Hi All,
So this is my second RMT. My first one was this.
http://www.smogon.com/forums/threads/megazard-y-team-no-legendaries.3517106/#post-5722313
And it was really bad. However, after countless losses, reading up various playstyles etc. I finally think I might have figured this thing out a bit.
I've opted not to use legendaries, which was a restriction I had on the first team, but everything else is game.
I still wanted to build around CharY, but I hated the very vanilla teams I saw. It always seemed like Lando, Keldeo, Ttar and Bisharp were always teamed with him. I wanted to stay away from that and try a different archetype for a CharY team. From everything I've read, FWG, SFD is a pretty solid foundation to use in teambuilding. From there, a conscious decision was made to do everything in my power to wear the opponent down in range for CharY to nuke them, thus slightly altering his role from Pure Wallbreaker to Wall Breaker/Psuedo Sweeper.
Here is the team.
Charizard-Mega-Y (M) @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
The obvious starter to the team. I totally admit I'm one of those crappy genwunners who love Zard to the max. I actually quit Pokemon when Stealth Rocks was introduced and made Char damn near unplayable and didn't come back until late Gen 5 when Solar Power gave CharY a fighting chance in OU. As for the load, it's pretty vanilla. I opted for Modest over Timid for the extra firepower. With some residual damage, Modest helps secure the 2hko on pretty much the whole tier.This means the only safe switch ins in OU are things like the blobs and Heatran. Everything else that's common is really uncomfortable coming in.
Chesnaught (F) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Drain Punch
- Spikes
- Wood Hammer
- Leech Seed
Next up is Chesnaught. The synergy between the two is amazing. Ches takes every single one of Chars weakness' and turns them into a resistance. Not only that, but he beats every other weather setter 1v1 and checks mons that Char cannot handle like Scarf Lando and Mega Gyrados. Drain Punch is for recovery while Wood Hammer is there to prevent free turns for things like Azumarill and Mega Sableye. Leech Seed helps wear mons down and spikes is almost mandatory because free damage is always good.
Doublade (F) @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe
- Toxic
- Gyro Ball
- Sacred Sword
- Rest
Aegislashs (RIP) younger sister, Doublade is here to provide much needed birdspam resistance, bar Tflame, as well as check things like Mega Gard. Sacred Sword is to troll/lure Pursuit trappers and KO them. Helps out with all of Chesnaughts weakness' minus fire and thanks to spreading toxic, forces a lot of switches. Has favorable matchups on all the common OU spinners so he's a great spinblocker, and while he isn't beating most of them or Defoggers 1v1, bothers them enough for the team to take advantage.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
- Scald
- Recover
- Reflect Type
- Rapid Spin
My answer to stealth rocks and fire types, all in one. I cannot tell you how much I adore reflect type Starmie. He lures all his common counters and absolutely shits on them, which means he ensures he can stay alive as long as possible to keep those nasty SR off Zard. Thanks to natural cure, he is also a great pivot for times I think status is incoming. All in all, helps ease prediction a lot and defensively rounds out a nice FWG for me.
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
- Stealth Rock
- Moonblast
- Soft-Boiled
- Fire Blast
That's right. That's Clefable. Giving opponents the finger. I needed someone who could setup rocks and the more I looked around the more obvious it was Clefable was the best option. Fairy/Fire offers great coverage, and while I don't expect KOs from her, helping wear things down for Zard is always appreciated. Even though there are times I wish I would have gone with Unaware for the ability to better check MegaSableye, being able to have someone else on the team absorb status and pivot without worrying about residual damage is too good not to have.
Haxorus (F) @ Lum Berry
Ability: Mold Breaker
EVs: 16 HP / 252 Atk / 240 Spe
- Taunt
- Outrage
- Earthquake
- Dragon Dance
The team needed a bit more offense and a better check for MSableye and Rotom than what I already had and frankly, nothing fit the Mold (ha pun) better than Haxorus. Taunt Mold Breaker is a god send and after 1DD this guy turns into a frightening monster. He and CharY swap off on team busting and between the two, not much is gonna stick around for long.
So that's the team. Pretty bare bones description, I know. The team sort of speaks for itself.
Some threats to the team I've noticed off the bat are Scarf Keldeo, Scarf Lando, Tflame and Mamoswine. I'm sure I'm missing others. While I don't have direct switchins to those threats, my team has checks and at full health, can handle hits from them and proceed to KO back. That was the inspiration for the team name. Most of my matches are won by the skin of my teeth, taking a hit, barely surviving then taking everything out afterward.
Thanks for reading. Please let me know what you think and offer any changes you think would work but please keep in mind I would prefer not to use legendaries so I can run this team on cartridge. Thanks in advance.
So this is my second RMT. My first one was this.
http://www.smogon.com/forums/threads/megazard-y-team-no-legendaries.3517106/#post-5722313
And it was really bad. However, after countless losses, reading up various playstyles etc. I finally think I might have figured this thing out a bit.
I've opted not to use legendaries, which was a restriction I had on the first team, but everything else is game.
I still wanted to build around CharY, but I hated the very vanilla teams I saw. It always seemed like Lando, Keldeo, Ttar and Bisharp were always teamed with him. I wanted to stay away from that and try a different archetype for a CharY team. From everything I've read, FWG, SFD is a pretty solid foundation to use in teambuilding. From there, a conscious decision was made to do everything in my power to wear the opponent down in range for CharY to nuke them, thus slightly altering his role from Pure Wallbreaker to Wall Breaker/Psuedo Sweeper.
Here is the team.
Charizard-Mega-Y (M) @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
The obvious starter to the team. I totally admit I'm one of those crappy genwunners who love Zard to the max. I actually quit Pokemon when Stealth Rocks was introduced and made Char damn near unplayable and didn't come back until late Gen 5 when Solar Power gave CharY a fighting chance in OU. As for the load, it's pretty vanilla. I opted for Modest over Timid for the extra firepower. With some residual damage, Modest helps secure the 2hko on pretty much the whole tier.This means the only safe switch ins in OU are things like the blobs and Heatran. Everything else that's common is really uncomfortable coming in.
Chesnaught (F) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Drain Punch
- Spikes
- Wood Hammer
- Leech Seed
Next up is Chesnaught. The synergy between the two is amazing. Ches takes every single one of Chars weakness' and turns them into a resistance. Not only that, but he beats every other weather setter 1v1 and checks mons that Char cannot handle like Scarf Lando and Mega Gyrados. Drain Punch is for recovery while Wood Hammer is there to prevent free turns for things like Azumarill and Mega Sableye. Leech Seed helps wear mons down and spikes is almost mandatory because free damage is always good.
Doublade (F) @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe
- Toxic
- Gyro Ball
- Sacred Sword
- Rest
Aegislashs (RIP) younger sister, Doublade is here to provide much needed birdspam resistance, bar Tflame, as well as check things like Mega Gard. Sacred Sword is to troll/lure Pursuit trappers and KO them. Helps out with all of Chesnaughts weakness' minus fire and thanks to spreading toxic, forces a lot of switches. Has favorable matchups on all the common OU spinners so he's a great spinblocker, and while he isn't beating most of them or Defoggers 1v1, bothers them enough for the team to take advantage.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
- Scald
- Recover
- Reflect Type
- Rapid Spin
My answer to stealth rocks and fire types, all in one. I cannot tell you how much I adore reflect type Starmie. He lures all his common counters and absolutely shits on them, which means he ensures he can stay alive as long as possible to keep those nasty SR off Zard. Thanks to natural cure, he is also a great pivot for times I think status is incoming. All in all, helps ease prediction a lot and defensively rounds out a nice FWG for me.
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
- Stealth Rock
- Moonblast
- Soft-Boiled
- Fire Blast
That's right. That's Clefable. Giving opponents the finger. I needed someone who could setup rocks and the more I looked around the more obvious it was Clefable was the best option. Fairy/Fire offers great coverage, and while I don't expect KOs from her, helping wear things down for Zard is always appreciated. Even though there are times I wish I would have gone with Unaware for the ability to better check MegaSableye, being able to have someone else on the team absorb status and pivot without worrying about residual damage is too good not to have.
Haxorus (F) @ Lum Berry
Ability: Mold Breaker
EVs: 16 HP / 252 Atk / 240 Spe
- Taunt
- Outrage
- Earthquake
- Dragon Dance
The team needed a bit more offense and a better check for MSableye and Rotom than what I already had and frankly, nothing fit the Mold (ha pun) better than Haxorus. Taunt Mold Breaker is a god send and after 1DD this guy turns into a frightening monster. He and CharY swap off on team busting and between the two, not much is gonna stick around for long.
So that's the team. Pretty bare bones description, I know. The team sort of speaks for itself.
Some threats to the team I've noticed off the bat are Scarf Keldeo, Scarf Lando, Tflame and Mamoswine. I'm sure I'm missing others. While I don't have direct switchins to those threats, my team has checks and at full health, can handle hits from them and proceed to KO back. That was the inspiration for the team name. Most of my matches are won by the skin of my teeth, taking a hit, barely surviving then taking everything out afterward.
Thanks for reading. Please let me know what you think and offer any changes you think would work but please keep in mind I would prefer not to use legendaries so I can run this team on cartridge. Thanks in advance.
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