{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:
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:
#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 BlitzEarthquake
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.
#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.
#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
- GlareSubstitute
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.
#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.
#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 }
#6 "Ritzy" the Sylveon (F) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Wish
- Heal Bell
- Baton PassProtect
- 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^
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:






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 SR/Toxic support/Physical wall {Hippodown}1 Hazard Stacker/Setup phazer/Physical wall {Skarmory}
Without further ado, here are the 'mons:

#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
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.

#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.

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

#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.

#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 }

#6 "Ritzy" the Sylveon (F) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Wish
- Heal Bell
- Baton Pass
- 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}
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Impish Nature
- Endeavor
- Ice Shard
- Stealth Rock
- Rapid Spin
Ability: Huge Power
Shiny: Yes
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Knock Off
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Wish
- Baton Pass
- Foul Play
- Heal Bell
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Toxic
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Spikes
- Roost
- Whirlwind
- Iron Head
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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