What I wanted to do with this team was to make an unexpected set for Zard Y. I wanted enough coverage to knock out threats like Heatran who normally can switch into Zard Y's standard set at any time, and I wanted some moves to deal with Lati@s who also are common switches into Zard Y. After looking at Zard Y's move pool and its stats i realized that i would want to run a mixed set with EQ for Heatran and fire spin for Lati@s. After I built this set I started to build a team around it that has both synergy and can deal with some of the most common threats in OU.
Charizard (M) Charizardite Y
Ability: Blaze ---> Drought (mega)
Evs: 185 Attack/ 148 special attack/ 175 speed
Nature: Mild
- Fire Spin
- Earthquake
- Solar Beam
- Fire Blast
What this set is meant to do is to late game sweep.
With this spread Zard Y’s earthquake OHKOs Heatran after stealth rocks. It also is a guaranteed to 2HKO Tyranitar after stealth rocks and 1 layer of spikes. So two of the most common switch ins to Zard Y are dealt with by using earthquake. You can predict a switch into any of them after you mega evolve and get them out of the way.
Fire Spin helps trap Lati@s so I can get an easy switch to something like my Scizor or in some situations my Garchomp. It gives me almost a free kill on any of the two. In the end nothing likes to be trapped in battle so this is why I added this move to Zard Y.
Solar beam is very common on Zard Y so I won’t go into too much detail. All you really need to know is that it OHKOs Keldeo, Azumarill and Greninja after stealth rocks. It also 2HKOs Rotom, Gyarados and both forms of Landorus after rocks. This move provides great coverage for Zard and is always a reliable move to have on him.
Fire Blast just does what it does best, reck everything. Almost anything switching into a Zard Ys fire blast will take a lot of damage from it. It OHKOs mega Venusaur after rocks as well as both forms of Landorus, Gliscor, Kyurem B and many other things. It also is a guaranteed 2HKO on Lati@s, Garchomp and even specially defensive Mandibuzz without stealth rocks on the field. This move just completely destroys so many things its awesome.
Klefki (F) Leftovers
Ability: Prankster
Evs: 252 HP/ 252 Defense/ 4 Attack
Nature: Impish
- Substitute
- Foul Play
- Thunder Wave
- Spikes
This set is meant to be an all out support monster.
Substitute is meant to block spore users such as Breloom and Smeargle(If I see one in the team preview I lead with it) as well as using it as a barrier against physical set up sweepers that carry EQ or any other moves Klefki doesn’t like to take, Klefki can then retaliate with a foul play to do some heavy damage.
Foul play is a great move to have on this little key chain. It OHKOs most SD set up sweepers such as Garchomp and Excadrill after they have set up a SD. Foul Play is just a reliable move in general.
Thunder Wave is used the way thunder wave should be used. Nothing is better than that sweet feeling you get when you cripple a sweeper with priority paralysis. I mainly use this for threats like Kyurem Black and Keldeo it’s a fun move to have on Klefki and teamed up with her awesome ability it always gets the job done.
Ok here is where it gets important. Spikes is a very crucial entry hazard because it can make a difference of an OHKO or a 2HKO. If you get that third layer of spikes up Zard Y will have no problem sweeping late game. It also puts pressure on defoggers and spinners to get rid of these hazards which gives you nothing less of an advantage.
Rotom(GL)@Choice Scarf
Ability: Levitate
EVs: 248 HP/ 132 special attack/ 128 speed
Nature: Modest
- -Thunderbolt
- -Volt Switch
- -Trick
- -Hydro Pump
This is my counter to Mega Pinsir, Talonflame and other threats bearing the flying type. The choice scarf allows it to outspeed max speed mega Pinsir.
Thunderbolt is my most powerful STAB electric move on Rotom. It can OHKO mega Pinsir and Talonflame. It also 2HKOs specially defensive Mandibuzz. Thunderbolt can 2HKO many things in OU and with the choice scarf and speed investment it can outspeed most Pokemon as well.
Volt Switch is just a reliable source of switch advantage and a good way to gain momentum. I wont go into detail on the amount of damage it deals but volt switch is always a good way to get out of bad situaitions.
Trick is the move that makes this set so good. By bluffing the Physically defensive Rotom set you can cripple most walls that like to switch into Rotom such as Sylveon and Ferrothorn. Having a wall out of the way is always good.
And last but not least, Hydro Pump is used simply for coverage and having a STAB move this powerful it can knock out threats like Excadrill who will expect to outspeed and also dealing damage to common switch ins to Rotom like Zapdos and Thundurus who will both be 2HKO’d after rocks.
Scizor(M)@Leftovers
Ability:Technician
EVs: 112 HP/ 144 Attack/ 252 Special Defense
Nature: Adamant
- Pursuit
- X Scissor
- Defog
- Bullet Punch
This is my pursuit trapper/ defogger it can trap Lati@s or other Psychic types like Reuniclis or Alakazam for an easy kill. It can also defog away rocks that are threatening to my Charizard.
As I said pursuit acts as a move to deal damage to psychic and ghost types that wont want to stay in on Scizor.
X scissor is my most powerful STAB move which usually deals a lot of damage. There is really not much that x scissor does nor a strategy I use it in it is just a STAB move that hits hard.
Defog is for getting away hazards like the incredibly broken sticky web and other things like stealth rocks that are threatening to my team. The only downside is that you have to pick the right time to defog the rocks if you want to keep yours up for threats that are weak to it like PInsir and Talonflame.
And last we have bullet punch Scizor’s favorite move. Bullet punch is always good to have if you want to get a revenge kill with it or if you just want to knock out an opponent that is low on HP.
Garchomp(M)@Focus sash
Ability: Rough Skin
EVs: 40 HP/ 216 Attack/252 Speed
Nature: Jolly
- Stealth Rock
- Earthquake
- Rock Slide
- Dragon Claw
This is my rock setter. I do not always lead with the chomp because sometimes I like to knock out the defogger/spinner and then set up rocks but he is used as a lead set.
Stealth rocks are always good to have. They allow my Zard Y to OHKO certain threats that he wouldn’t have been able to without the rocks.
Earthquake is my powerful STAB move that can help me deal damage to threats like Azumarill and Mawile
Rock slide is my move for opposing Zard Ys and Talonflames Garchomp outspeeds Zard and is able to take at least one brave bird from Talonflame.
Dragon claw is also powerful STAB that helps me deal damage to any none-fairies
Keldeo(GL)@Choice Specs
Ability:Justified
EVs: 8 HP/ 252 Special Attack/ 248 Speed
Nature: Modest
- Secret Sword
- Hydro Pump
- Icy Wind
- Hidden Power Flying
This is my counter to Bisharp and other Dark types. It can deal a lot of damage to just about anything that switches in on it. Try not to use Keldeo in the sun.
Secret Sword is a great move because it takes damage based on the opponents defense instead of special defense. It can OHKO almost any special wall that doesn’t carry that much defense investment.
Hydro pump is incredibly powerful move that deals incredible amounts of damage to just about anything that chooses to switch into it.
Icy wind is just a coverage move to hit Garchomp and Dragonite. It also helps that it lowers the speed of your opponent as well.
Hidden Power flying is a good coverage move to hit things like mega Venusaur and other Pokemon weak to flying.
Charizard (M) Charizardite Y
Ability: Blaze ---> Drought (mega)
Evs: 185 Attack/ 148 special attack/ 175 speed
Nature: Mild
- Fire Spin
- Earthquake
- Solar Beam
- Fire Blast
What this set is meant to do is to late game sweep.
With this spread Zard Y’s earthquake OHKOs Heatran after stealth rocks. It also is a guaranteed to 2HKO Tyranitar after stealth rocks and 1 layer of spikes. So two of the most common switch ins to Zard Y are dealt with by using earthquake. You can predict a switch into any of them after you mega evolve and get them out of the way.
Fire Spin helps trap Lati@s so I can get an easy switch to something like my Scizor or in some situations my Garchomp. It gives me almost a free kill on any of the two. In the end nothing likes to be trapped in battle so this is why I added this move to Zard Y.
Solar beam is very common on Zard Y so I won’t go into too much detail. All you really need to know is that it OHKOs Keldeo, Azumarill and Greninja after stealth rocks. It also 2HKOs Rotom, Gyarados and both forms of Landorus after rocks. This move provides great coverage for Zard and is always a reliable move to have on him.
Fire Blast just does what it does best, reck everything. Almost anything switching into a Zard Ys fire blast will take a lot of damage from it. It OHKOs mega Venusaur after rocks as well as both forms of Landorus, Gliscor, Kyurem B and many other things. It also is a guaranteed 2HKO on Lati@s, Garchomp and even specially defensive Mandibuzz without stealth rocks on the field. This move just completely destroys so many things its awesome.
Klefki (F) Leftovers
Ability: Prankster
Evs: 252 HP/ 252 Defense/ 4 Attack
Nature: Impish
- Substitute
- Foul Play
- Thunder Wave
- Spikes
This set is meant to be an all out support monster.
Substitute is meant to block spore users such as Breloom and Smeargle(If I see one in the team preview I lead with it) as well as using it as a barrier against physical set up sweepers that carry EQ or any other moves Klefki doesn’t like to take, Klefki can then retaliate with a foul play to do some heavy damage.
Foul play is a great move to have on this little key chain. It OHKOs most SD set up sweepers such as Garchomp and Excadrill after they have set up a SD. Foul Play is just a reliable move in general.
Thunder Wave is used the way thunder wave should be used. Nothing is better than that sweet feeling you get when you cripple a sweeper with priority paralysis. I mainly use this for threats like Kyurem Black and Keldeo it’s a fun move to have on Klefki and teamed up with her awesome ability it always gets the job done.
Ok here is where it gets important. Spikes is a very crucial entry hazard because it can make a difference of an OHKO or a 2HKO. If you get that third layer of spikes up Zard Y will have no problem sweeping late game. It also puts pressure on defoggers and spinners to get rid of these hazards which gives you nothing less of an advantage.
Rotom(GL)@Choice Scarf
Ability: Levitate
EVs: 248 HP/ 132 special attack/ 128 speed
Nature: Modest
- -Thunderbolt
- -Volt Switch
- -Trick
- -Hydro Pump
This is my counter to Mega Pinsir, Talonflame and other threats bearing the flying type. The choice scarf allows it to outspeed max speed mega Pinsir.
Thunderbolt is my most powerful STAB electric move on Rotom. It can OHKO mega Pinsir and Talonflame. It also 2HKOs specially defensive Mandibuzz. Thunderbolt can 2HKO many things in OU and with the choice scarf and speed investment it can outspeed most Pokemon as well.
Volt Switch is just a reliable source of switch advantage and a good way to gain momentum. I wont go into detail on the amount of damage it deals but volt switch is always a good way to get out of bad situaitions.
Trick is the move that makes this set so good. By bluffing the Physically defensive Rotom set you can cripple most walls that like to switch into Rotom such as Sylveon and Ferrothorn. Having a wall out of the way is always good.
And last but not least, Hydro Pump is used simply for coverage and having a STAB move this powerful it can knock out threats like Excadrill who will expect to outspeed and also dealing damage to common switch ins to Rotom like Zapdos and Thundurus who will both be 2HKO’d after rocks.
Scizor(M)@Leftovers
Ability:Technician
EVs: 112 HP/ 144 Attack/ 252 Special Defense
Nature: Adamant
- Pursuit
- X Scissor
- Defog
- Bullet Punch
This is my pursuit trapper/ defogger it can trap Lati@s or other Psychic types like Reuniclis or Alakazam for an easy kill. It can also defog away rocks that are threatening to my Charizard.
As I said pursuit acts as a move to deal damage to psychic and ghost types that wont want to stay in on Scizor.
X scissor is my most powerful STAB move which usually deals a lot of damage. There is really not much that x scissor does nor a strategy I use it in it is just a STAB move that hits hard.
Defog is for getting away hazards like the incredibly broken sticky web and other things like stealth rocks that are threatening to my team. The only downside is that you have to pick the right time to defog the rocks if you want to keep yours up for threats that are weak to it like PInsir and Talonflame.
And last we have bullet punch Scizor’s favorite move. Bullet punch is always good to have if you want to get a revenge kill with it or if you just want to knock out an opponent that is low on HP.
Garchomp(M)@Focus sash
Ability: Rough Skin
EVs: 40 HP/ 216 Attack/252 Speed
Nature: Jolly
- Stealth Rock
- Earthquake
- Rock Slide
- Dragon Claw
This is my rock setter. I do not always lead with the chomp because sometimes I like to knock out the defogger/spinner and then set up rocks but he is used as a lead set.
Stealth rocks are always good to have. They allow my Zard Y to OHKO certain threats that he wouldn’t have been able to without the rocks.
Earthquake is my powerful STAB move that can help me deal damage to threats like Azumarill and Mawile
Rock slide is my move for opposing Zard Ys and Talonflames Garchomp outspeeds Zard and is able to take at least one brave bird from Talonflame.
Dragon claw is also powerful STAB that helps me deal damage to any none-fairies
Keldeo(GL)@Choice Specs
Ability:Justified
EVs: 8 HP/ 252 Special Attack/ 248 Speed
Nature: Modest
- Secret Sword
- Hydro Pump
- Icy Wind
- Hidden Power Flying
This is my counter to Bisharp and other Dark types. It can deal a lot of damage to just about anything that switches in on it. Try not to use Keldeo in the sun.
Secret Sword is a great move because it takes damage based on the opponents defense instead of special defense. It can OHKO almost any special wall that doesn’t carry that much defense investment.
Hydro pump is incredibly powerful move that deals incredible amounts of damage to just about anything that chooses to switch into it.
Icy wind is just a coverage move to hit Garchomp and Dragonite. It also helps that it lowers the speed of your opponent as well.
Hidden Power flying is a good coverage move to hit things like mega Venusaur and other Pokemon weak to flying.
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