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
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.
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.
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.
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.
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.
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!
*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

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.

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.

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.

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.

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.

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
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