Hi guys, I hate the fact that this comes as a necrothread, I apologize for that, but this is a team I have rooted for and it has undergone few important changes, also being the first team I RMT'd the descripton were lacking, so hopefully this edit fixes that.
They are the defensive backbone of the team and they were chosen to check very well the weather playstyles. I run standard sets, except rotom runs a little more speed than usual to speedcreep defensive landorus-T.
I chose latias for hazard removal and cleric support, must-have features on a balanced team.
I wanted a mega and zard-x fit the bill rounding off an FWG core; it appreciates the support brought by latias.
I picked Landorus-T for checking opposing zard-x and to have some sort of speed control outside of charizard's dragon dance.
Weavile adds a lot of speed to the team and helps against psychic-types .
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 152 HP / 192 Atk /4 SpDef/ 160 Spe
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance
Moveset is simple: dual STABs in flare blitz and dragon claw, the former used mainly for wallbreaking puposes, the latter for sweeping lategame. Roost gives stying power and allow me to take advantage of its ability to pivot into electric-types and it's good to offset flare blitz recoil. Dragon dance is pretty standard and provides the team with a good win-condition.
The EV spread is the result of a long process of tinkering and it sacrifices a little power for bulk. EVs in speed let you outspeed neutral natured fully invested excadrill, EVs in attack ensure a 3HKO on quagsire after leforvers recovery with dragon claw, while 152 HP EVs allow me to take minimum damage from iron barbs/rough skin/rocky helmet (it follows the formula 16n-1) and let charizard switchin two times in non-mega form if rocks are on the field. The leftover 4 Ev in SpDef avoid the 2HKO from rotom-w hydro pump.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect
Standard set, used to have a durable rock setter (so you can defog multiple times) and to leech seed stall to wear down the opponents. Gyro ball is mandatory STAB and packs decent power and protect is for scouting/forcing HJK recoil. Leech seed gives it some sort of recovery and gets useful chip damage on the foe.
The EV spread is taken from the smogondex analysis and it is generally used to survive two ice beams from +3 manaphy. Even though I don't carry power whip, this spread has been useful to take hits from both sides of the spectrum.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Again moveset is standard; volt switch for momentum and makes rotom the first member of my volt-turn core, hydro miss for STAB, will-o-wisp to cripple switchins and phisical attackers and pain split for recovery.
EVs in speed are to speedcreep defensive landorus-t; with the speed investiment you can generally hydro pump landorus as it clicks U-turn, weakening it enough for a charizard sweep lategame, and 248 Hp EVs don't give me a leftovers number, but it's ok because rotom is an easy knock off target and with this hp investiment it takes less damage from stealth rocks. The rest is put in defense to check sand rush excadrill and talonflame.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Earthquake for STAB, stone miss for coverage, U-turn is for pivoting and creates a really strong volt-turn chain with rotom, superpower is good for Mega Lopunny, Mega Gyarados, balloon excadrill, balloon heatran and ferrothorn. The surprise factor with this move let you get a lot of damage on the aforementioned targets and is definitely the superior option over knock off.
EVs in atk for max damage output, EVs in speed underspeed opposing choice scarf landorus-T, allowing me to retain momentum, and outspeed choice scarf adamant excadrill by one point, leftover EVs are put in Def to take the most out of intimidate.
Latias @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Defog
- Healing Wish
Standard set, draco meteor for nuking stuff, psychic is the better option for this team considering I have already a lot of physical attackers and it hits harder unaware clefable and defensive Mega-Venusaur. Defog and HW are mandatory support moves and allow me to play charizard and weabvile reckelessly early-game.
EVs are max-max because life orb screws over defensive calculations and latias has to cover the role of the special attacker of the team.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
Weavile is basically the ORAS greninja, and it fits the team.
Moveset is all standard, with low kick over pursuit for T-tar, heatran and bisharp, which can all trouble charizard. Knock off is the mandatory STAB and is useful for getting rid of the items of keldeo and clefable switchins, Icicle crash is chosen over ice punch because is a contactless move so you don't impale yourself on garchomp. Ice shard is good for thundurus and M-pinsir, relieving the pressure off rotom and landorus.
speaking of pressure, I chose this ability over pickpocket because it will never switch into any move ever and knock off is no exception, it is also nice for bisharp's sucker punch. Pressure has also the advantage of revealing the turn order (for example, you're against a scarf landorus: pressure activates after intimidate so you know that it's scarf)
EVs need no explanation.
bisharp: threat number one for this team. Sets with swords dance are pretty much impossible to stop. Weavile can check only if bisharp doesn't have any attack boosts.
clefable: it has a lot of options at its disposal, t-wave, fire coverage, calm mind and unaware. Unpredictability factor makes it a difficult pokemon to handle.
M-gardevoir: no safe switchins, but it's easy to RK.
keldeo: just take advantage of the choice item (specs/scarf). SubCM is scary.
scizor: charizard just walls it and is setup bait, but roost+SD variants can outlive charizard and setup on Ferrothorn. Rotom can burn it but doesn't enjoy switching u-turn/bug bite.
/
serperior and M-sceptile: they can be scary, especially if zard has mega already and if rocks are on the field. Serperior can snowball pretty quickly.
heatran: my only safe switchin is rotom, which is usually crippled by toxic, generally the best course of action is getting little chip damage and kill it with low kick.
klefki: it can easily stack spikes, which my team despises.
M-slowbro: double dance is the evil.
So, that was the team, hope you like it! here is the importable in case you want to use it.
Team at a glance
Team description
Team description
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 152 HP / 192 Atk /4 SpDef/ 160 Spe
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance
Moveset is simple: dual STABs in flare blitz and dragon claw, the former used mainly for wallbreaking puposes, the latter for sweeping lategame. Roost gives stying power and allow me to take advantage of its ability to pivot into electric-types and it's good to offset flare blitz recoil. Dragon dance is pretty standard and provides the team with a good win-condition.
The EV spread is the result of a long process of tinkering and it sacrifices a little power for bulk. EVs in speed let you outspeed neutral natured fully invested excadrill, EVs in attack ensure a 3HKO on quagsire after leforvers recovery with dragon claw, while 152 HP EVs allow me to take minimum damage from iron barbs/rough skin/rocky helmet (it follows the formula 16n-1) and let charizard switchin two times in non-mega form if rocks are on the field. The leftover 4 Ev in SpDef avoid the 2HKO from rotom-w hydro pump.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect
Standard set, used to have a durable rock setter (so you can defog multiple times) and to leech seed stall to wear down the opponents. Gyro ball is mandatory STAB and packs decent power and protect is for scouting/forcing HJK recoil. Leech seed gives it some sort of recovery and gets useful chip damage on the foe.
The EV spread is taken from the smogondex analysis and it is generally used to survive two ice beams from +3 manaphy. Even though I don't carry power whip, this spread has been useful to take hits from both sides of the spectrum.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Again moveset is standard; volt switch for momentum and makes rotom the first member of my volt-turn core, hydro miss for STAB, will-o-wisp to cripple switchins and phisical attackers and pain split for recovery.
EVs in speed are to speedcreep defensive landorus-t; with the speed investiment you can generally hydro pump landorus as it clicks U-turn, weakening it enough for a charizard sweep lategame, and 248 Hp EVs don't give me a leftovers number, but it's ok because rotom is an easy knock off target and with this hp investiment it takes less damage from stealth rocks. The rest is put in defense to check sand rush excadrill and talonflame.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Earthquake for STAB, stone miss for coverage, U-turn is for pivoting and creates a really strong volt-turn chain with rotom, superpower is good for Mega Lopunny, Mega Gyarados, balloon excadrill, balloon heatran and ferrothorn. The surprise factor with this move let you get a lot of damage on the aforementioned targets and is definitely the superior option over knock off.
EVs in atk for max damage output, EVs in speed underspeed opposing choice scarf landorus-T, allowing me to retain momentum, and outspeed choice scarf adamant excadrill by one point, leftover EVs are put in Def to take the most out of intimidate.
Latias @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Defog
- Healing Wish
Standard set, draco meteor for nuking stuff, psychic is the better option for this team considering I have already a lot of physical attackers and it hits harder unaware clefable and defensive Mega-Venusaur. Defog and HW are mandatory support moves and allow me to play charizard and weabvile reckelessly early-game.
EVs are max-max because life orb screws over defensive calculations and latias has to cover the role of the special attacker of the team.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
Weavile is basically the ORAS greninja, and it fits the team.
Moveset is all standard, with low kick over pursuit for T-tar, heatran and bisharp, which can all trouble charizard. Knock off is the mandatory STAB and is useful for getting rid of the items of keldeo and clefable switchins, Icicle crash is chosen over ice punch because is a contactless move so you don't impale yourself on garchomp. Ice shard is good for thundurus and M-pinsir, relieving the pressure off rotom and landorus.
speaking of pressure, I chose this ability over pickpocket because it will never switch into any move ever and knock off is no exception, it is also nice for bisharp's sucker punch. Pressure has also the advantage of revealing the turn order (for example, you're against a scarf landorus: pressure activates after intimidate so you know that it's scarf)
EVs need no explanation.
Threats
Importable
So, that was the team, hope you like it! here is the importable in case you want to use it.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 152 HP / 192 Atk / 4 SpD / 160 Spe
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Latias @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Defog
- Healing Wish
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
Ability: Tough Claws
EVs: 152 HP / 192 Atk / 4 SpD / 160 Spe
Adamant Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Protect
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower
Latias @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Defog
- Healing Wish
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
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