ORAS OU My First RMT, Starring The Squad Boss, Mega Charizard X

My first RMT, please cut me some slack! :)


THE SQUAD BOSS
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The Rest of the Squad, at a glance...
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Keldeo_Resolute_Forme_XY.gif
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Tyranitar_BW.gif
Excadrill_BW.gif

What you probably came for...


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BACK TO BACK @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake



So starting up the dream team, we have Mega Charizard X. I chose Mega Charizard X because it literally runs through teams after one or two Dragon Dances. My set does not include Roost, which may strike as odd. Having Earthquake instead of Roost provides a door for more coverage, so Mega Charizard X is not walled by threats like Azumarill and Heatran, to name a couple. Flare Blitz and Dragon Claw are for coverage, and what would Mega Charizard X be without Dragon Dance? For a quick DD, I'd recommend doubling into the Rotom-Wash switch-in, as Rotom-W cannot hurt Mega Charizard X easily, barring Thunder Wave.


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BLUNDER @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast



Next up we have Thundurus. Thundurus is, in my opinion, one of the best Electric Types in the game. Having access to Prankster Thunder Wave, and being able to outspeed common threats like Latios/Latias, Gengar, Keldeo, etc. clutches games. At first, I actually tried running Choice Scarf Thundurus-Therian as opposed to normal Thundurus, but having Prankster Thunder Wave was a lot more appealing, and I needed to be able to change between moves. Although a Charizard X and Thundurus core does not sound very appealing (in fact not a core at all), the third Pokemon on this team will help these first two Pokemon a lot.


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Killdeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Hydro Pump
- Hidden Power [Ice]



This third Pokemon will help wrap up some of the weaknesses Charizard X and Thundurus have. I present to you... the happiest horse around, Keldeo! At first, when was still running Choice Scarf Thundurus-Therian, I ran Choice Speccs Keldeo, not wanting to run dual Scarfers. When I changed Thundurus-Therian to regular Life Orb Thundurus, I chose to swap Keldeo's Speccs for a Scarf. Although Speccs guarentees more kills than Scarf, I still wanted to be able to outspeed threats like Scarf Landorus-Therian, Weavile, and Mega Alakazam, just to name a few. I chose to run Hidden Power Ice instead of Icy Wind, because I figured speed drops didn't really matter to a Scarf Keldeo.
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NAPPY @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt



At this point, Latios/Latias, Landorus-Therian, and fairy types in general, were looming threats. Although I do have a Scarf Keldeo for Landorus-Therian, being able to shuffle around and drop Charizard X's attack would be very annoying, and Thundurus isn't the best Earthquake switch-in, since it will most likely be coming on rocks. I finally made the decision to choose Gengar, and handy Levitate(-r?), and being able to tie with Lati@s. If I really needed to, I could paralyze Lati@s with Thunder Wave to slow it down. Gengar isn't the most reliable fairy check, though, being frail, and mostly being 2hko'd by most strong fairy type attacks. Its ability to also completely wall the common Chansey set is something useful to have, too, having Taunt.


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TYRANITARTUBE @ Smooth Rock
Ability: Sand Stream
EVs: 208 HP / 252 Atk / 8 SpD / 40 Spe
Adamant Nature
- Stealth Rock
- Superpower
- Stone Edge
- Crunch



Now looking at the squad so far, I notice that Talonflame completely runs through this team. I also needed a Dark type, specifically to take Psychic type attacks, such as from my recurring example, the Lati Twins. I also needed a Stealth Rocker, so Tyranitar was an obvious choice. Being able to set up sand for chip damage is also very useful. I speed crept my Tyranitar to outspeed minimum speed Scizor, just in case. Although I wish I could say this was also a Weavile switch in, that wouldn't be true, because of the looming threat of Low Kick. Plus I have a Scarf Keldeo. :)


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EXCA GETTIN BILLS @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Rapid Spin
- Iron Head
- Earthquake



As the last Pokemon, I was getting worried. My team had yet to have hazard control, a reliable fairy check, or any Pokemon with a STAB ground attack. Then I remembered: Excadrill! The fact that I also have a Tyranitar on this team is also great, because Sand Rush Excadrill is hard to beat, since its major counters consist of Slowbro, Quagsire/Swampert, and Bulky Garchomp, off the top of my head. Although Defog is the more popular hazard control these days, Rapid Spin is alright too, in my opinion. It is also a slightly more reliable fairy check.

A Few Threats to this Team To Watch Out For

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Azumarill is one of the Pokemon that runs through this team, especially after a Belly Drum. If you see an Azumarill, try to keep Gengar/Thundurus at near full at all times. If it's Choice Banded, your best move is to burn it with Keldeo's Scald.

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Breloom itself is not too threatening. The problem is its Focus Sash Spore. I have no Grass types/Overcoat/Lum Berry Pokemon on this team, and if it is the Rock Tomb Breloom, the only check would be to getting Gengar in on the Breloom lead and Taunting.

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Without any Fairy type Pokemon/Moves on this team, Mega Sableye does a number on this team. Having enough special attackers on this team really smooths out this threat, and Mega Charizard X can set up alongside this threat versus the common Calm Mind set.


Importable!!!
BACK TO BACK (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Earthquake

KILLDEO (Keldeo) @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Icy Wind
- Scald
- Hydro Pump

MIDAS TOUCH (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

YAAA BABY (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 216 HP / 252 Atk / 40 Spe
Adamant Nature
- Crunch
- Superpower
- Stone Edge
- Stealth Rock

BOO (Gengar) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Taunt

EXCA GET BILLS (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Earthquake
- Rapid Spin
- Rock Slide​


Please leave any comments/suggestions, I need all the help I can get! Also if you want to please post things I should include in my next RMT! :]
 
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hello. Nice team you got there but i do got some recommendations.

1.
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I would prefer Banded azu set over keldeo because they pretty much do the same role plus azu banded can 1HKO Sableye-M and Chansey respectably with Play Rough and Superpower. Im gonna put below the banded azu set I use because it helps out speed the standard banded and belly drum azu sets so you can bet them 1v1 since 6+ aqua jet cant kill azu and after belly drum banded playrough is at range to kill opposing azumarill.252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 92 HP / 0 Def Azumarill: 322-381 (88.4 - 104.6%) -- 31.3% chance to OHKO. That way you would have better ways in dealing with 2 of the threats you mentioned earlier.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 248 HP / 252+ Def Mega Sableye: 332-392 (109.5 - 129.3%) -- guaranteed OHKO
252+ Atk Choice Band Huge Power Azumarill Superpower vs. 4 HP / 252+ Def Eviolite Chansey: 632-744 (98.4 - 115.8%) -- 87.5% chance to OHKO

2.
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For Charizard-X I recommend the 72 HP/ 252 Atk/184 Spe or 104 HP/ 220 Atk/ 184 Spe Ev spreads because you dont need max speed on ddance Zard-X
184 is enough so you can outspeed pokes like scarf Lando-T after a DDance. Also after rocks a Neutral Flare blitz can kill a scarf lando-t even at 220 atk. The choice between ev spreads really determines on how much bulk you think you need.

220 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 0 Def Landorus-T: 280-330 (87.7 - 103.4%) -- guaranteed OHKO after Stealth Rock

3.
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I recommend Focus sash>Life orb. I say this because with this you can at least taunt + break breloom sash with this set if you dont 2hko it because they decided not to spore turn 1.
Also with this set you can 70% guarantee a kill against weavile because of focus blast. Taunt can help you anti lead against lead pokes like ferro. skarmory and hippowdown Garchomp will doing some damage to them so they can be revenge killed easier because the sash will protect you from being 1HKO.

4. This is my personal nickpick but here are the links that most people here use for their sprites. I'm sorry the flashing lights on half of your sprites really bother me. The first link you have to follow the instructions to get the mini sprites i used here and the second link is the 3d animation sprites everyone uses. just copy and paste the sprites you want.

http://pldh.net/dex/sprites/gengar
http://play.pokemonshowdown.com/sprites/xyani/ the F3 button will make searching for specific pokemon sprites easier

Conclusion: I hope these recommendations help and I would like to note that yous till have a problem with mega sableye when it leads because of the prio will o wisp plus magic bounce. after that Azu just says whats up to it. So I hope you do future thinking towards the team to better it. Have a nice day.
 
Thanks for the input, and sorry for the sprites sir!

I took your suggestions, but I have so far run into one problem: Alakazam, and mainly Mega Alakazam. Although I do outspeed it with Excadrill after I set up sand with Tyranitar, it is not as reliable as a Scarfed Pokemon. Banded Azumarill's Aqua Jet does not kill after rocks, and Charizard X has a high chance of dropping to Psychic after rocks, even with the HP investment.

In that specific battle, Sash Gengar really came through, which I have to thank you for! But my own Tyranitar's sand does break it's Sash, which is another problem.

Any suggestions for crushing opposing (Mega) Alakazams are greatly appreciated!
 
We you could at chople berry TTAR better teal with zam so you can 1hko it with crunch. This way you could which out and ttar a bit more to get more sand turns up. If the opposing alakazam is sash Chople berry + crunch breaks it down to sash then you can just in azu to take another focus blast and kill with aqua jet. this way you wont lose any pokes. If its mega zam then Chople berry + crunch should just kill it

252 SpA Mega Alakazam Focus Blast vs. 208 HP / 8 SpD Chople Berry Tyranitar in Sand: 216-256 (54.9 - 65.1%) -- guaranteed 2HKO

0 Atk Tyranitar Crunch vs. 0 HP / 4 Def Mega Alakazam: 314-372 (125 - 148.2%) -- guaranteed OHKO
 
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Hey nice team. So yeah I think you are way too weak to Azumarill and other offensive fairies as well.

I would recommend making 2 Pokemon changes. Serperior and Klefki to replace Thundurus and Gengar.

Serperior can run Taunt so you don't lose a stallbreaker while it provides you a way to still pressure water types (being a better check to Azu as well) but also bulky ground types that both Excadrill and Charizard dislike.

Klefki allows you to keep Prankster Thunder Wave but also provides a switch in to powerful fairy types and Mega Zam.

Next I'd suggest changing your Tyranitar set to more of a bulky support set. 248 HP / 80 Def / 180 SpD Relaxed Nature. This spread survives 2 Dragon Claws from opposing Zard X while retaining special bulk to check Kyurem-Black and Latios. I would also run Pursuit over Superpower as Keldeo really appreciates trapping Latios. Ice Beam is also an option over Crunch to lure Lando-T and Garchomp.

Last suggestion I'd make is changing Excadrill to Air Balloon. I know you lose out on some sweeping power but this gives you a better matchup against other Excadrills as well as allowing you to spin more reliably without taking Spikes damage or Life Orb recoil. My other suggestions also removed your ground immunities (though tbh these Mons got swept by opposing Excadrills anyway) so Balloon alleviates that a bit.

Normally I'd add in the sets here but I'm about to get on the train. I'll edit them in when I get home.

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Taunt

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Magnet Rise
- Flash Cannon / Foul Play

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature / Impish Nature (if Crunch)
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam / Crunch

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
 
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Won't Klefki give me a pretty big weakness to Scarf Excadrill/Ground types in general?
Thing is you're already pretty weak to other Excadrills. Yeah Gengar and Thundurus are immune to ground moves but Excadrill can still outspeed both with sand up and OHKO both of them. Scarf Exca hits Gengar anyway because of Mold Breaker as well. With Klefki you can at least Magnet Rise to dodge EQ and Serperior can take EQ. Also if you put Balloon on your other Exca then that'd help, plus Charizard is immune to ground before you mega evolve so Choiced EQ spammers can be dodged that way too.

Oh yeah forgot to mention Serperior also gives you a Spore switch-in for Breloom.

IMO even if you're a little weaker to Exca (which I think you'll be fine if you put Ballon on your own), this gives you at least some counterplay whereas you really had nothing for Azumarill before.
 
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