ORAS OU A Mega Charizard X team - "Charred Remains"

{EDITS HAVE BEEN DONE}
So this is my first RMT on this site, and since I have no idea on how to write a proper one or anything, and am currently a complete noob at this, It's probably going to be cringeworthy. Anywho... Onto the team:


=== Charred remains~ ===

Team at a Glance:
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This team is centered around Mega Charizard X, and mostly works to help it sweep by removing threats and other potential obstacles. It consists of both a F/W/G {Fire/Water/Grass} core and a D/F/S {Dragon/Fairy/Steel} core with Mega Charizard X as the protagonist of the tragic story where the opponent dies horribly.
It consists of:
1 Physical Setup Sweeper {Mega Charizard X}
1 SR support/Suicide Attacker {Garchomp}
1 Special Scarfed Fairy/Steel Killer {Magnezone}
1 Special Contrary Sweeper {Serperior}
1 Cleric/Wish Passer/Specially Defensive tank {Sylveon}
1 Rapid Spinner/Sponge/LO Sp Attacker {Starmie}

1 Physical Banded Killer {Azumarill}
1 Cleric/Wish Passer/Set up stopper/Specially Defensive tank {Umbreon}
1 SR/Toxic support/Physical wall {Hippodown}1 Hazard Stacker/Setup phazer/Physical wall {Skarmory}


Without further ado, here are the 'mons:

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#1 "Ferdinand" the Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 4 SpD / 108 Spe
Adamant Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz Earthquake

This is the MVP of the team, being the Mega here. Ferdinand is a Tankzard that can not only take a few hits, but dish them out with double the power. A single DD propels his power to insane levels and with the tough claws boost, it is enough to rip through whole teams. Roost helps it to stay on the field for as long as possible and is an excellent method of keeping it alive. Dragon Claw is for the STAB power with good accuracy and I chose it over Outrage since I don't like being locked into a single move on something like Zard, and also because fairies can just switch in and set up in his face, not to mention the confusion problems afterwards. Flare blitz is his other STAB move and roasts everything that doesn't resist it, and sometimes, with enough dancing, he roasts things that resist It as well. Either used as an early game wallbreaker, or a late game cleaner. He forms the first of both the F/W/G core and the D/F/S core on Mega Evolution.

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#2 "Ursula" the Garchomp (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 148 HP/ 248 Atk / 108 Spe
Jolly Nature
- Fire Blast
- Stealth Rock
- Dragon Claw
- Earthquake
Hippowdon, while being a great Rocks setup and a physical wall, didn't have an offensive presence to it. But that didn't matter when I had the Magnezone as an attacker. Now that I replaced Kaarina with a Skarmory, who is also a physical wall, I found that Hippowdon was a little redundant, and the sand stream actually lost the game for me at one point. Who can set up rocks reliably and still maintain an offensive presence? Garchomp, that's who.
His primary goal is to set up rocks, and once that's taken care of, Garchomp can punch holes from there. His great speed allows him to move faster than most of OU, and he KOs at least one 'Mon from the other team before inevitably dying. Rocky helmet and rough skin takes out a chunk of HP from anyone trying to priority kill with physical attacks (I'm looking at you, scizor). Tankchomp can really take a few hits and dish them out too, punching holes in the team for Zard to come in and clean up later.

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#3 "Celeste" the Serperior (F) @ Leftovers
Ability: Contrary
EVs: 1 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground] [Fire]
- Dragon Pulse
- Glare Substitute

So, standard Smogon Contrary Serp set here, except for the fact that it runs Lefties instead of LO. Via testing, I've found that LO isn't really necessary for Celeste to rip through teams, and that Lefties keeps it alive for more. Leaf Storm is its first and Primary move of choice as it gives her a 2x Sp.Atk boost from Contrary to play around with off the bat. Its speed means that it out speeds most viable threats to it and manages to pull the first punch, even though it lacks arms. HP ground eats up the most common check against her which is Heatran, and D-Pulse is a strong method of dishing out reliable damage to Dragons and anything else that doesn't resist it since Leaf Storm has a shaky 90% accuracy. Glare has helped me go from a sure loss to a dominating win with paralysis help, but only if the RNG is with me. She's the Grass part of the F/W/G core the team forms with Zard and Starmie.

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#4 "Kaarina" the Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]
- Thunderbolt

What's that? Ferrothorn? Skarmory? Bulky Fairies? Wonder who we call for that type of crap... Hmm... Oh, I know! Magne-friggin-Zone!
Kaarina is the ultimate steel/fairy killer with its awesome special attack, killer moveset, and the all-powerful Choice Scarf! As I said before, Zard X being the main sweeper on the team and being extremely weak to rocks, I needed something to KO the opponents rock setters, normally Rock/Steel types like Ferrothorn or Skarmory or TTar or something, and Magnezone seemed the logical choice. This beauty can trap steel types with his epic ability Magnet Pull, and then KO them with a brilliant HP Fire. Once their rocks setup is gone, ol' Uma can come in and spin the rocks or whatever into the next century. It's also pretty bulky and will stay on the field for a long time, unless someone runs an EQ over him. Flash Cannon exterminates those pesky fairies and Volt Switch keeps the swing going, helping the team gather some good momentum. T-bolt is a STAB move I can use on any bulky water types if Celeste has been put out of action. Kaarina is the third member of the D/F/S core.



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#5 "Eddy" the Starmie @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Hydro Pump
- Rapid Spin
- Recover
- Ice beam

Oki den. Since I changed up my team and removed Uma, I was lacking a rapid spinner. Since I also sacked Azumarill, I was lacking a water type on the F/W/G core. So, lo and behold, we have a rapid spinning semi-offensive idek-what-he-is Starmie! Hydro Pump is a good STAB move and hits very hard with the Life Orb power. Recover is a reliable recovery move to help him stay in battle and negates Life Orb damahe. The main attraction here is Rapid Spin though, which clears away any entry hazards so Ferdinand can come in majestically and eat up the rest of the opposing team. Ice beam takes care of any grass or dragon types and especially Lando-T that annoys Zard quite a bit. {Credit to New Attitude }

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#6 "Ritzy" the Sylveon (F) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Wish
- Heal Bell
- Baton Pass Protect
- Hyper Voice

Seeing as how I know lacked a good wish passer/cleric, and a fairy type, I'd decided to go with the bulky Sylveon set. I tried Clefable first though, but it really didn't do much for me. The main attraction here is of course Wish, which Ritz can pass around effectively due to its godly fairy typing, the amazing SpDef it has which allows it to withstand a lot of punishment before going down and her slow speed coupled with Baton pass so that she can take the hit, and then another 'Mon can switch in and heal with Wish. Heal bell cures the team of any status conditions like the annoying paralysis and Sleep conditions that are sure to ruin your day. Hyper Voice with Pixilate hits hard enough to take out a sizeable chunk of HP from anything that doesn't resist fairies. Its worked well so far, and Sylveon completed the D/F/S core once again.

{Retired 'Mons}


"Uma Thurman" the Donphan (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Impish Nature
- Endeavor
- Ice Shard
- Stealth Rock
- Rapid Spin

I honestly love this thing. Uma is my lead/spinner while also being a sort of a suicide attacker. His ability, sturdy, grants him a free focus sash and prevents OHKO's which allows me to at least get rocks in. Sturdy also helps me setup a KO in the manner of Endeavor + Priority Ice Shard with some good predicting skills. Uma manages to KO at least one 'mon in most of the matches I've played with this team. Thing about Zard is that he loses like 50% health from rocks, so it is very important that I keep rocks off the field for his majestic and dynamic entry, hence the rapid spin. I'm a little shaky about using this fella since she's been messing up in the past few games, so I'd love suggestions on a replacement for her.

"Ebenezer" the Azumarill (M) @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Knock Off

This rape faced dragon slayer has killed so many Pokemon that Dusknoir is getting tired of dragging souls back to hell. I prefer the Choice banded Huge Power set to the Belly Drum one since I find that this manages to stay alive to kill more things than the other one. The EV spread is to keep it alive while boosting its miserable attack to an acceptable level so that it can KO once Huge Power and Choice band work their magic. Aqua Jet has eaten through so many things that I can't even right now. Play rough for any pesky dragons that are stupid enough to switch in on Scrooge here. Someone tries to stall with a Blissey? Superpower. Someone tries to stall with Eviolite Chansey? Knock the sh!t out of her. An incredible force to be reckoned with and the third member of the F/W/G core and the second member in the D/F/S core.

"Riley" the Umbreon (F) @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Baton Pass
- Foul Play
- Heal Bell

The only one on the team who can reliably recover HP by himself is Ferdinand {The Charizard}, and the rest of the team don't have any way of doing that. That's where Riley comes in. With those boss defenses, Leftovers, and the brilliant ability to Wish Pass, along with Heal bell makes her the teams cleric/healer. She can take just about any hit, even the super-effective ones, and manage to survive. Foul play reks anyone trying to set up in her face. One of the slots I'm shaky about, however, and hence I'd like suggestions for a replacement OwOOwO

"Ursula" the Hippodown (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic

The replacement to Uma as a SR support is here! Hippodown has been a great addition to the team so far as I've played with him. Setting up Stealth Rocks has never been so easy. The Sand he brings along helps to deter rain/sun teams and man, can this thing take a hit. With Slack off, he stays in battle for even longer than he should, making people rage quit sometimes. Toxic allows him to make use of his bulk to wear down opponents. The one downside I've found is that the sand he brings seems to hurt my team as well, so I'm still a little shaky about this one. {Credit to New Attitude }

"Katrina" the Skarmory @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Spikes
- Roost
- Whirlwind
- Iron Head

On the suggestion if multiple people, I decided to give this thing a go although I never did like using Skarmory. Guess my opinion on that's changed quite a bit now.
In the first three games I played with Skarmory on the team, two of them ended in rage quits after their setup sweepers where screwed over by the combo of SR (Thank you 'Chomp), Spikes and Whirlwind. Anywho, the EV spread allows him to take at least one direct hit from anything and anyone without dying. Sturdy stops things like Super effective moves and phases them with a Whirlwind. Roost keeps it alive to keep making people rage over this ferocious steely flying type, and also messes with Electric moves that think they can KO the beast. Iron head helps with dealing with fairies, but I haven't had the chance to test it against one yet, so I'm not entirely sure of its effectiveness. Iron head also helps keep Skarmory from being total taunt bait.

=== That's all, folks~ ===

So far, the team is very vulnerable to trolly-douchy lead things like Mega Sableye and shiz. Mega Diancie Aldo poses a huge threat when thrown in as a lead.

Faced off against a Dragon Mono team in OU, Risked leading with Zard X, Ripped it to shreds: http://replay.pokemonshowdown.com/ou-270098952ou-270098952

Now, I'd like you all to give me suggestions on how to improve this team... So, Rate my team please? ^w^
 
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Thanks for the suggestions! ^w^

I'll definitely try Starmie>Azumarill and Hippodown>Donphan along with Clefable>Umbreon

As for Diancie, I remember running into trouble with that thing, however Azumarill's Aqua Jet managed to take care of it pretty well.

And as far as switching around the Moves go, I'll try out Blitz on Char and HP Ground on Serperior and see how it goes. Glare definitely sounds better than Sub~
 
Hi ZT7 i really agree with New Attitude's suggestion, but i dont think you really need Magnezone on your team, since Serperior already deals with bulky water and ground while charizard takes care of steel types that magnezone should have trapped. Also Magnezone in an unreliable fairy check as it dies to Mega Gardevoir focus blast, MDiancie Earth Power and cant kill clefable after a calm mind. For this reason i would replace it with a SpDef Skarmory. I choose skarmory over another steel type because it checks mega diancie and mega gardevoir, being immune to ground something that your team lacks for. Furthermore skarmory can check grass knot mega metagross which destroys your team. Lastly skarmory provides spikes support, helping charizard and serperior sweep.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Roost
- Spikes
- Whirlwind
 
Hey ZT7, that looks solid and Charizard X is a huge threat. It works very well with Serperoir, because it handels so many Char X switchins.

Your current team is
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497.png
OwLJOCeXYvyI0sviI2FnB7nIYqMHgpD-6s9kUkEGRfHKE9CdTJELjcAa6X8Qd5MPGd6fCyLOlFlFeggdKv2PmwSNhkbbrvD-8ve_lw96vonxU6aQ69ViKX6sKxGaZYnbIw
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4WYkRzXKeNmp4RHcEyWcIa94qwpS1m64IqwR39hwHgEg2XY-hTIMahpq_fa8y-dfl5VmCLgr3Xuqk3IPAbGaq7lVpY5ECAFzaHd4iDI-94mI3zhSCRS-UPQW__59UfWj1w
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I have a few suggestions though:
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>
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Skarmory @ Leftovers | Sturdy
Careful 248 HP / 8 Def / 252 SpD
Iron Head / Spikes / Roost / Whirlwind

Just worth a try?

It is a very solid specially defensive wall and gives many attackers trouble.

1. Lati/Dragon switchin
If you got a kill with Charizard X, Lati twins or other fast Dragons which check Char X might want to revenge you with Draco Meteor. With Sylveon, you have a switchin, but having Skamory in the back would make things much easier. There is so much less pressure on Sylveon, because Psyshock from Latis (as example) does still a lot.

2. You don't need to trap (and you don't want to trap !) anything with Magnezone, because you set up on Ferrothorn, Skamory and Scizor with Char X. These are your setup scenarios/opportunities for your Charizard X which you throw away by removing them ! These Pokemon can not touch you (You have to scout though). Otherwise Char X might not get a setup opportunity, or get less of them.

3. Ground Restist: They might want to revenge your Char X with Scarf Lando or other stuff. Skamory is the switchin.

4. A better answer to Azumarill which gives your Charizard trouble. (Banded Waterfall still does a lot)

5. Forms a Hazard Stacking Core with Hippowdown and Starmie. Spikes + Rocks forces the opponent to Spin/Defog so you might get more free switchins or setup opportunities.

6. Fairy switchin/resist: Mega Gardevoir eats your team alive with Hyper Voice. 2hkos everything. Altaria without Fire Blast is checked reliably too even after one Dragon Dance. It sets up on your Charizard. Also helps with Clefable because for some reason you don't run Flare Blitz on Charizard.

7. Phaser with Hazards. Forces out setup sweepers like Mega Gyarados with Whirlwind

-- WAIT --

You run Adamant Charizard X with max attack and you are not running Flare Blitz? Dude, that's crazy. It 2Ohko's whole OU when its not resisted. Ohko's Scarf Lando after Rocks when it tries to switch in.
Dragon + Fire has insane coverage, use it, if you don't I'll cry. You are wasting its potetial.

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I suggest Stone Egde on Hippo because of Talonflame.

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Starmie @ Leftovers | Natural Cure
Timid 252 HP / 4 SpA / 252 Spe
Scald / Rapid Spin / Recover / Reflect Type

After the intro if Skamory to that team, Starmie doens't need to be defensive.

New team after changes

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497.png
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4WYkRzXKeNmp4RHcEyWcIa94qwpS1m64IqwR39hwHgEg2XY-hTIMahpq_fa8y-dfl5VmCLgr3Xuqk3IPAbGaq7lVpY5ECAFzaHd4iDI-94mI3zhSCRS-UPQW__59UfWj1w
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Conclusion

Should be a solid balance team now. Struggles with dedicated balance breakers like Hoopa and Kyurem. If they lead with Charizard Y you could be in trouble too. But solid overall I think. I'll try it later and tell you my experiences. Good luck with it!

Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 4 SpD / 108 Spe
Adamant Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz

Hippowdon (F) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge

Serperior (F) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground]
- Dragon Pulse
- Substitute

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP
Serious Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Reflect Type

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Heal Bell
- Protect
- Hyper Voice
 
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shui3

Seeing as how you're the second person to suggest Skarmory>Magnezone, I might as well give him a spin.

About the Hippowdon though... Would it be a bad switch if I replaced him? Garchomp>Hippowdown running an offensive rocks set?


And I was thinking of trying an offensive set on Starmie? With LO and 252 EVs in SpAtk? Thoughts?

And yeah, I switched EQ for Blitz on Zard now. Just gotta update the RMT with that info.
 
Hey dude, cool team! I agree with shui here though because Fire+Dragon is awesome coverage, and STAB, for mega zard X,so you may as well run it's strongest hitting set. I'd also recommend Jolly>Adamant, as jolly lets zard x outspeed scarf lando-T after a DD and OHKOing it after rocks if you're not -1 (so after a DD, and they negate the attack drop but not the speed) with flare blitz, which otherwise presents a huge problem to your team, u-turning on starmie, serp, and hippo, and EQing late game to sweep you. If you DO run skarmory, jolly isnt needed as it's a great switchin to scarf lando, but if you dont like running skarm and like mag to trap, jolly still lets you clean even with scarf lando on the other team. Hope I helped!
 
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I think Garchomp would bring more disadvantages to the team (weaknesses, no recovery), but you can still try it out. Offensive Starmie might work too, but it is your water resist to handle Keldeo. Bulky Starmie + Skamory deal with Azumarill really well too. I'd leave it like that, but trying it in practice is always better than theorising :)
 
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Hey dude, cool team! I agree with shui here though because Fire+Dragon is awesome coverage, and STAB, for mega zard X,so you may as well run it's strongest hitting set. I'd also recommend Jolly>Adamant, as jolly lets zard x outspeed scarf lando-T after a DD and OHKOing it after rocks if you're not -1 (so after a DD, and they negate the attack drop but not the speed) with flare blitz, which otherwise presents a huge problem to your team, u-turning on starmie, serp, and hippo, and EQing late game to sweep you. If you DO run skarmory, jolly isnt needed as it's a great switchin to scarf lando, but if you dont like running skarm and like mag to trap, jolly still lets you clean even with scarf lando on the other team. Hope I helped!

Thanks for the advice! ^w^ I'm going to try it with Skarmory first, and if I don't feel it helps much, I'll go with Jolly and see how that works too.

I think Garchomp would bring more disadvantages to the team (weaknesses, no recovery), but you can still try it out. Offensive Starmie might work too, but it is your water resist to handle Keldeo. Bulky Starmie + Skamory deal with Azumarill really well too. I'd leave it like that, but trying it in practice is always better than theorising :)

I'm going to try out Offensive Rocks Chomp with the Skarmory and Bulky Starmie. As you said, putting it in practice is better than theorising! OuO
 
Thanks for the advice! ^w^ I'm going to try it with Skarmory first, and if I don't feel it helps much, I'll go with Jolly and see how that works too.


I'm going to try out Offensive Rocks Chomp with the Skarmory and Bulky Starmie. As you said, putting it in practice is better than theorising! OuO



Np man! Yeah I'd try out hippo+skarm before garchomp to see if it works, it should be able to handle threats without offering more weaknesses from chomp. Good luck man n_n
 
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So, I've updated the team here. Skarmory helps a lot in stacking up spikes + SR with 'Chomp. The defensive synergy is great between him, Starmie and Sylv too.

After testing with both Hippo and Chomp, I find that Chomp suits my style better, and also helps punch holes in the other team so that Zard X can come in and devour them. He puts immediate pressure on the opponent after a swords dance, and I love how they react to it and it also helps me predict things better.

A huge threat I've found after a few plays is Mega Sableye. It blocks my spins, helps its team mates set up rocks, maybe even bounces my rocks off, bounces off whirlwind and spikes, and Will-O-Wisps things like nobodies business. Thrown in as a lead, Chomp could kill it, if it didn't get Wisped. So, if anyone has any suggestions on how to check that troll, I'd love to hear it! ^_^
 
with that type of Garchomp on your team, your team gets destroyed by Choice Band/Swords Dance Talonflame, Mega Lopunny and other fast physical attackers...Hippowdon is a great Pokemon to deal with many threats. But if you play even more with it, you will notice.

How to beat Sableye?

Switch in your Sylveon (it can switch into it all the time) on it and go for Hyper Voice. If you predict him switching it out, then double switch into something that beats his Hyper Voice Switchin and try to break down his team step by step. By removing his Fairy Switchin his team will slowly start to fall apart. You still have to play around a lot but in the end he just has a Sableye left and you can finish it off with Sylveon.
 
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So prediction is key to destroying Sableye teams, aye? All right then, I shall try it like that.

So far, the Garchomp has been pretty successful, more so than Hippowdon, so I dunno. I'll keep playing around with Chomp and see how it fares against T-flame, I guess.
 
So prediction is key to destroying Sableye teams, aye? All right then, I shall try it like that.

So far, the Garchomp has been pretty successful, more so than Hippowdon, so I dunno. I'll keep playing around with Chomp and see how it fares against T-flame, I guess.


I mean you dont even really have to predict. If they're good, they switch out and you baton pass out of there, since sableye cant touch sylveon, and since it cant switch in it'll give you momentum. When you see one just keep it healthy n_n
 
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A bit of an update on the news of the team here:

Garchomp gets wrecked pretty easily by fast leads such as offensive Mamoswine and all, and he was far too frail to give me the offensive presence I craved from my Rocks support. So instead of putting Hippowdon back in there, I brought in Ttar. DDance TTar is amazing on this team and not only does it set up rocks successfully 10/10 times, but also takes out at least one of the other team with that amazing bulk and power.

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Urgal (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Dragon Dance
- Crunch
- Earthquake

After playing around for a while, I noticed that I really wasn't being able to use Skarmory to his fullest potential, mainly because he was just not my style. Also, I found that almost all those who brought in Rocks from the other side get KO'd 90% of the time from Magnezone. So, I brought back Kaarina, and she's been doing wonders on the team. She also ups the offensive power of the team with that awesome revenge killer potential rocking that Scarf.

Also realizing that I've never been good at balanced teams, I decided to go Hyper Offensive, but without removing Sylveon, 'cause Honestly? I don't think anyone can replace that old gals place on my team. So, I slapped a Life Orb on to Starmie and ran a full offensive set except for Rapid Spin, which is why I need her, and Recover of course for negating the LO damage.

121.gif

Eddy (Starmie) @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Recover
- Rapid Spin

I've been having a good run with this revised team, but I'm still not entirely sure.
Thoughts?
 
A bit of an update on the news of the team here:

Garchomp gets wrecked pretty easily by fast leads such as offensive Mamoswine and all, and he was far too frail to give me the offensive presence I craved from my Rocks support. So instead of putting Hippowdon back in there, I brought in Ttar. DDance TTar is amazing on this team and not only does it set up rocks successfully 10/10 times, but also takes out at least one of the other team with that amazing bulk and power.

248.png

Urgal (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stealth Rock
- Dragon Dance
- Crunch
- Earthquake
After playing around for a while, I noticed that I really wasn't being able to use Skarmory to his fullest potential, mainly because he was just not my style. Also, I found that almost all those who brought in Rocks from the other side get KO'd 90% of the time from Magnezone. So, I brought back Kaarina, and she's been doing wonders on the team. She also ups the offensive power of the team with that awesome revenge killer potential rocking that Scarf.

Also realizing that I've never been good at balanced teams, I decided to go Hyper Offensive, but without removing Sylveon, 'cause Honestly? I don't think anyone can replace that old gals place on my team. So, I slapped a Life Orb on to Starmie and ran a full offensive set except for Rapid Spin, which is why I need her, and Recover of course for negating the LO damage.

121.gif

Eddy (Starmie) @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Recover
- Rapid Spin

I've been having a good run with this revised team, but I'm still not entirely sure.
Thoughts?


Did you try tankchomp? It's very, very bulky and can work on your team over the SD variant; I feel like DD ttar without being mega doesnt work as well, and tankchomp can be saved and brought back in to beat threats like tflame that threaten skarm. Here's the set:

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

This in place of your garchomp set on the thread rn could work very well without having to change more stuff, give it a go n_n
 
Last edited:
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Did you try tankchomp? It's very, very bulkier and can work on your team over the SD variant; I feel like DD ttar without being mega doesnt work as well, and tankchomp can be saved and brought back in to beat threats like tflame that threaten skarm. Here's the set:

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

This in place of your garchomp set on the thread rn could work very well without having to change more stuff, give it a go n_n

Hmm, I didn't try Tankchomp yet. I'll give him a go anyway! Thanks! ^_^
 
This is a very nice team :)
However, I do have some suggestions for the Garchomp set:
445.gif
#2 "Ursula" the Garchomp (F) @ lum berry or focus sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Dragon Claw
- Earthquake

I guess you still need a guy to beat Heatran :P
 
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This is a very nice team :)
However, I do have some suggestions for the Garchomp set:
445.gif
#2 "Ursula" the Garchomp (F) @ lum berry or focus sash
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Dragon Claw
- Earthquake

I guess you still need a guy to beat Heatran :P

Thanks for the input! And yeah, Heatran walls most of my team, which is something I find very annoying. Unless Zard X is at two DD's, Heatran checks him too wall, and manages to KO with something like Earth Power and stuff.
 
Haha np man, hope the changes help. If even that doesnt work you can go Hippo+skarm core, with starmie and serp for some of the weaker water attacks. Hope I helped and good luck n_n
 
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I kinda like how the team is now, but I haven't been able to try laddering with it yet, so I'm not sure how well it will do against the higher reaches of the OU tier, that is if it gets there. Thanks for all your suggestions, guys! ^w^
 
Hi, nice team!

First off, I have no idea why you are running Magnezone. You do not need to trap Skarmory, Ferrothorn, Scizor, because you have a Charizard-X. Instead, I recommend you try Ferrothorn in its place. I know you currently have a Serperior, but Ferrothorn is a more solid check to Rain, and also provides Spikes support for Charizard-X. Rocky Helmet on Ferrothorn means that Azumarill will be in +1 Flare Blitz range after Iron Barbs + RH recoil. Alternatively, Skarmory might be a good choice, but it doesn't really stand up to rain that well, barring Mega Swampert. You also didn't like Skarmory.

462.png
->
598.png

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Looking at your team build, I would also recommend you run Stone Edge Garchomp over Fire Blast. Charizard-X is a VERY solid switch-in to all the steel types, and Garchomp is your only check to Talonflame. As such, I recommend you run this set:

445.png

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stone Edge
- Earthquake
- Dragon Tail
- Fire Blast

You could also try switching Serperior for another Pokemon, if you think it doesn't synergize too well with Ferrothorn. Good luck with your team!
 
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Hi, nice team!

First off, I have no idea why you are running Magnezone. You do not need to trap Skarmory, Ferrothorn, Scizor, because you have a Charizard-X. Instead, I recommend you try Ferrothorn in its place. I know you currently have a Serperior, but Ferrothorn is a more solid check to Rain, and also provides Spikes support for Charizard-X. Rocky Helmet on Ferrothorn means that Azumarill will be in +1 Flare Blitz range after Iron Barbs + RH recoil. Alternatively, Skarmory might be a good choice, but it doesn't really stand up to rain that well, barring Mega Swampert. You also didn't like Skarmory.

462.png
->
598.png

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Looking at your team build, I would also recommend you run Stone Edge Garchomp over Fire Blast. Charizard-X is a VERY solid switch-in to all the steel types, and Garchomp is your only check to Talonflame. As such, I recommend you run this set:

445.png

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stone Edge
- Earthquake
- Dragon Tail
- Fire Blast

You could also try switching Serperior for another Pokemon, if you think it doesn't synergize too well with Ferrothorn. Good luck with your team!


I tried running Skarmory and other Stall 'Mons like Ferro in Magnezone place, but they didn't really suit my playing style. Thing is, Char hates Rocks and normally, rocks are brought in by things like Skarmory and Ferrothorn, while Defoggers like Scizor get rid of my rocks as well. So, instead of risking being Whirlwind'ed and leech seeded or paralyzed by Ferro or Skarmory, my strategy is to take 'em out, then spin the obstacles away before letting Zard in to set up and destroy. Removing Stealth Rocks from Garchomp make the Rocks setter part of his role redundant, and besides, T-flame hits with physical moves and neither of his Stabs hurt Chomp too much while D-claw does decent damage, and after Rough skin and Rocky helmet damage, he can probably KO the weak bird.
 
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