ORAS OU Charizard Y/Tyranitar Offense

Howdy y'all! First RMT in a while, and we are using one of my favorite cores of all time: charizard Y and banded tyranitar!

*Team building process* (I hate using sprites for this part, so this is how it's going to work.)

The team, of course started with the two aforementioned mons.

*Charizard* *Tyranitar*

I then added a scarf Lando-T for some speed, u-turn, and knock off

*Charizard* *Tyranitar* *Landorus-T*

I then added ferrothorn for defense and also for t-wave/spikes support.

*Charizard* *Tyranitar* *Landorus-T* *Ferrothorn*

Starmie was added for rapid spin support and scald burns.

*Charizard* *Tyranitar* *Landorus-T* *Ferrothorn* *Starmie*

Lastly, I added hippowdown for more defense and for rocks, since landorus was not carrying them.

*Charizard* *Tyranitar* *Landorus-T* *Ferrothorn* *Starmie* *Hippowdon*

Now, many changes took place after this. Landorus was dropped almost immediately for excadrill to add something that worked with ttar's sand, and, since it carried rapid spin, hippo was dropped for clef which gave me a fairy type. Starmie was changed to a more offensive build.

*Charizard* *Tyranitar* *Excadrill* *Ferrothorn* *Starmie* *Clefable*

Excadrill really wasn't pulling it's weight, so I switched starmie back to the bulkier spin set and added Thundurus-T instead.

*Charizard* *Tyranitar* *Thundurus-T* *Ferrothorn* *Starmie* *Clefable*

Although my first two battles with thundurus ended with it sweeping, the rocks weakness plus life orb meant it died too quickly, especially with sand around, and leftovers didn't give me the power I needed. I switched it to a spdef Zapdos, and switched starmie, which wasn't doing too well either, to a bulky Zygarde, a pokemon I love using in OU.

*Charizard* *Tyranitar* *Zapdos* *Ferrothorn* *Zygarde* *Clefable*


THE FINAL TEAM

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HereComeDaSun (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

This monster is such a staple in the OU metagame because it is just so freaking strong. Modest sun-boosted fireblast kills juts about everything that isn't name chansey or is a water type. Besides anything with a resistance and good bulk, there really isn't a switch in for this beast. Solar beam/focus MISS are for coverage against things like rotom-w, tyranitar, quagsire, azumarill, and heatran. Roost over other attacking moves juts because this is really all the coverage I need and, when rocks are up and zapdos is gone, it is really essential to have that recovery. Modest over timid just because I want the extra power.

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Darude (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

*Cue Darude: Sandstorm* (jk). Choice banded ttar is, in my not so hhumble opinion, the best set simply because, like its partner in crime, it just hits insanely hard. Stone edge does monster amounts (when it hits) to almost anything, and crunch is just a really powerful STAB that has few switch-ins. Pursuit is there when I force a switch, and can pick off weaked pokemon like latis, talonflame, scizors, landos, mew, etc. Superpower obliterates all steel types (ferro, tran, mag, etc) barring skarmory. Max attack adamant because, again, the power is more worth it than the speed.

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Tweety (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Defog

The defogger. Tweety's main job is to keep those pesky rocks off of the field for charizard. I am using the standard smogon spread just because this allows it to take hits from both sides and optimizes its bulk. Roost is obviously for recovery and HP ice is for dragons/landorus. This is my switchin to mons like thundurus, scizor, rotom, serp, and skarm. Also can take on bisharp fairly well as a t-bolt does a LOT, even uninvested.

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Bubblegum (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Heal Bell
- Soft-Boiled

This mon is so good in OU it is actually stupid. The EVs and nature are to maximize clef's bulk because I don't really need too much offense. Magic guard over unaware makes me able to absorb status and not get worn down by hazards. Standard rock clef set, although I did switch out T-wave for heal bell because my team really doesn't like status and I already had t-wave on ferrothorn. Standard clefable, but it is incredibly good at what it does: being annoying.

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Zeta (Zygarde) @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Substitute
- Coil/Dragon Dance
- Earthquake
- Dragon Tail/Extreme Speed/Outrage

An interesting pokemon on this team for sure, but it is surprisingly good. All the EVs are in bulk so that pokemon like ferro/rotom/other weak-ish special attackers cannot break the sub. Coil is the primary boost move, although dragon dance works as well. This boosts zygarde's weaker defense and also it's attack, also ensuring that dragon tail won't miss. Earthquake hits pretty hard after a few coils and dragon tail is for phazing, which works really well with ferrothorn's spikes and clef's rocks. Extreme speed and outrage can work as well, but I have found that with bulkier zygarde, dtail is the best option.

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WatchMeWhip (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Thunder Wave
- Gyro Ball

YOU ALREADY KNOW WHO I...no? Okay. Ferrothorn is really the glue of this team because it provides so much defense and support. T-wave is extremely useful for mons like megacham and latios that allow the other mons on this squad to deal with it easier. Leech seed is for recovery (I am running the helmet over lefties) and allows over mons, like tyranitar, to get some recovery if Silento here is switched out. Spikes work with clef after I get rid of hazard removal on the other side as well with Zygarde's dragon tail. Gyro ball over power whip because, more often then not, ferro is my t-wave fodder and it smacks faster mons like megagard, clef, diancie, and weavile HARD. Not too much else to say here.

So that's the team! It is more of a bulkier offense because there really isn't too much speed, although previous versions of the team were. This team is pretty weak to a few mons in particular, mainly mega diancie and keldeo. However, I can typically play around them.

Any advice you have is welcome and please enjoy using the team! Thank you!

HereComeDaSun (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Darude (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

Tweety (Zapdos) @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Thunderbolt
- Roost
- Hidden Power [Ice]
- Defog

Bubblegum (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Heal Bell
- Soft-Boiled

Zeta (Zygarde) @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Substitute
- Coil
- Earthquake
- Dragon Tail

WatchMeWhip (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Thunder Wave
- Gyro Ball
 
So this team is pretty cool and they each cover each others' weaknesses very nicely. However, I feel that with a bit of fixes here and there, the team can be more effective. My changes will be in bold and the sets will be at the end.

First off, Timid > Modest on Charizard-Y because it provides a crucial speed benchmark that allows you to speed-tie with other base 100s, Jolly Excadrill, and max speed Kyurem. Charizard-Y is the fastest member on your team so speed tying with these Pokemon is important. This also allows you to outspeed neutral-nature base 100s and Modest Kyurem, which is important. Losing out on a bit of power isn't as important as more speed.

For Zapdos, I recommend Volt Switch > Thunderbolt since Volt Switch gives your team much needed momentum. Zapdos isn't meant to do damage and Volt Switch allows you to take advantage if the opponent switches out. Also, you forgot to include 0 Atk IVs on Zapdos to minimize damage from Foul Play.

Clefable would work better with the Calm Mind set since this gives your team a reliable wincon. This is because both Charizard-Y and Tyranitar don't have set-up moves and both of them have a 4x weakness to Rock and Fighting, respectively. So, Calm Mind > Stealth Rock since you already have Ferrothorn for hazards, and Calm Mind makes Clefable much bulkier while also having an offensive presence. Furthermore, your team can absorb a fair amount of status, so heal bell isn't necessary: Charizard absorbs burns, Zapdos and Zygarde absorb paralysis, Ferrothorn absorbs sleep and toxic, and Clefable can absorb burns and toxic due to Magic Guard. Therefore, Thunder Wave > Heal Bell. Thunder Wave gives your team much needed status to cripple sweepers and wallbreakers.

The Coil set > Dragon Dance set on Zygarde, as you seem to be debating on which one to use. The dragon dance set is outclassed by Dragonite, Salamence, and Charizard-X. Zygarde does a much better job at phazing due to Coil plus its natural bulk and distinguishes itself from Garchomp in that regard.

Ferrothorn can use some work. First off, an EV spread of 252 HP / 88 Def / 168 SpD is optimal since it allows you to check more threats. You can also have 168 Def / 88 SpD instead if you want to reliably check Excadrill better (who's a serious threat). Furthermore, Relaxed Nature > Impish since it lowers your speed more, thus increasing the power of Gyro Ball (you already have 0 Spe IVs so I don't need to tell you that).
Now for the actual moves. First off, Stealth Rock > Spikes. Spikes is better for dealing with defensive teams, which your team has no trouble with due to Charizard + Tyranitar, Clefable, and Zygarde. Since we got rid of Stealth Rocks on Clefable, having it on Ferrothorn allows you to check Talonflame and it works well with Zygarde. You don't need both since one Rapid Spin/Defog removes 4 turns of hazard stacking. Ferrothorn is more reliable at setting Stealth Rocks and you can easily set them again. Next, having Thunder Wave and Gyro Ball is extremely counter-intuitive. Gyro Ball does more damage the slower you are compared to the opponent. Since Thunder Wave lowers the opponent's speed, it will also reduce your Gyro Ball damage. Since we already have Thunder Wave on Clefable, Toxic > Thunder Wave gives your team a way to cripple opposing walls on the switch. Combined with Leech Seed + Rocky Helmet, Toxic can seriously wear down anything in 3 turns.

Otherwise, that's the end of my rate. Hopefully I helped and good luck with your team!

TL;DR:
charizard-mega-y icon.png
Modest -> Timid
zapdos icon.png
Thunderbolt -> Volt Switch; 0 Atk IVs
clefable icon.png
Stealth Rock + Heal Bell -> Calm Mind set
zygarde icon.png
Coil set
ferrothorn icon.png
Spikes -> Stealth Rock; Thunder Wave -> Toxic; changed EVs and nature

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Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

zapdos.gif

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
IVs: 0 Atk
Calm Nature
- Volt Switch
- Roost
- Hidden Power [Ice]
- Defog

clefable.gif

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled

zygarde.gif

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Substitute
- Coil
- Earthquake
- Dragon Tail

ferrothorn.gif

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature

IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Toxic
- Gyro Ball
 
Last edited:
So this team is pretty cool and they each cover each others' weaknesses very nicely. However, I feel that with a bit of fixes here and there, the team can be more effective. My changes will be in bold and the sets will be at the end.

First off, Timid > Modest on Charizard-Y because it provides a crucial speed benchmark that allows you to speed-tie with other base 100s, Jolly Excadrill, and max speed Kyurem. Charizard-Y is the fastest member on your team so speed tying with these Pokemon is important. This also allows you to outspeed neutral-nature base 100s and Modest Kyurem, which is important. Losing out on a bit of power isn't as important as more speed.

For Zapdos, I recommend Volt Switch > Thunderbolt since Volt Switch gives your team much needed momentum. Zapdos isn't meant to do damage and Volt Switch allows you to take advantage if the opponent switches out. Also, you forgot to include 0 Atk IVs on Zapdos to minimize damage from Foul Play.

Clefable would work better with the Calm Mind set since this gives your team a reliable wincon. This is because both Charizard-Y and Tyranitar don't have set-up moves and both of them have a 4x weakness to Rock and Fighting, respectively. So, Calm Mind > Stealth Rock since you already have Ferrothorn for hazards, and Calm Mind makes Clefable much bulkier while also having an offensive presence. Furthermore, your team can absorb a fair amount of status, so heal bell isn't necessary: Charizard absorbs burns, Zapdos and Zygarde absorb paralysis, Ferrothorn absorbs sleep and toxic, and Clefable can absorb burns and toxic due to Magic Guard. Therefore, Thunder Wave > Heal Bell. Thunder Wave gives your team much needed status to cripple sweepers and wallbreakers.

The Coil set > Dragon Dance set on Zygarde, as you seem to be debating on which one to use. The dragon dance set is outclassed by Dragonite, Salamence, and Charizard-X. Zygarde does a much better job at phazing due to Coil plus its natural bulk and distinguishes itself from Garchomp in that regard.

Ferrothorn can use some work. First off, an EV spread of 252 HP / 88 Def / 168 SpD is optimal since it allows you to check more threats. You can also have 168 Def / 88 SpD instead if you want to reliably check Excadrill better (who's a serious threat). Furthermore, Relaxed Nature > Impish since it lowers your speed more, thus increasing the power of Gyro Ball (you already have 0 Spe IVs so I don't need to tell you that).
Now for the actual moves. First off, Stealth Rock > Spikes. Spikes is better for dealing with defensive teams, which your team has no trouble with due to Charizard + Tyranitar, Clefable, and Zygarde. Since we got rid of Stealth Rocks on Clefable, having it on Ferrothorn allows you to check Talonflame and it works well with Zygarde. You don't need both since one Rapid Spin/Defog removes 4 turns of hazard stacking. Ferrothorn is more reliable at setting Stealth Rocks and you can easily set them again. Next, having Thunder Wave and Gyro Ball is extremely counter-intuitive. Gyro Ball does more damage the slower you are compared to the opponent. Since Thunder Wave lowers the opponent's speed, it will also reduce your Gyro Ball damage. Since we already have Thunder Wave on Clefable, Toxic > Thunder Wave gives your team a way to cripple opposing walls on the switch. Combined with Leech Seed + Rocky Helmet, Toxic can seriously wear down anything in 3 turns.

Otherwise, that's the end of my rate. Hopefully I helped and good luck with your team!

TL;DR:
View attachment 68646 Modest -> Timid
View attachment 68648 Thunderbolt -> Volt Switch; 0 Atk IVs
View attachment 68650 Stealth Rock + Heal Bell -> Calm Mind set
View attachment 68653 Coil set
View attachment 68654 Spikes -> Stealth Rock; Thunder Wave -> Toxic; changed EVs and nature

View attachment 68647
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

View attachment 68649
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
IVs: 0 Atk
Calm Nature
- Volt Switch
- Roost
- Hidden Power [Ice]
- Defog

View attachment 68651
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled

View attachment 68652
Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 SpD / 56 Spe
Careful Nature
- Substitute
- Coil
- Earthquake
- Dragon Tail

View attachment 68655
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 168 Def / 88 SpD
Relaxed Nature

IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Toxic
- Gyro Ball

Thanks so much for the rate! I agree with most of the changes, especially the ferrothorn set. I don't typically use CM Clef, but since I discarded thundurus, I do think it is a good idea. I will be implementing these changes as soon as I can. Thanks!
 
Before I start, I would say that I agree with all of the changes Fireflame479 made, and instead of wasting both my and your time repeating them, I'm just going to endorse all of them. However, there are other changes I would make.

The main problem with yout team was that many common offensive pokemon destroyed it, including Weavile, Bisharp, Sand Excadrill, M-Lopunny, Tornadus-T, and Mega Altaria. Your team lacked ways to deal with these pokemon, so I attempted to alter the team so it could take them on.

The first change I made was to Zygarde. Unfortunately, it didn't do much for your team, as it could not check very many pokemon that endangered you. Instead, I chose Sand Rush Excadrill. Sand Rush Excadrill has far better offensive potential than Zygardever, as it's insane speed and large attack stat makes it a powerful and fast sweeper that can check a large part of the meta. It supports your team more than Zygarde, and is much stronger as well. I went with air balloon over Life Orb as it allowed you to check opposing sand Excadrill, another big threat to your team.
But there was a pokemon that still needed to be removed: Ferrothorn. Due to its passive Nature, Ferrothorn is easy set up bait for your opponent, and it destroys your offensive momentum. Momentum is very important to offense, and Ferrothorn's lack of offensive potential makes it a weak choice. Also, your team was still incredibly weak to one pokemon: Bisharp. Since your only physical defensive pokemon was Ferrothorn, a relatively passive pokemon which Bisharp can easily set up on and kill with two +2 Knock Offs, Bisharp can easily sweep through half your team. There was another defensive Stealth Rock setter that could deal with Bisharp: Garchomp. Garchomp is a great pokemon to replace Ferrothorn. It can phase like Zygarde used to if it goes up against an opponent it can't take on while also tanking defensive hits from opponents. It can also deal with Bisharp with its STAB Earthquake and high attack. Garchomp is the best fit for your team.

Those are the two changes I would make. I feel like it improves your match up against these powerful offensive threats you struggle against. Keldeo and Azumarill may prove to be more problematic with your lack of a water resist, but they can be played around with Zapdos and Mega Charizard Y. If you have too much trouble, I would reccomend changing volt switch back to Thunderbolt got extra damage. I hope you appreciate my help!

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
 
Before I start, I would say that I agree with all of the changes Fireflame479 made, and instead of wasting both my and your time repeating them, I'm just going to endorse all of them. However, there are other changes I would make.

The main problem with yout team was that many common offensive pokemon destroyed it, including Weavile, Bisharp, Sand Excadrill, M-Lopunny, Tornadus-T, and Mega Altaria. Your team lacked ways to deal with these pokemon, so I attempted to alter the team so it could take them on.

The first change I made was to Zygarde. Unfortunately, it didn't do much for your team, as it could not check very many pokemon that endangered you. Instead, I chose Sand Rush Excadrill. Sand Rush Excadrill has far better offensive potential than Zygardever, as it's insane speed and large attack stat makes it a powerful and fast sweeper that can check a large part of the meta. It supports your team more than Zygarde, and is much stronger as well. I went with air balloon over Life Orb as it allowed you to check opposing sand Excadrill, another big threat to your team.
But there was a pokemon that still needed to be removed: Ferrothorn. Due to its passive Nature, Ferrothorn is easy set up bait for your opponent, and it destroys your offensive momentum. Momentum is very important to offense, and Ferrothorn's lack of offensive potential makes it a weak choice. Also, your team was still incredibly weak to one pokemon: Bisharp. Since your only physical defensive pokemon was Ferrothorn, a relatively passive pokemon which Bisharp can easily set up on and kill with two +2 Knock Offs, Bisharp can easily sweep through half your team. There was another defensive Stealth Rock setter that could deal with Bisharp: Garchomp. Garchomp is a great pokemon to replace Ferrothorn. It can phase like Zygarde used to if it goes up against an opponent it can't take on while also tanking defensive hits from opponents. It can also deal with Bisharp with its STAB Earthquake and high attack. Garchomp is the best fit for your team.

Those are the two changes I would make. I feel like it improves your match up against these powerful offensive threats you struggle against. Keldeo and Azumarill may prove to be more problematic with your lack of a water resist, but they can be played around with Zapdos and Mega Charizard Y. If you have too much trouble, I would reccomend changing volt switch back to Thunderbolt got extra damage. I hope you appreciate my help!

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

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

Thanks so much for the rate, and yes, I agree, zygarde was the weak link. Even before I read your post, I had changed it to a sub-SD salac garchomp, which was working pretty well.

I will have to think about changing ferrothorn, as I am a huge fan of it on this team, but you do have some good points. I actually had tried excadrill a while back, and was a little underwhelmed by what it brought to the team. However, I was actually thinking about switching it back in place of zapdos for spin support, since zapdos wasn't getting too many opportunities to defog. If I do make this change, either with spin on drill or without, what pokemon do you suggest I replace 'dos with?
 
Thanks so much for the rate, and yes, I agree, zygarde was the weak link. Even before I read your post, I had changed it to a sub-SD salac garchomp, which was working pretty well.

I will have to think about changing ferrothorn, as I am a huge fan of it on this team, but you do have some good points. I actually had tried excadrill a while back, and was a little underwhelmed by what it brought to the team. However, I was actually thinking about switching it back in place of zapdos for spin support, since zapdos wasn't getting too many opportunities to defog. If I do make this change, either with spin on drill or without, what pokemon do you suggest I replace 'dos with?

The best replacement I can think of would be Skarmory, as it can check many threats like Azumarill while still removing hazards. However, this change makes Bisharp all the more threatening, so I strongly suggest you replace Ferrothorn with Garchomp.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird
- Defog
- Roost
- Whirlwind
 
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