pivotal members on the team, especially when switching it from Taunt + Air Balloon to SubToxic. It's such a great Balance Stallbreaker with having Magma Storm to trap, and Toxic to slowly but progressively take down the likes of Chansey, Tyranitar, Zapdos, Mega Latias, and even Mew. Substitute is simply icing on the cake, allowing it to easily scout and freely toxic most switch-ins, and then proceed to stall said defensive threats out. Earth Power is mainly added to allow it to threaten opposing non-air balloon Heatrans, as well as fire types that otherwise resist magma storm. 44 Defensive Evs is mandatory in order to prevent Heatran's subs from being broken by Foul Play, and 240 speed allows it to completely outspeed Diggersby and non-scarf Tapu Bulu. Otherwise, it's biggest niche is being a mandatory switch-in to fire type attacks, and it's best used against choiced attackers who are locked and forced to switch out.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Power Whip
- Spikes
- Leech Seed
- Stealth Rock
Ferrothorn did initially run Thunder Wave, but with the removal of Cobalion, adding Stealth Rocks was necessary in order to retain the hazard stack format I was aiming for. Ferrothorn has a few jobs it has to accomplish being apart of this team: pressuring with hazard stack, residual damage, and softening my chances against Ground and primarily Water. Hazard stack is essential to not only limit the opponents ability to switch, but also to allow easier sweeps with Scizor and Stakataka. Rocky Helmet is given to it over Leftovers mainly to rack heavy amounts of contact damage; this is especially crucial in order to revenge kill the likes of Mega Lopunny or a +6 Azumarill. Aside form that, it has Leech Seed for both slow, residual recovery (for it and its teammates), and to further stack residual damage.
Stakataka @ Rockium Z
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Gyro Ball
- Stone Edge
- Earthquake
- Trick Room
Stakataka was so underrated at the inception of USM. With a Lonely nature and 14 Defensive IVs, Stakataka is able to accrue Attack boosts each time it gets a kill as opposed to Defense. Rockium-Z gives it a 1 time nuke to be able to get a sweep going; this boasts the ability to OHKO Mega Sableye after SR and Celesteela. Gyro Ball is actually absurdly strong, being one of the slowest Pokemon in the game (just beaten by Shuckle) and packing an additional STAB boost (so even something that is moderatley slow, such as Diggersby, will be pounded by high BP power, and faster frail threats like Greninja get OHKO'd even with resistance after SR alone). Earthquake is mandatory over Superpower in order to not only hit the same threats as the latter, but also be able to break through Toxapex (who could otherwise stop a sweep). Trick Room is also necessary in order to reverse speed tiers and, unless you are against Shuckle with 0 Speed IVs, always have it go first. Stakataka is extremely dangerous if it manages to rack up a +1 after Trick Room, despite it's crappy defensive typing, and there's very little that can wall it effectively. Stakataka also boasts the ability to sweep Fire, something that this team would otherwise struggle with substantially without.
Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 192 HP / 252 SpA / 64 SpD
Quiet Nature
- Hidden Power [Ice]
- Giga Drain
- Earthquake
- Flamethrower
Full credit goes to TheAveng92R for the inception of this set, he is the mastermind behind this, and I am only one of the many users of it. Assault Vest Celesteela is not only incredibly bulky, but it allows it to not be a momentum drain/passive. While having no STABs can sometimes be annoying and finicky, each coverage move is substantially helpful in various matchups (primarily Ground). Hidden Power Ice allows it to be a formidable threat to both Landorus forms and Garchomp, boasting an OHKO on each after SR and/or a single layer of Spikes. Giga Drain allows it to hit Seismitoad/Gastrodon, Keldeo, and Mega Diancie, while also healing it for an often small amount of recovery. Flamethrower lets it break common Steel types such as opposing Mega Scizor, Ferrothorn, and Skarmory. Earthquake prevents it from being hardwalled by Heatran, and in turn having a high chance to OHKO that after SR. The EVs guarantee it to live a Modest Landorus-I's Earth Power after Gravity, and give it as much Special Attacking output as possible.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 156 HP / 44 Def / 252 SpD / 56 Spe
Careful Nature
- Bullet Punch
- Superpower / Knock Off
- Swords Dance
- Roost
Defensive Scizor is incredibly bulky, allowing it to set up against anything lacking Fire coverage. Over time I did change the EVs to accomodate more speed, allowing it to always outspeed Adamant Max Speed Azumarill with Bullet Punch. Initially, I did run Knock Off to not only get rid of items (especially eviolite), but to get neutral damage against nearly anything that resists Bullet Punch. This was much later changed to Superpower for strong Fighting coverage (giving me a little more leverage against Normal and opposing Steel teams). Swords Dance gets Scizor to dangerously high attacking levels, allowing it to near-mindlessly spam +1 Technician STAB boosted Bullet Punches to rather easily clean late game. Roost is used over another coverage move or U-Turn in order to increase longevity, and to allow it to boost up a little more boldly without needing to worry about many repercussions.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Magnezone, in this much later version of the team, took the place of Excadrill mainly for its Electric coverage and the ability to abuse Magnet Pull. Volt Switch is nice to allow it to scout and pivot freely while dishing STAB damage, and Hidden Power Fire allows it to hit trapped threats, such as Mega Scizor, Ferrothorn, and even Klefki, for inevitable damage. Magnezone also gives the team a much more reliable check to Specs Keldeo (Scarf is able to be handled by a well-played Celesteela), which after some wearing down, it can kill. All in all, Magnezone was a quirky, but much needed addition in the long run, especially with the removal of Magearna.
Replays:
Vs. Dark https://replay.pokemonshowdown.com/gen7monotype-669503475
Vs. HO Normal https://replay.pokemonshowdown.com/azure-gen7monotype-264353
Vs. Poison https://replay.pokemonshowdown.com/gen7monotype-608411888
The matches I saved were unfortunately a bit scarce, but it showcases the team and how it functions very nicely.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 224 HP / 44 Def / 240 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Substitute
- Toxic
- Earth Power
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Power Whip
- Spikes
- Leech Seed
- Stealth Rock
Stakataka @ Rockium Z
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Gyro Ball
- Stone Edge
- Earthquake
- Trick Room
Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 192 HP / 252 SpA / 64 SpD
Quiet Nature
- Hidden Power [Ice]
- Giga Drain
- Earthquake
- Flamethrower
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 156 HP / 44 Def / 252 SpD / 56 Spe
Careful Nature
- Bullet Punch
- Superpower
- Swords Dance
- Roost
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Ability: Flash Fire
EVs: 224 HP / 44 Def / 240 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Substitute
- Toxic
- Earth Power
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Power Whip
- Spikes
- Leech Seed
- Stealth Rock
Stakataka @ Rockium Z
Ability: Beast Boost
EVs: 252 HP / 252 Atk / 4 SpD
Lonely Nature
IVs: 14 Def / 0 Spe
- Gyro Ball
- Stone Edge
- Earthquake
- Trick Room
Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 192 HP / 252 SpA / 64 SpD
Quiet Nature
- Hidden Power [Ice]
- Giga Drain
- Earthquake
- Flamethrower
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 156 HP / 44 Def / 252 SpD / 56 Spe
Careful Nature
- Bullet Punch
- Superpower
- Swords Dance
- Roost
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Heatran @ Leftovers
Ability: Flash Fire
EVs: 224 HP / 44 Def / 240 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Substitute
- Toxic
- Earth Power
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Power Whip
- Spikes
- Leech Seed
- Thunder Wave
Cobalion @ Life Orb
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Focus Blast
- Stone Edge
- Volt Switch
- Stealth Rock
Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 192 HP / 252 SpA / 64 SpD
Quiet Nature
- Hidden Power [Ice]
- Giga Drain
- Earthquake
- Flamethrower
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 212 HP / 44 Def / 252 SpD
Careful Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Toxic
Ability: Flash Fire
EVs: 224 HP / 44 Def / 240 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Substitute
- Toxic
- Earth Power
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Power Whip
- Spikes
- Leech Seed
- Thunder Wave
Cobalion @ Life Orb
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Focus Blast
- Stone Edge
- Volt Switch
- Stealth Rock
Celesteela @ Assault Vest
Ability: Beast Boost
EVs: 192 HP / 252 SpA / 64 SpD
Quiet Nature
- Hidden Power [Ice]
- Giga Drain
- Earthquake
- Flamethrower
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 212 HP / 44 Def / 252 SpD
Careful Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Toxic
Thank you very much for reading, and I hope you enjoy using this team.