Diophantine
Banned deucer.
Hey guys, this is my first RMT. The inspiration for this team was that I noticed that Bulu complimented Zard-X very well (I'll get into why in a moment). The rest of the team is built to compliment this core. This is not me trying to show off or anything, I'm looking for constructive criticism. Enjoy some music while I talk you through my thought process. Nearly as much flames as Charizard itself x
Importable: https://pokepast.es/e7885f5066084618
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fire Punch / Flare Blitz
- Dragon Claw
- Roost
Charizard-X is obviously the center-piece of the team. Everyone knows what this thing does by now. Bulky set up sweeper with great typing. The removal of Arena Trap from OU means that i) Zard doesn't have to worry about being trapped by Dugtrio and ii) a lot of mons that Zard-X likes to prey on become used even more (Magearna, etc). The reason I've left out Earthquake here is because the team has many Heatran answers, thought Earthquake wouldn't hurt on this as it would allow it to deal with Heatran, TTar, Diancie, Pex and the like, though the team has counters and checks for all the listed.
Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Swords Dance
- Superpower
Tapu Bulu does many things that Zard-X loves; he's the right-hand man. Tapu Bulu wallbreaks for Zard, weakens walls that wanna switch into Bulu to make sweeps easier, sets up Grassy Terrain which lets Zard heal over time and beats many things that would cause Zard trouble like Diancie (Moonblast is a 2HKO whereas Bulu sends that thing packing), Tapu Fini, etc. I chose the Fightinium-Z set because I wanted to maximise damage output and I dislike the Grassium-Z version. I wouldn't mind changing the set, however.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 56 SpA / 200 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Fleur Cannon
- Flash Cannon
- Volt Switch
I chose AV Mag because it benefits from the Grassy Terrain that Bulu sets by giving it recovery and
weakens Ground-type attacks. AV Mag checks Latios and Gren which both threaten the above mons. There is an option of taking around half health to OHKO offensive Landorus that think they can take Magearna out under Grassy Terrain. Magearna is a safe switch in to Diancie that also gains momentum with Volt Switch and threatens to OHKO it with Flash Cannon. This isn't groundbreaking - you all know what AV Mag is like by now.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 200 Def / 32 SpD / 28 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
I think my Lando spread may be wrong/outdated. Please correct me if it is. I chose Lando here because Zard appreciates Stealth Rock support which allows it to sweep easier. Furthermore, AV Mag + Defensive Lando-T is a very nice defensive core for offensive teams as they compliment each other very well by forming a Volt-Turn momentum gaining core while Lando hovers over any EQs that Maggie/Zard doesn't want to take. It also gives us switch ins to physical attacks, more notably Fighting-type ones. Leftovers is another choice for an item here, which would give Lando more longevity. Not much else to say here; Lando does what Lando does.
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Trick
- Draco Meteor
- Psyshock
I needed a Defogger and I wanted a scarfed mon to help against things like Volcarona and other setup mons. Trick is a nice option to catch Chanseys and such on the switch, though if you still need the speed boost from the scarf, don't hit Trick. Latios is also a Keldeo check, which this team doesn't really have (Bulu doesn't take Hydro's too well and doesn't want to switch into a Scald). Lati also serves as a Fire and Water resist, which I felt the team needed.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Water Shuriken
- Hydro Pump
- Dark Pulse
It may look like I just decided to throw this thing on the team at the last minute because it's a busted mon, but it serves another playmaking role here. Charizard really appreciates Spikes support - it puts more pressure on Toxapex and other walls that might want to switch around on the Zard. Gren offers priority which can pick mons off in the late game and revenge kill many threats like Volcarona.
Closing statements:
Like I said, I'm looking for constructive criticism and to be challenged. I'm a little unsure on some of my sets. Heatran seems to be a bit of a problem as the switch-ins (Lati and Zard) can't threaten it back (though Zard can bluff). Gren doesn't switch in too well against it.
Importable: https://pokepast.es/e7885f5066084618
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fire Punch / Flare Blitz
- Dragon Claw
- Roost
Charizard-X is obviously the center-piece of the team. Everyone knows what this thing does by now. Bulky set up sweeper with great typing. The removal of Arena Trap from OU means that i) Zard doesn't have to worry about being trapped by Dugtrio and ii) a lot of mons that Zard-X likes to prey on become used even more (Magearna, etc). The reason I've left out Earthquake here is because the team has many Heatran answers, thought Earthquake wouldn't hurt on this as it would allow it to deal with Heatran, TTar, Diancie, Pex and the like, though the team has counters and checks for all the listed.
Tapu Bulu @ Fightinium Z
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Swords Dance
- Superpower
Tapu Bulu does many things that Zard-X loves; he's the right-hand man. Tapu Bulu wallbreaks for Zard, weakens walls that wanna switch into Bulu to make sweeps easier, sets up Grassy Terrain which lets Zard heal over time and beats many things that would cause Zard trouble like Diancie (Moonblast is a 2HKO whereas Bulu sends that thing packing), Tapu Fini, etc. I chose the Fightinium-Z set because I wanted to maximise damage output and I dislike the Grassium-Z version. I wouldn't mind changing the set, however.
Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 56 SpA / 200 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Fleur Cannon
- Flash Cannon
- Volt Switch
I chose AV Mag because it benefits from the Grassy Terrain that Bulu sets by giving it recovery and
weakens Ground-type attacks. AV Mag checks Latios and Gren which both threaten the above mons. There is an option of taking around half health to OHKO offensive Landorus that think they can take Magearna out under Grassy Terrain. Magearna is a safe switch in to Diancie that also gains momentum with Volt Switch and threatens to OHKO it with Flash Cannon. This isn't groundbreaking - you all know what AV Mag is like by now.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 200 Def / 32 SpD / 28 Spe
Impish Nature
- U-turn
- Earthquake
- Stealth Rock
- Hidden Power [Ice]
I think my Lando spread may be wrong/outdated. Please correct me if it is. I chose Lando here because Zard appreciates Stealth Rock support which allows it to sweep easier. Furthermore, AV Mag + Defensive Lando-T is a very nice defensive core for offensive teams as they compliment each other very well by forming a Volt-Turn momentum gaining core while Lando hovers over any EQs that Maggie/Zard doesn't want to take. It also gives us switch ins to physical attacks, more notably Fighting-type ones. Leftovers is another choice for an item here, which would give Lando more longevity. Not much else to say here; Lando does what Lando does.
Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Trick
- Draco Meteor
- Psyshock
I needed a Defogger and I wanted a scarfed mon to help against things like Volcarona and other setup mons. Trick is a nice option to catch Chanseys and such on the switch, though if you still need the speed boost from the scarf, don't hit Trick. Latios is also a Keldeo check, which this team doesn't really have (Bulu doesn't take Hydro's too well and doesn't want to switch into a Scald). Lati also serves as a Fire and Water resist, which I felt the team needed.
Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Water Shuriken
- Hydro Pump
- Dark Pulse
It may look like I just decided to throw this thing on the team at the last minute because it's a busted mon, but it serves another playmaking role here. Charizard really appreciates Spikes support - it puts more pressure on Toxapex and other walls that might want to switch around on the Zard. Gren offers priority which can pick mons off in the late game and revenge kill many threats like Volcarona.
Closing statements:
Like I said, I'm looking for constructive criticism and to be challenged. I'm a little unsure on some of my sets. Heatran seems to be a bit of a problem as the switch-ins (Lati and Zard) can't threaten it back (though Zard can bluff). Gren doesn't switch in too well against it.
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