






When I first began making this team, I knew I wanted to use Mega-Charizard-X as well as make use of the buff given to Knock Off this generation. As the teambuilding proceeded, the team became a bulky offensive team that utilized Knock Off and a VoltTurn core to whittle down opposing Pokemon so that Mega-Charizard-X could come in late game to sweep.
The Flagship
"A spark neglected makes a mighty fire." ~Robert Herrick

Charizard-Mega-X (M) @ Charizardite X
Ability: Tough Claws
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
I'm so glad this guy finally got the attention he deserved. With an immunity to burns, he doesn't suffer from the need of a Lum Berry like other set-up Dragon-Types. Charizard-X also has the effect Tough Claws which acts as a pseudo Life Orb, making him have more upfront damage than other Dragon Dancers.
This set has Dragon Dance and Flare Blitz for obvious reasons. I gave him Dragon Claw over Outrage because I felt Charizard already has high damage with Tough Claws and because getting stuck in Outrage is worse this generation with the introduction of Fairies; not having to deal with confusion is also a plus. I gave Charizard Earthquake but would Brick Break be better?
His job is to sit on the sidelines until the time is right to sweep, a feasible job when one has impeccable coverage.
Knocker Offer #1
"Light always needs a source of energy, Darkness does not need a source of energy. Therefore, Darkness will always beat Light. One day when Light dissapears, the Darkness will prevail."
Bisharp (M) @ Dread Plate
Ability: Defiant
EVs: 204 HP / 252 Atk / 52 Spd
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Power-Up Punch
I always wanted to use Bisharp on a team because of his unique typing but he always seemed sub-par in Generation V. However, in Generation VI, Steel recieved a buff as an offensive typing and Bisharp's Dark STAB is now able to hit Steels for neutral damage. With STAB Knock Off, Bisharp has great utility with 97.5 Base Power.
I'm not totally sure if Power-Up Punch is better than Swords Dance or not, but I thought it would be nice to be able to boost and deal damage at the same time. Sucker Punch is there to prevent him from getting revenge killed by scarfed Pokemon and Iron Head is for a reliable STAB move. I didn't like the idea of Life Orb on an already slow Pokemon who will likely have to suffer a hit or two so I gave Bisharp a Dread Plate.
Bisharp will try to force switches when he can and Knock Off of the item of the incoming Pokemon. His ability, Defiant, also allows him to make use of enemy Defoggers. By switching in on it, he ignores the evasiveness drop and gains +2 Atk. Aegislash has a chance of getting OHKO'd by Bisharp's Knock Off and is definitely OHKO'd after Stealth Rocks.
252+ Atk Dread Plate Bisharp Knock Off (97.5 BP) vs. 252 HP / 0 Def Aegislash-Shield: 288-342 (88.8 - 105.5%) -- 37.5% chance to OHKO
Knock Off #2
"When in doubt, use brute force." ~Ken Thompson
This set has Dragon Dance and Flare Blitz for obvious reasons. I gave him Dragon Claw over Outrage because I felt Charizard already has high damage with Tough Claws and because getting stuck in Outrage is worse this generation with the introduction of Fairies; not having to deal with confusion is also a plus. I gave Charizard Earthquake but would Brick Break be better?
His job is to sit on the sidelines until the time is right to sweep, a feasible job when one has impeccable coverage.
Knocker Offer #1
"Light always needs a source of energy, Darkness does not need a source of energy. Therefore, Darkness will always beat Light. One day when Light dissapears, the Darkness will prevail."

Bisharp (M) @ Dread Plate
Ability: Defiant
EVs: 204 HP / 252 Atk / 52 Spd
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Power-Up Punch
I always wanted to use Bisharp on a team because of his unique typing but he always seemed sub-par in Generation V. However, in Generation VI, Steel recieved a buff as an offensive typing and Bisharp's Dark STAB is now able to hit Steels for neutral damage. With STAB Knock Off, Bisharp has great utility with 97.5 Base Power.
I'm not totally sure if Power-Up Punch is better than Swords Dance or not, but I thought it would be nice to be able to boost and deal damage at the same time. Sucker Punch is there to prevent him from getting revenge killed by scarfed Pokemon and Iron Head is for a reliable STAB move. I didn't like the idea of Life Orb on an already slow Pokemon who will likely have to suffer a hit or two so I gave Bisharp a Dread Plate.
Bisharp will try to force switches when he can and Knock Off of the item of the incoming Pokemon. His ability, Defiant, also allows him to make use of enemy Defoggers. By switching in on it, he ignores the evasiveness drop and gains +2 Atk. Aegislash has a chance of getting OHKO'd by Bisharp's Knock Off and is definitely OHKO'd after Stealth Rocks.
252+ Atk Dread Plate Bisharp Knock Off (97.5 BP) vs. 252 HP / 0 Def Aegislash-Shield: 288-342 (88.8 - 105.5%) -- 37.5% chance to OHKO
Knock Off #2
"When in doubt, use brute force." ~Ken Thompson

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 140 HP / 116 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch
The Life Orb Sheer Force set wouldn't work with this moveset because three of the moves don't interact with Sheer Force. Iron Fist was an option, but I decided the function of Guts as a status absorber was more valuable.
At first, I doubted Assault Vest's usage because of Conkeldurr's such low Special Defense but after running some calculations, it became clear that it makes a lot of difference. This Conkeldurr knocks off items and uses Drain Punch to maintain health values in order to make use of his bulk. Ice Punch is for coverage and Mach Punch is to get that last hit without getting hit. As bulky as he is, I'm not sure if this is the optimal Conkeldurr set. Should I put more SpDef EVs on him?
Here are some calculations to show Assault Vest's power:
252+ SpA Life Orb Sheer Force Landorus Psychic vs. 140 HP / 116 SpD Conkeldurr: 403-476 (104.4 - 123.3%) -- guaranteed OHKO
252+ SpA Life Orb Sheer Force Landorus Psychic vs. 140 HP / 116 SpD Assault Vest Conkeldurr: 270-320 (69.9 - 82.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Greninja Hydro Pump vs. 140 HP / 116 SpD Conkeldurr: 242-285 (62.6 - 73.8%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Greninja Hydro Pump vs. 140 HP / 116 SpD Assault Vest Conkeldurr: 161-191 (41.7 - 49.4%) -- 25% chance to 2HKO after Stealth Rock
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 140 HP / 116 SpD Conkeldurr: 234-276 (60.6 - 71.5%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 140 HP / 116 SpD Assault Vest Conkeldurr: 156-184 (40.4 - 47.6%) -- 3.1% chance to 2HKO after Stealth Rock
Rotom-Wall
In the world there is nothing more submissive and weak than water. Yet for attacking that which is hard and strong nothing can surpass it. ~Lao Tzu
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Def
Modest Nature
- Will-O-Wisp
- Rest
- Hydro Pump
- Volt Switch
After Charizard's Mega Evolution, the team would have two Ground Weaknesses so I desperately needed an immunity to it. Additionally, I needed something to check Talonflame because it could sweep both of my Knock Off users and is able to OHKO Mega Charizard X after a Swords Dance. The Pokemon that could fulfill both these roles was the ubiquitous Physically Defensive Rotom-Wash. He also offers a Thunder Wave immunity that the other Pokemon would not want to get hit by. Grass, his only weakness, is covered by three other Pokemon so that isn't an issue. He provides status in the form of Will-o-Wisp and covers Water and Ice Weaknesses.
Ability: Guts
EVs: 252 Atk / 140 HP / 116 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch
The Life Orb Sheer Force set wouldn't work with this moveset because three of the moves don't interact with Sheer Force. Iron Fist was an option, but I decided the function of Guts as a status absorber was more valuable.
At first, I doubted Assault Vest's usage because of Conkeldurr's such low Special Defense but after running some calculations, it became clear that it makes a lot of difference. This Conkeldurr knocks off items and uses Drain Punch to maintain health values in order to make use of his bulk. Ice Punch is for coverage and Mach Punch is to get that last hit without getting hit. As bulky as he is, I'm not sure if this is the optimal Conkeldurr set. Should I put more SpDef EVs on him?
Here are some calculations to show Assault Vest's power:
252+ SpA Life Orb Sheer Force Landorus Psychic vs. 140 HP / 116 SpD Conkeldurr: 403-476 (104.4 - 123.3%) -- guaranteed OHKO
252+ SpA Life Orb Sheer Force Landorus Psychic vs. 140 HP / 116 SpD Assault Vest Conkeldurr: 270-320 (69.9 - 82.9%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Greninja Hydro Pump vs. 140 HP / 116 SpD Conkeldurr: 242-285 (62.6 - 73.8%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Greninja Hydro Pump vs. 140 HP / 116 SpD Assault Vest Conkeldurr: 161-191 (41.7 - 49.4%) -- 25% chance to 2HKO after Stealth Rock
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 140 HP / 116 SpD Conkeldurr: 234-276 (60.6 - 71.5%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 140 HP / 116 SpD Assault Vest Conkeldurr: 156-184 (40.4 - 47.6%) -- 3.1% chance to 2HKO after Stealth Rock
Rotom-Wall
In the world there is nothing more submissive and weak than water. Yet for attacking that which is hard and strong nothing can surpass it. ~Lao Tzu

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Def
Modest Nature
- Will-O-Wisp
- Rest
- Hydro Pump
- Volt Switch
After Charizard's Mega Evolution, the team would have two Ground Weaknesses so I desperately needed an immunity to it. Additionally, I needed something to check Talonflame because it could sweep both of my Knock Off users and is able to OHKO Mega Charizard X after a Swords Dance. The Pokemon that could fulfill both these roles was the ubiquitous Physically Defensive Rotom-Wash. He also offers a Thunder Wave immunity that the other Pokemon would not want to get hit by. Grass, his only weakness, is covered by three other Pokemon so that isn't an issue. He provides status in the form of Will-o-Wisp and covers Water and Ice Weaknesses.
Still Stealth Rocking
"Where do you run when the earth becomes your enemy?" ~Naimag, Femeref philosopher

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 16 Atk / 248 HP / 244 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
This Landorus-T set isn't anything special, he still fulfills his role as a physical pivot well. He holds the rocks on this team and offers an electric and ground immunity while his weaknesses are covered by Rotom-Wash. With EdgeQuake coverage, high physical defense, as well as the Intimidate Attack drop, Landorus-Therian is capable of dealing with many physical attackers, namely Scizor, Talonflame, and Tyranitars without Ice Beam. Another highlight is being able to 2HKO Aegislash in Shield form. Having U-turn forms a VoltTurn duo with Rotom-Wash.
Just What Is This...
"I'm slightly unsure as to what my goal is. I just keep doing jobs." ~Rachel Weisz
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Defog
- Recover
- Draco Meteor
- Psyshock
I don't know if Latias belongs in this team. I put her in because I wanted something strong on the SpDef side and she also had reliable recovery in Recover. She also offered speed which I wanted because other than Charizard, my team is pretty darn slow. Latias has Draco Meteor for a nuke STAB which does a hefty chunk to Physically Defensive Rotom-Washes and Psyshock to take care of Mega-Venusaur. Is it a moveset problem? Beyond Mega-Venusaur, I haven't had much use for Psyshock so perhaps Thunderbolt is a better option. Draco Meteor also inhibits her ability to stay in and do damage but I don't think Dragon Pulse would cut it so I'm stuck on this move.
Just What Is This...
"I'm slightly unsure as to what my goal is. I just keep doing jobs." ~Rachel Weisz

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Defog
- Recover
- Draco Meteor
- Psyshock
I don't know if Latias belongs in this team. I put her in because I wanted something strong on the SpDef side and she also had reliable recovery in Recover. She also offered speed which I wanted because other than Charizard, my team is pretty darn slow. Latias has Draco Meteor for a nuke STAB which does a hefty chunk to Physically Defensive Rotom-Washes and Psyshock to take care of Mega-Venusaur. Is it a moveset problem? Beyond Mega-Venusaur, I haven't had much use for Psyshock so perhaps Thunderbolt is a better option. Draco Meteor also inhibits her ability to stay in and do damage but I don't think Dragon Pulse would cut it so I'm stuck on this move.
Here's my type resistances chart:
http://www.marriland.com/tools/team-builder#1653|1277|1186|1505|1570|1032|
http://www.marriland.com/tools/team-builder#1653|1277|1186|1505|1570|1032|
Here, have an Importable too:
Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Bisharp (M) @ Dread Plate
Ability: Defiant
EVs: 204 HP / 252 Atk / 52 Spd
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Power-Up Punch
Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 140 HP / 116 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Def
Modest Nature
- Will-O-Wisp
- Rest
- Hydro Pump
- Volt Switch
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 16 Atk / 248 HP / 244 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Defog
- Recover
- Draco Meteor
- Psyshock
Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Bisharp (M) @ Dread Plate
Ability: Defiant
EVs: 204 HP / 252 Atk / 52 Spd
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Power-Up Punch
Conkeldurr (M) @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 140 HP / 116 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch
Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Def
Modest Nature
- Will-O-Wisp
- Rest
- Hydro Pump
- Volt Switch
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 16 Atk / 248 HP / 244 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
- Defog
- Recover
- Draco Meteor
- Psyshock
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