Introduction
So this is my first attempt at a HO team. Being relatively new (or rusty, depending on how you see it) to competitive battling I know this is risky. But I've been loving this team. I'm aware of a few problems, but overall it's been performing better than I'd expected. As with my only other RMT, I'm working with a few restrictions (which you do NOT need to observe in making suggested changes, but might help you understand the choices I've made thus far): 1) I enjoy battling in-game as well, though not really competitively, and would like to use this team there and 2) I currently only own Pokemon X so my initial choices are restricted to things I can get there. Over time I will get more games, more pokemon through trades, etc. so please don't restrict suggestions to fit my current needs.
Without much further ado, here's my team (currently sitting just below 1400 ELO on PS!):
The Team
Charizard @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Earthquake
I absolutely love Mega Charizard X, and thus it formed the base of my plans for my team. I went with the standard OU Dragon Dance spread to get good speed and attack. If I can get a chance to set this up (against say Ferrothorn or Scizor which I find quite often) I rarely lose. He has good coverage moves, I think, which allow him (once boosted) to deal with Heatran or various Fairy switches. I'm in love with this moveset, and would rather not add Roost as the rest of the team covers him well, I think. I often try to save him for late in the game, unless a great opportunity to set up presents itself.
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
Dragonite is one of my other favorites, and I figured for an attempt at HO he makes a good partner for Mega Zard X, in that he offers a nice way to soften up checks and counters to my Charizard and, if he gets to set up, can also sweep rather nicely. Outrage is often used as a suicide move when their are Fairies left on the enemy team, but I generally save it as long as possible and prefer to rely on Extreme Speed for it's priority or Earthquake for general coverage. I considered moving him to a Choice Band as he rarely gets to set up (as he's used as a softener for Charizard a lot) but there are times when DD comes in handy when I make mistakes with Charizard early on.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Swords Dance
Garchomp is my suicide Stealth Rocks lead, though he has often proven to be good at sweeping a couple of opponents off the field before he dies. If the opponent leads with Heatran, as an example, I generally forgo SR for a Swords Dance as I expect the opponent to switch out (due to EQ threat) and then he can often clear a few pokemon. Unfortunately, I sometimes mispredict and end up losing my SR because I assume he can set up and do damage and he ends up getting wiped out, but that's rare. I generally only depend on him for SR - anything else (like phazing with DTail) is just gravy.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Low Kick
- Swords Dance
Honestly, while writing this RMT I'm having a hard time explaining the Weavile's presence on the team, but he ended up here to counter some things I kept running into during testing. His priority Ice move is nice against Dragons who outspeed Dragonite/Charizard before they get to boost, and low kick is nice for Steels I guess. I think Swords Dance is a bit wasted here, as I rarely use it. Also, in writing this RMT I realized I never gave him a nature/EV spread while testing which is a huge **** up on my part. That clears up some of the times I got outspeeded when I didn't expect it. He's also served me well in dealing with Landorous-T.
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Taunt
- Iron Head
- Sucker Punch
Bisharp was included to try to help stop Rapid Spin from my opponents, but also because the Taunt/Sucker Punch combo has been nice against mons that I just need to weaken in order to sweep with something else. On top of that he's my main check to slow Fairy types if I don't have something set up already. And Knock Off has never hurt, and seems to have saved my *** on a few occasions.
Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Thunderbolt
- Rapid Spin
Starmie made it on the team because I wanted a fast "suicide" Spinner, but also because it's special attack + Thunderbolt coverage makes for a good way to counter some water mons that my team can't otherwise handle. I sometimes wish I had Ice Beam, but that's mostly what Weavile is on the team for, so I gave it up in favor of Thunderbolt.
Conclusion
The team has some big weaknesses that I've found. For example, I once lost an entire match because an opponent Weavile was able to take out just about everything on the team. I don't know if it was Scarfed or what, but I couldn't outspeed it with anything and it just wrecked the team - so that's a point I need to fix. Bisharp was also originally Gengar but it didn't seem to work well with the team so I dropped it. My win/loss ratio has been decent, but I know I could improve this team so I'm looking for any/all feedback and tips.
EDIT: I've also just realized that once Starmie is out Keldeo just seems to completely wreck my team - so I should deal with that...
I appreciate your time, thanks for feedback.
Importable Below (not sure how to make it "spoiler" like)
Charizard @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Earthquake
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Swords Dance
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Taunt
- Iron Head
- Sucker Punch
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Low Kick
- Swords Dance
Starmie @ Expert Belt
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Thunderbolt
- Rapid Spin
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