First off, I'd like to point out that I am a very experienced player. No, I'm not the best in the world, but I do know quite a lot about Pokemon and I have been playing it competitively for about 3 years now. This team was actually #100 on the Smogon VGC ladder when I made this RMT (as GreenNinjask, if you're really interested at where I am now)... it's just I have that aching feeling that it's not at it's full potential and I have no idea how to change that
;-;.
The team building process with this team has been going on for about 3 weeks now, and I don't remember everything, but what I do remember is that sadly, Breloom didn't work because it was too reliant on speed control and without out it, it faints to quickly. I've also tried Nidoqueen, and it's actually a great pokemon, it's just that it also relies on speed control a little and it's power really only hits huge on those it hits super effectively. I've also tried Bisharp because I thought I had a fairy weakness, but it turns out that my team can deal with them fairly easily without him, and without going against teams with fairy types, the pokemon I switched him out with were more useful. Now, let's stop talking about this team's creation and start talking about the team itself!
The team at a glance:
At first I was having some sprite placement problems, but then I decided that it made sense CharY was so big compared to the other, but then I decided that it made sense and decided to not mess with it :P.
The team is almost (if not is) centered around Tailwind CharY. Every single pokemon on the team shows at least a little synergy with it and they all benefit from Tailwind. You'd actually be surprised on hoe easy it is to set up Tailwind in certain situations.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 HP / 148 Def / 84 SpA / 20 SpD / 4 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Tailwind
- Protect
I chose him because he could utilize Tailwind very effectively while supporting his teammates with drought and he's able to dish out a ton of damage. Mega Charizard Y is definitely the MVP of the team, being the lead almost every time and still being included every other time because of Tailwind. He also makes it easier to KO pokes, by doing quite a bit of damage with spread moves while finishing it off with another attack. Tailwind is there for obvious reasons by now. I decided to chose Protect > Overheat or Flamethrower because it helps against possible double targets, fake outs, and trick room stalling. The EVs let it live mega Kang returns and Lando rock slides without LO, which really helps with setting up twind. I chose to put the rest of them in SpA because putting them in Spe would only give me a speed tie with 252+ Spe pokemon with 70 base speed; giving the EVs to SpA instead took out the risk while giving it the ability to do a lot more damage.
252+ Atk Parental Bond Mega Kangaskhan Return vs. 220 HP / 180 Def Mega Charizard Y: 139-163 (76.7 - 90%) -- guaranteed 2HKO
Gardevoir @ Sitrus Berry
Ability: Telepathy
EVs: 252 HP / 172 Def / 80 SpA / 4 Spe
Modest Nature
- Moonblast
- Psychic
- Skill Swap
- Trick Room
I chose Gardevoir because of it's nice tr support and because of the fact that it can finish off a lot of pokemon that took damage from CharY and its Skill Swap trolling. Gardevoir is my most likely pokemon to lead with other than CharY because of these things. Skill Swap was inspired by the Seniors Division World Tournament Champion, Mark McQuillan, who absolutely dominated his opponent with his Skill Swap shenanigans. Trick room is used for when Tailwind is down and CharY is fainted or if the opponent used Tailwind. Gardevoir is also EVed to live Kang double edges with sitrus.
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 172 Def Gardevoir: 184-217 (105.1 - 124%) -- guaranteed OHKO (don't forget the +25% health with sitrus)
Entei @ Leftovers
Ability: Pressure
EVs: 252 HP / 92 Atk / 4 Def / 4 SpD / 156 Spe
Adamant Nature
- Sacred Fire
- Snarl
- Reflect
- Protect
I chose Entei because it went incredibly well with CharY with it's Snarl/Reflect support and possible burn support while also doing massive damage with Sacred Fire. Entei is the tanky supporter of the team, doing many things that reduces damage to my team. Sacred Fire, Snarl, and Protect are there for obvious reasons, but Reflect is there as a result for testing a few fillers. It's basically a more consistent way of reducing physical damage than Sacred Fire and reducing damage from two physical pokemon at the same time, like vs. the common lead Land-T + Mega Kang. The EVs are there to live Double Edge Mega Kang while having good overall bulk otherwise, out speed max speed Smeargle (without Choice Scarf), and to have a decent attack stat to at least dent most pokemon.
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 156 HP / 244 Atk / 108 Def
Adamant Nature
- Earthquake
- Icicle Spear
- Ice Shard
- Protect
I chose Mamoswine because I needed a good Lando-T switch in and because of it's amazing synergy with CharY. With it's max Atk and LO, it makes a really good revenge killer or finisher for weakened pokemon, since it has Ice Shard. The only non-standard thing about this Mamoswine is it's EV setup, which is enough bulk to live Mega Kang Double Edges ad having the rest put into Atk. It doesn't really need the speed because of it's priority and the fact that Tailwind support is huge in this team and that the fact that I have tr in the team, making it counteractive to add speed.
Machamp @ Expert Belt
Ability: No Guard
EVs: 204 HP / 252 Atk / 28 Def / 12 SpD / 12 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Stone Edge
- Wide Guard
I added Machamp because it fit well with tr Gard and because it was also insired by Mark McQuillan. I also realized it worked well with Tailwind and Wide Guard could really help with multiple things in my team. Machamp is a very unique pokemon; it supports a lot of utility and support while doing a lot of damage at the same time. The EVs are there to let it live Mega Kang Return, out speed Kang under twind, and shoved the rest into Atk and SpD. I chose Expert Belt because it gave a guaranteed OHKO against Heatran, giving other possible OHKOs, and when at -1, having guaranteed 2hkos instead of possible ones.
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 12 HP / 172 Atk / 92 Def / 232 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- Superpower
I chose Landorus-Therain for one reason: because it's almost broken against most teams. It was just a convenience that it worked so well with the team. Its role is to cut down the attack of Kangs, other Landos, and rock sliders so CharY can live them, and it's also there to deal a lot of damage. It's also my best pokemon to lead with CharY, countering many counterleads against CharY. It's EVs are there to let it live Kang Double Edges and out speed max speed Smeargles. The rest is dumped into Atk. I also tried U-Turn > Knock Off once, but I then realized that Knock Off was definitely better. I chose Assault Vest > Choice Scarf and LO because I want it to be slower while under my Gard's Trick Room and because I wanted it to last longer.
Threats:
Politoed: Obvious CharY counter is obvious. If the opponent has Poli in his roster non-lead, he can mess up CharY with surprise rain by switching in, making CharY massively weaker.
Tyranitar: Can act like Poli, but is more aggressive and less defensive in it's countering. If I can't KO it first with Solar Beam while in sun or anything else in sandstorm, Ttar gets a guaranteed OHKO against CharY.
Heatran Leads: If I can't Skill Swap it or if I didn't lead anything ground, Heatran can really mess with CharY.
LO Lead Landorus-Therian: With out any stat reductions, Lando-T gets a guaranteed OHKO on my CharY. If I can't reduce it's attack before it KOs CharY, I'm screwed.
And that's it! Thanks for checking this out and if you're rating it, please not only give some team building tips but also tell me if I did anything wrong with the RMT!
;-;.
The team building process with this team has been going on for about 3 weeks now, and I don't remember everything, but what I do remember is that sadly, Breloom didn't work because it was too reliant on speed control and without out it, it faints to quickly. I've also tried Nidoqueen, and it's actually a great pokemon, it's just that it also relies on speed control a little and it's power really only hits huge on those it hits super effectively. I've also tried Bisharp because I thought I had a fairy weakness, but it turns out that my team can deal with them fairly easily without him, and without going against teams with fairy types, the pokemon I switched him out with were more useful. Now, let's stop talking about this team's creation and start talking about the team itself!
The team at a glance:
At first I was having some sprite placement problems, but then I decided that it made sense CharY was so big compared to the other, but then I decided that it made sense and decided to not mess with it :P.
The team is almost (if not is) centered around Tailwind CharY. Every single pokemon on the team shows at least a little synergy with it and they all benefit from Tailwind. You'd actually be surprised on hoe easy it is to set up Tailwind in certain situations.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 HP / 148 Def / 84 SpA / 20 SpD / 4 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Tailwind
- Protect
I chose him because he could utilize Tailwind very effectively while supporting his teammates with drought and he's able to dish out a ton of damage. Mega Charizard Y is definitely the MVP of the team, being the lead almost every time and still being included every other time because of Tailwind. He also makes it easier to KO pokes, by doing quite a bit of damage with spread moves while finishing it off with another attack. Tailwind is there for obvious reasons by now. I decided to chose Protect > Overheat or Flamethrower because it helps against possible double targets, fake outs, and trick room stalling. The EVs let it live mega Kang returns and Lando rock slides without LO, which really helps with setting up twind. I chose to put the rest of them in SpA because putting them in Spe would only give me a speed tie with 252+ Spe pokemon with 70 base speed; giving the EVs to SpA instead took out the risk while giving it the ability to do a lot more damage.
252+ Atk Parental Bond Mega Kangaskhan Return vs. 220 HP / 180 Def Mega Charizard Y: 139-163 (76.7 - 90%) -- guaranteed 2HKO
Gardevoir @ Sitrus Berry
Ability: Telepathy
EVs: 252 HP / 172 Def / 80 SpA / 4 Spe
Modest Nature
- Moonblast
- Psychic
- Skill Swap
- Trick Room
I chose Gardevoir because of it's nice tr support and because of the fact that it can finish off a lot of pokemon that took damage from CharY and its Skill Swap trolling. Gardevoir is my most likely pokemon to lead with other than CharY because of these things. Skill Swap was inspired by the Seniors Division World Tournament Champion, Mark McQuillan, who absolutely dominated his opponent with his Skill Swap shenanigans. Trick room is used for when Tailwind is down and CharY is fainted or if the opponent used Tailwind. Gardevoir is also EVed to live Kang double edges with sitrus.
252+ Atk Parental Bond Mega Kangaskhan Double-Edge vs. 252 HP / 172 Def Gardevoir: 184-217 (105.1 - 124%) -- guaranteed OHKO (don't forget the +25% health with sitrus)
Entei @ Leftovers
Ability: Pressure
EVs: 252 HP / 92 Atk / 4 Def / 4 SpD / 156 Spe
Adamant Nature
- Sacred Fire
- Snarl
- Reflect
- Protect
I chose Entei because it went incredibly well with CharY with it's Snarl/Reflect support and possible burn support while also doing massive damage with Sacred Fire. Entei is the tanky supporter of the team, doing many things that reduces damage to my team. Sacred Fire, Snarl, and Protect are there for obvious reasons, but Reflect is there as a result for testing a few fillers. It's basically a more consistent way of reducing physical damage than Sacred Fire and reducing damage from two physical pokemon at the same time, like vs. the common lead Land-T + Mega Kang. The EVs are there to live Double Edge Mega Kang while having good overall bulk otherwise, out speed max speed Smeargle (without Choice Scarf), and to have a decent attack stat to at least dent most pokemon.
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 156 HP / 244 Atk / 108 Def
Adamant Nature
- Earthquake
- Icicle Spear
- Ice Shard
- Protect
I chose Mamoswine because I needed a good Lando-T switch in and because of it's amazing synergy with CharY. With it's max Atk and LO, it makes a really good revenge killer or finisher for weakened pokemon, since it has Ice Shard. The only non-standard thing about this Mamoswine is it's EV setup, which is enough bulk to live Mega Kang Double Edges ad having the rest put into Atk. It doesn't really need the speed because of it's priority and the fact that Tailwind support is huge in this team and that the fact that I have tr in the team, making it counteractive to add speed.
Machamp @ Expert Belt
Ability: No Guard
EVs: 204 HP / 252 Atk / 28 Def / 12 SpD / 12 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Stone Edge
- Wide Guard
I added Machamp because it fit well with tr Gard and because it was also insired by Mark McQuillan. I also realized it worked well with Tailwind and Wide Guard could really help with multiple things in my team. Machamp is a very unique pokemon; it supports a lot of utility and support while doing a lot of damage at the same time. The EVs are there to let it live Mega Kang Return, out speed Kang under twind, and shoved the rest into Atk and SpD. I chose Expert Belt because it gave a guaranteed OHKO against Heatran, giving other possible OHKOs, and when at -1, having guaranteed 2hkos instead of possible ones.
Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 12 HP / 172 Atk / 92 Def / 232 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- Superpower
I chose Landorus-Therain for one reason: because it's almost broken against most teams. It was just a convenience that it worked so well with the team. Its role is to cut down the attack of Kangs, other Landos, and rock sliders so CharY can live them, and it's also there to deal a lot of damage. It's also my best pokemon to lead with CharY, countering many counterleads against CharY. It's EVs are there to let it live Kang Double Edges and out speed max speed Smeargles. The rest is dumped into Atk. I also tried U-Turn > Knock Off once, but I then realized that Knock Off was definitely better. I chose Assault Vest > Choice Scarf and LO because I want it to be slower while under my Gard's Trick Room and because I wanted it to last longer.
Threats:
And that's it! Thanks for checking this out and if you're rating it, please not only give some team building tips but also tell me if I did anything wrong with the RMT!
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