Introduction
Team at a Glance
Teambuilding Process
Charizard X was my starting point being a deadly sweeper and an amazing win-condition with his amazing power, reasonable bulk and an (almost) unique typing which lets him set up on a wide variety of pokemon. Before I made this team I'd already decided not to use a Serperior in tandem with Zard X because, as I found out when building one of the Zard X teams I eventually scrapped around the time of the Metagross suspect, I find Serperior very restricting when I teambuild as it gears the team to a more offensive style of play while my favourite playstyle and the one I'm best at building is balance. So yeah the smug snake is not making an appearance this time round.
Using Charizard 101: Always have hazard removal. This is a set-in-stone teambuilding law and one I decided to immediately attend to. I initially went with Latios to lure Heatran with the Defog+STABs+EQ set to free up Charizard's 4th moveslot for Roost but as the team took shape I needed Roost more and more to check Keldeo and eventually I ended up changing the set as the rest of the team deals quite well with Heatran. However Latios is here to stay as Keldeo is scary and the extra power is quite useful for reasons that will be covered later in the RMT.
It's no accident that Keldeo findshis its way onto the vast majority of my teams. His Its versatility, wallbreaking capabilities, dark resistance and his its ability to break past his its counters by sheer power and scald burns were all highly appealing characteristics that makes him it find his its way onto my team. Nvm:Keldeo is genderless.
Next I added a defensive core that makes up the defensive backbone of my team. Ferrothorn and Hippowdon blanket check a massive amount of the metagame checking the plethora of threats that up until now destroyed my team. This pair also add a hazard stacking element to my team which works well with the rest of my team as the rest of my team, especially Keldeo and Latios, force a lot of switches.
The final member of my team underwent a number of changes and in the end it was a choice between Thundurus and Tornadus-T. While Thundy brought a lot of useful things to the table, in the end I went with Torn-T due to his consistency, pivoting prowess and the ability to do something useful no matter what the circumstance. There's a reason Tornadus-T is being nommed for S rank and if it wasn't for his desperate need for glasses whenever he uses Hurricane I would probably support it.
Anyway that's the current version of the team at a glance. Now it's time to go in depth.
Team In Depth
Weapon X (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
The star of the team, the primary win-con, the new S rank, the guy who has the weirdest moustache I've ever seen: Weapon X. By virtue of his monstrous attack, Tough Claws, his awesome typing and Dragon Dance Charizard X is one of the best sweepers in the game. Dragon Dance, Dragon Claw and Flare Blitz are staples and are on almost every Charizard X moveset. The final moveslot is the only one that's customizable and for mine I chose Roost for longevity. Roost enables Charizard not only to fire off his powerful attacks early game but it also allows Charizard to set up more Dragon Dances on pokemon who do a moderate amount to him (around 30-40%) when he does decide to attempt to close out the game. The EVs in speed allow Charizard to outspeed Scarf Lando-T at +1 and the rest is dumped in bulk.
Streak (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Thunderbolt/Psyshock
Hazard removal is an essential aspect of teambuilding as a whole under normal circumstances but when you have a Charizard on your team the importance of hazard removal increases tenfold. Latios, widely regarded as the best hazard remover in the tier (along with his sister), provides essential hazard removal for this team. Originally I ran EQ over Roost and Psyshock over T-bolt but ever since I chose Tornadus-T for the final slot the need for luring Heatran has decreased and the need for checking Keldeo has increased. So now I'm running Roost and T-bolt which helps against bulky waters such as Slowbro (especially important for Zard), Manaphy and Suicune without dropping my special attack. The rest of the moveset is entirely standard and self-explanatory. Psyshock has been slashed because of its consistency and either move can be used in that slot.
Arion (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
-Icy Wind Hidden Power Electric
Specs Keldeo fills this teamslot providing a much needed dark resist, wallbreaking prowess and an immense amount of pressure on the opposing team by virtue of its power and the most bullshit move in the game: Scald. Keldeo also deals with quite a few mons that would be very annoying for this team otherwise such as Chansey, Bisharp and Weavile. Its moveset is quite standard so there's not much to explain but I guess HP Flying could be used as extra insurance vs Mega Venusaur but even now that Latios doesn't have Psyshock, Tornadus-T deals with VenuTran quite effectively. Hidden Power Electric replaces psyshock to hit Slowbro, Starmie and other waters that feel safe switching into Keldeo.
Barb (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect
The first part of my defensive hazard-stacking core and an amazing check to a wide array of threats by virtue of its typing and solid mixed bulk, Ferrothorn does some essential work for this team, keeping quite a number of 'mons at bay that would otherwise slice through this team. Additionally Ferrothorn is one of the most annoying 'mons in the game to take down, healing incessantly with Leech Seed and Leftovers combined with protect. The EVs are the standard spread to survive two +3 Ice Beams from Manaphy and the moveset is just the standard spikes set that forgoes Power Whip.
Block (Hippowdon) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge
It's not hard to see why Hippowdon's usage has spiked recently. The biggest reason is his amazing bulk which allows him to blanket check a wide array of threats including some that are extremely hard to check such as Mega Metagross, Bisharp and Mega Lopunny. For my team Hippowdon also provides a much needed Talonflame check (hence Stone Edge>Whirlwind) and Stealth Rocks. The EV spread is the standard mixed defensive spread, avoiding the 2HKO from Life Orb Thundurus's and Mega Manectric's Hidden Power Ice while maintaining massive defensive presence on the physical side.Charizard X was my starting point being a deadly sweeper and an amazing win-condition with his amazing power, reasonable bulk and an (almost) unique typing which lets him set up on a wide variety of pokemon. Before I made this team I'd already decided not to use a Serperior in tandem with Zard X because, as I found out when building one of the Zard X teams I eventually scrapped around the time of the Metagross suspect, I find Serperior very restricting when I teambuild as it gears the team to a more offensive style of play while my favourite playstyle and the one I'm best at building is balance. So yeah the smug snake is not making an appearance this time round.
Using Charizard 101: Always have hazard removal. This is a set-in-stone teambuilding law and one I decided to immediately attend to. I initially went with Latios to lure Heatran with the Defog+STABs+EQ set to free up Charizard's 4th moveslot for Roost but as the team took shape I needed Roost more and more to check Keldeo and eventually I ended up changing the set as the rest of the team deals quite well with Heatran. However Latios is here to stay as Keldeo is scary and the extra power is quite useful for reasons that will be covered later in the RMT.
It's no accident that Keldeo finds
Next I added a defensive core that makes up the defensive backbone of my team. Ferrothorn and Hippowdon blanket check a massive amount of the metagame checking the plethora of threats that up until now destroyed my team. This pair also add a hazard stacking element to my team which works well with the rest of my team as the rest of my team, especially Keldeo and Latios, force a lot of switches.
The final member of my team underwent a number of changes and in the end it was a choice between Thundurus and Tornadus-T. While Thundy brought a lot of useful things to the table, in the end I went with Torn-T due to his consistency, pivoting prowess and the ability to do something useful no matter what the circumstance. There's a reason Tornadus-T is being nommed for S rank and if it wasn't for his desperate need for glasses whenever he uses Hurricane I would probably support it.
Anyway that's the current version of the team at a glance. Now it's time to go in depth.
Team In Depth
Weapon X (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
The star of the team, the primary win-con, the new S rank, the guy who has the weirdest moustache I've ever seen: Weapon X. By virtue of his monstrous attack, Tough Claws, his awesome typing and Dragon Dance Charizard X is one of the best sweepers in the game. Dragon Dance, Dragon Claw and Flare Blitz are staples and are on almost every Charizard X moveset. The final moveslot is the only one that's customizable and for mine I chose Roost for longevity. Roost enables Charizard not only to fire off his powerful attacks early game but it also allows Charizard to set up more Dragon Dances on pokemon who do a moderate amount to him (around 30-40%) when he does decide to attempt to close out the game. The EVs in speed allow Charizard to outspeed Scarf Lando-T at +1 and the rest is dumped in bulk.
Streak (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Thunderbolt/Psyshock
Hazard removal is an essential aspect of teambuilding as a whole under normal circumstances but when you have a Charizard on your team the importance of hazard removal increases tenfold. Latios, widely regarded as the best hazard remover in the tier (along with his sister), provides essential hazard removal for this team. Originally I ran EQ over Roost and Psyshock over T-bolt but ever since I chose Tornadus-T for the final slot the need for luring Heatran has decreased and the need for checking Keldeo has increased. So now I'm running Roost and T-bolt which helps against bulky waters such as Slowbro (especially important for Zard), Manaphy and Suicune without dropping my special attack. The rest of the moveset is entirely standard and self-explanatory. Psyshock has been slashed because of its consistency and either move can be used in that slot.
Arion (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
-
Specs Keldeo fills this teamslot providing a much needed dark resist, wallbreaking prowess and an immense amount of pressure on the opposing team by virtue of its power and the most bullshit move in the game: Scald. Keldeo also deals with quite a few mons that would be very annoying for this team otherwise such as Chansey, Bisharp and Weavile. Its moveset is quite standard so there's not much to explain but I guess HP Flying could be used as extra insurance vs Mega Venusaur but even now that Latios doesn't have Psyshock, Tornadus-T deals with VenuTran quite effectively. Hidden Power Electric replaces psyshock to hit Slowbro, Starmie and other waters that feel safe switching into Keldeo.
Barb (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect
The first part of my defensive hazard-stacking core and an amazing check to a wide array of threats by virtue of its typing and solid mixed bulk, Ferrothorn does some essential work for this team, keeping quite a number of 'mons at bay that would otherwise slice through this team. Additionally Ferrothorn is one of the most annoying 'mons in the game to take down, healing incessantly with Leech Seed and Leftovers combined with protect. The EVs are the standard spread to survive two +3 Ice Beams from Manaphy and the moveset is just the standard spikes set that forgoes Power Whip.
Block (Hippowdon) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge
Tornadus-Therian @
Ability: Regenerator
- Hurricane
- U-turn
- Knock Off
- Superpower
An amazingly consistent pivot, widely regarded as one of the best pokemon in the current meta, Tornadus-Therian occupies the final slot of this team. Its main selling point and one of the reasons it is so good is the way he punishes switches; be it by doing a heavy amount of damage with Hurricane before U-turning out, Knocking Off the opponent's item or generating momentum with U-turn, Tornadus-T forces switches and then punishes the opponent for it by capitalising on it. This is absolutely amazing if you combine this with the hazards set up by my defensive hazard stacking duo of Hippowdon and Ferrothorn. While there are benefits of having Thundurus in this slot, I feel like I made the right choice by going with Tornadus-T though you're welcome to disagree in the comments. This slot is probably the biggest reason I'm doing this RMT.
Conclusion, Threat List and Importable
Overall this team functions really well and it's really efficient at getting Charizard X sweep. I hope you enjoyed my RMT and my team. Bye!
This team is not without weaknesses. Here are a few major threats to the team.
-(Specifically the Bulk Up variant) BU Talonflame destroys my team if I let it get going.
- Gengar tosses this team. I have virtually no switchins, only revenge killers. I have considered AV on Torn but I really like the damage output of LO.
- I have very little switchins to LO if Hippo is weakened
- Ferrothorn checks this well and Hippowdon can sort of take it on if it is unboosted when Hippo comes in but if it is partnered with Mag or Ferrothorn gets taken out/weakened, this thing destroys my team.
- I lack a safe switchin to this thing so it can do quite a bit of work. Ferrothorn can kinda of handle it if at full but honestly this is a one time thing meaning Gardevoir can get out of hand pretty quickly. Thank god it isn't very common.
- While it needs my team to be a bit weakened, it is tricky to handle; especially late game.
Weapon X (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Streak (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Thunderbolt
Arion (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
Barb (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect
Block (Hippowdon) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 124 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Superpower
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Streak (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Thunderbolt
Arion (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
Barb (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect
Block (Hippowdon) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 124 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Superpower
All changes will be marked in bold red.
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