Hello folks wanted to put out one more squad before the new meta is upon us, and decided to build around two of my favourite mons competitively, who happen to form a neat core, Charizard X and Manaphy.
Teambuilding Process
Began with this core, of CM Manaphy and DD Zard X since they set up on each other's threats and have general type synergy.
Added Clef for rocks and its lovely resistances as a Fairy.
AV Torn was chosen for its ability to check threats such as Serperior, Keldeo and Gengar. Also provides a nice speed tier and momentum for Charizard.
AV Tangrowth gave the team a nice Regenerator core, completed the F/W/G trio and improved the matchup against weather teams.
Finally Scarfed Drill was added for hazard control, speed and the ability to offensively check Heatran and most Fairies.
Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
The beast itself. Charizard provides my most frightening win condition, using the Electric and Grass types that threaten Manaphy to set up. The chosen spread always lives and Earthquake from defensive Landorus, and has enough speed to outpace the unboosted tier at +1. The Adamant nature allows this to function better as a wallbreaker as well as a sweeper. The moveset is standard, Roost lets it set up on a wider list of mons such as Rotom-W. Dragon Claw and Flare Blitz provide the most reliable coverage.
Manaphy @ Leftovers
Ability: Hydration
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rain Dance
- Scald
- Rest
Most common source of wins. Calm Mind Manaphy was chosen over the popular Tail Glow set for the excellent role compression it provides; it serves as a tremendous physical wall early game as well as one of the most stupidly powerful win cons late on. The spread is standard, the speed is for Adamant base 70s, the rest provides ridiculous physical bulk. Moves do exactly what they say on the tin: reliable 100% recovery and immunity from status, a spammable Stab which increases your capacity as a physical wall, and hits 120 base power in the rain. While this set is notorious, it often benefits from opponents sending in an improper response, predicting the Tail Glow set, such as Ferrothorn.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Calm Mind
- Moonblast
- Soft-Boiled
My go-to rocker of late. Clefable is notable in this role for its matchup vs common leads like defensive Lando and Tankchomp, and the useful ability to get rocks up vs stall. The spread is tried and tested but Calm Mind was chosen over T-wave. This allows it to ravage most variants of Shedinja stall and adds a different win con if Manaphy is excessively worn down from its role as a physical wall. Also sets up past most Water Absorb mons which might provide uncommon blocks to Manaphy. Finally provides a good switch in for the Latis which trouble the first two.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- U-turn
- Heat Wave
- Hurricane
- Knock Off
One of the most splashable mons in the tier and an excellent source of speed and momentum for the team. AV Torn pretty much guarantees you don't lose to Serperior (incidentally Manaphy's biggest threat); even if they catch you with a Glare it can still fulfill this role if kept healthy. Switches into Gengar and Keldeo, avoiding the 2hko if Scarfed and forcing it out if Specs. The spread was chosen over the standard 96/160 Hasty variant because the physical moves are purely utility and the added defense makes a significant difference vs Scizor. The extra offense allows you to sometimes Ohko bulky mega Sciz without rocks, and greatly improves the odds of a ko after rocks. Suffers from the obvious Hurricane syndrome but apart from that just does its job.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Hidden Power [Fire]
- Poison Jab
Tangrowth adds an important defensive typing to the team and creates a nice Regenerator core with Torn. Improves the matchup vs Sand and Rain, and allows you to reliably counter TG Manaphy without sacking a mon first. The spread maximizes your special bulk, allowing you to take 2 Hyper Voices from Mega Gardevoir (which is why Poison Jab is chosen). Earthquake was dropped because Heatran lets in Manaphy and loses to everything once knocked off anyway. HP Fire was chosen over Ice to punish common switch ins. Leaf Storm shellacks TG Manaphy, Lando, Garchomp and Slowbro, which are all important mons for the team to weaken.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Toxic
Obvious enough choice at the end, hazard control was a must and Driller's typing fit much better than Starmie. Kills Fairies, has a healthy speed tier for a scarfer, lures common switch ins with Toxic and occasionally even does its designated job and spins. Dropped Rock Slide for Toxic since luring and wearing down defensive Landorus is very useful. In addition, Rock Slide targets like Talonflame are crippled by Toxic anyway, and in certain circumstances you can bluff a sp def set. Jolly is chosen to punish those stunters who run scarfers without positive speed natures.
Threatlist
Replays (these were both in tournaments but are useful illustrations of how the team does vs certain threats)Baton Pass - You can outplay with Zard or Manaphy as a lead but if they are smart and preserve Scoli, or if something gets hit with Memento, it usually signals the X.
Lots of checks but no counters obviously.
Belly Drum - Basically if it sets up you have one shot at burning it with Manaphy, although some players try to Aqua Jet if the fear offensive Energy Ball.
Choice Specs - A bit of a pain to deal with but if you can Knock it off with Torn Clef can set up on it.
http://replay.pokemonshowdown.com/ou-476744939
http://replay.pokemonshowdown.com/ou-476069704 - vs a Volcanion
Importable
Hope you enjoyed the read, any feedback is appreciated :)Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 252 Atk / 4 Def / 148 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Manaphy @ Leftovers
Ability: Hydration
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rain Dance
- Scald
- Rest
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 184 Def / 72 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Calm Mind
- Moonblast
- Soft-Boiled
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- U-turn
- Heat Wave
- Hurricane
- Knock Off
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Knock Off
- Hidden Power [Fire]
- Poison Jab
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Toxic