SO I originally made this team probably about 3 1/2- or whenever VI came out months ago.. gave it to a few friends **cough **cough ben gay... cough cough.. and it kinda took off like wild fire... Only reason I'm Rmt'ing is because Sugarhigh is making me.
My idea behind making this team really was to be bulkier and still have the play ability to utilize Zard-X's brutal power.
First and foremost... The main staple of this team
Chansey (F) (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 4 HP / 252 SDef
Bold Nature
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Thunder Wave/Toxic
So let me explain why I chose T-wave over toxic... in the long run I really enjoyed having priority roost and soft boiled so to speak... along with making it easier to phase for the rest of the team and allowing me to take out certain threats I otherwise might lose to being slower...
Skelotor (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 236 Def / 248 HP / 24 Spd
Impish Nature
- Stealth Rock
- Roost
- Counter
- Defog
You will probably notice a certain chain of reassurances of me constantly saying "this is a staple," but it's definitely true. Defog to keep Based zard X or Y alive.. which ever way you decide to go. Counter to hit stuff like Chomp and other physical stall breakers. Rocks, roost are kind of self explanatory... live.. clear rocks, set rocks.. counter stuff.
Sir Bag O'dicks (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 SDef
Relaxed Nature
- Earthquake
- Haze
- Toxic
- Recover
Again, quite standard.. other than Haze. It may seem a little redundant.. but really the rest of the team obv doesn't have Unaware.. so it's my safety net of stopping a sweeper threat and prevent possible mis-plays or big damage being dealt. Earthquake basically so VVVVVVV this guy down below isn't entirely screwed by stuff named Heatran and Excadrill and Pokemon alike.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 40 Spd / 188 SDef / 32 Atk
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Will-0-Miss
Really the star of the show. I've seen people use my team and switch him out for zard Y as well to potentially break other walls... I personally like x better only because it helps soften up other potential threats so Zard can either handle or the rest of my team can. This spread maximizes it's potential for roost . Also running more Hp also maximizes Blitz spam.. if you have more questions. the video below kinda explains everything.. .
Also, another option would be to run Zard-y if you feel rotom-w and other bulky waters are a problem... although amoongus should do that job nicely...
but here's a set anyway just for shits and gigs.
Charizard-Mega-Y @ Charizardite Y
EVs: 248 HP / 40 Spd / 124 SDef / 98 SpA
Ability: Drought
- SolarBeam
- Flamethrower
- Will-O-Wisp
- Roost
As far as the ev spread, I was still testing a bulkier spread.. not sure if this one is very conventional for it's sun cousin. But just another fun option :]
Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 Spd / 176 SAtk / 80 HP
Modest Nature
- Rest
- Psyshock
- Taunt
- Trick
This is probably my favorite set/mon on this team to be frank. The Rest is for longevity... along with the trick to basically stall break and taunt another mon into a non attacking move virtually forcing it to faint itself with the help of Shadow Tag. Then Psyshock to kill bulky mons named Mega-Venusaur. The ev spread still allows you to outspeed 8 speed Lando, 44 speed rotom.. even after the scarf is gone... Modest for warp speed blasting power of course since scarf is the item.
Magic Johnson (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 240 HP / 236 SDef / 32 Def
Calm Nature
- Spore
- Clear Smog/ Sludge Bomb
- Foul Play
- Energy Ball/ Giga-Drain
Amoongus again is another staple... Really helps the team function smoothly and allows you to sort of surprise your Oppo with foul plays along with the obvious spore being quite functional as well. I go back and fourth with clear smog only because it does have a great way of working... but tbh I'm testing sludge bomb right now and it really does seem to put in more a great deal more. The Hp number optimizes the sludge regain and re generator really speaks for itself.
All in all. I'm really pretty stoked this team took off like it did. I figured I'd finally post an RMT on it just to get it out to ppl who possibly haven't "ALREADY," given it a go.
As far as the team goes, every mon works to support one another and compliment each win condition they all bring to the table.
I'm very quite satisfied with this team, and it really was my first stall I've built successfully.
Pls feel free to post any questions or concerns in the chat. Keep in my this is only my second RMT so really feed back is much appreciated :]
ALSO TY SMOGON FOR THESE BAD ASS SPRITES
My idea behind making this team really was to be bulkier and still have the play ability to utilize Zard-X's brutal power.
First and foremost... The main staple of this team

Chansey (F) (Chansey) (F) @ Eviolite
Ability: Natural Cure
EVs: 252 Def / 4 HP / 252 SDef
Bold Nature
- Heal Bell
- Seismic Toss
- Soft-Boiled
- Thunder Wave/Toxic
So let me explain why I chose T-wave over toxic... in the long run I really enjoyed having priority roost and soft boiled so to speak... along with making it easier to phase for the rest of the team and allowing me to take out certain threats I otherwise might lose to being slower...

Skelotor (Skarmory) @ Rocky Helmet
Ability: Sturdy
EVs: 236 Def / 248 HP / 24 Spd
Impish Nature
- Stealth Rock
- Roost
- Counter
- Defog
You will probably notice a certain chain of reassurances of me constantly saying "this is a staple," but it's definitely true. Defog to keep Based zard X or Y alive.. which ever way you decide to go. Counter to hit stuff like Chomp and other physical stall breakers. Rocks, roost are kind of self explanatory... live.. clear rocks, set rocks.. counter stuff.

Sir Bag O'dicks (Quagsire) @ Leftovers
Ability: Unaware
EVs: 252 Def / 252 HP / 4 SDef
Relaxed Nature
- Earthquake
- Haze
- Toxic
- Recover
Again, quite standard.. other than Haze. It may seem a little redundant.. but really the rest of the team obv doesn't have Unaware.. so it's my safety net of stopping a sweeper threat and prevent possible mis-plays or big damage being dealt. Earthquake basically so VVVVVVV this guy down below isn't entirely screwed by stuff named Heatran and Excadrill and Pokemon alike.

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 248 HP / 40 Spd / 188 SDef / 32 Atk
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Will-0-Miss
Also, another option would be to run Zard-y if you feel rotom-w and other bulky waters are a problem... although amoongus should do that job nicely...
but here's a set anyway just for shits and gigs.

Charizard-Mega-Y @ Charizardite Y
EVs: 248 HP / 40 Spd / 124 SDef / 98 SpA
Ability: Drought
- SolarBeam
- Flamethrower
- Will-O-Wisp
- Roost
As far as the ev spread, I was still testing a bulkier spread.. not sure if this one is very conventional for it's sun cousin. But just another fun option :]

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 Spd / 176 SAtk / 80 HP
Modest Nature
- Rest
- Psyshock
- Taunt
- Trick
This is probably my favorite set/mon on this team to be frank. The Rest is for longevity... along with the trick to basically stall break and taunt another mon into a non attacking move virtually forcing it to faint itself with the help of Shadow Tag. Then Psyshock to kill bulky mons named Mega-Venusaur. The ev spread still allows you to outspeed 8 speed Lando, 44 speed rotom.. even after the scarf is gone... Modest for warp speed blasting power of course since scarf is the item.

Magic Johnson (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 240 HP / 236 SDef / 32 Def
Calm Nature
- Spore
- Clear Smog/ Sludge Bomb
- Foul Play
- Energy Ball/ Giga-Drain
Amoongus again is another staple... Really helps the team function smoothly and allows you to sort of surprise your Oppo with foul plays along with the obvious spore being quite functional as well. I go back and fourth with clear smog only because it does have a great way of working... but tbh I'm testing sludge bomb right now and it really does seem to put in more a great deal more. The Hp number optimizes the sludge regain and re generator really speaks for itself.
All in all. I'm really pretty stoked this team took off like it did. I figured I'd finally post an RMT on it just to get it out to ppl who possibly haven't "ALREADY," given it a go.
As far as the team goes, every mon works to support one another and compliment each win condition they all bring to the table.
I'm very quite satisfied with this team, and it really was my first stall I've built successfully.
Pls feel free to post any questions or concerns in the chat. Keep in my this is only my second RMT so really feed back is much appreciated :]
ALSO TY SMOGON FOR THESE BAD ASS SPRITES
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