So this is my current testing team based around what I believe to be a pretty decent Charizard X/Skarmory core. I have a balanced playing style and I believe this team suits me pretty well so I'm quite likely to stick with it and improve it when possible. Any comments, rates, fixes are greatly appreciated.
Team Building Process
So here we have the Charizard X/Skarmory core. Once mega evolved they both have great synergy together, with Skarmory's weaknesses to Fire/Electric being covered by Charizard X, whilst Skarmory covers X's Ground, Dragon weaknesses as well as mitigating Zard's Rock weakness with it's champion physical defensive stat.
In order to ensure Charizard's survivability against status, I needed a Cleric. After much thought I decided to do with Clefable, as Skarmory covers both of it's weaknesses as well as providing an additional Dragon check to aid Charizard.
I now needed an effective check against opposing Mega-Zards as the threat of critical hits potentially breaking through Clefable was something I didn't want to risk, therefore I opted for Terrakion.
Zard always appreciates it when bulky ground types are either taken out of severely crippled and there's almost no pokemon that does this better then Rotom-W.
Finally I needed something to check the likes of T-Tar, Latios, Latias and fairy types so Scizor was my ideal candidate.
Now for my team in full
THE TEAM
Charizard (X-WING) @ Charizardite X Adamant
144 HP/252 Attack/112 Speed
Dragon Dance
Dragon Claw
Fire punch
Roost
Well here is undoubtedly one of the two MVP's for this team. Charizard X has always been my favourite mega pokemon , and this is the first time I've built a team around him. The EV's and nature are nothing too fancy but a lot of people might wonder why I have Fire Punch over Earthquake and the reason is quite simple. I feel that with Terrakion and Rotom-W I've already provided a sufficient answer to it, and most Specially defensive Heatran do not carry Earth Power and so a boosted Zard can defeat a weakened Heatran late in the game if it somehow survives that long. This I feel allows me to get a second STAB that can finish off things that a boosted Earthquake would simply not do, running the risk of them finishing Zard off. Roost is there to aid Zard's survivability.
Skarmory (METARIDLEY) Leftovers Impish
252HP/252 Def/4 Speed
Stealth Rock
Defog
Roost
Brave Bird
The second MVP of the team and it's no doubt one of the sturdiest physical walls you can get. Again there is nothing too special with the EV's and nature but the moveset might raise a few eyebrows. Stealth Rock is preferred over Spikes simply to cripple a lot more pokemon that Spikes would, Defog clears the filed of opposing hazards once there hazard setter has been KO'd and greatly aids Zard to get rid of Stealth Rock. Roost heals Skarmory and finally Brave Bird over Whirlwind. Brave Bird I consider necessary in order to stop the likes of Mega Heracross and Mega Medicham from doing serious damage to the team. That and I feel that having a pokemon so open to Taunt isn't the best thing to do with all the Stallbreaker Mew's/Gliscor I see running about and I don't want to give up either hazards or the chance to support Charizard, which after all is the entire point of a core. As for Leftovers, I'm seriously considering running Rocky Helmet to punish physical attackers a bit more, at the cost of a bit of Skarmory's survivability.
Clefable (MOONPIE) Leftovers Bold Unaware
252 HP/252 Def/4 Sp Atack
Moonblast
Wish
Protect
Heal Bell
Ah Clefable how you've been blessed with two great abilities but I was in need of your ability to forget stat changers even exist. You might argue there are better clerics but I think Clefable has two key advantages over Chans/Bliss. One is of course Unaware, which stops setup pokemon dead, something that neither of the blobs can effectively do and secondly it's typing means that Skarmory can cover both of it's weaknesses, something that Skarm wasn't quite able to do with Blissey/Chansey at times. Moonblast is a great STAB move that allows me to muscle past Fighting/Dark/Bug/Dragon types without too much damage in the process (of course secondary typing dependent). Wish/Protect/Heal Bell can keep both Clefable and the team healthy when necessary.
Terrakion (HURTLOCKER) @Choice Scarf Jolly
252 Attack/252 Speed/4 Def
Close Combat
Stone Edge
X Scissor
Façade/Earthquake
There's a reason why "Terra" is part of Terrakion's name. Now with Aegislash gone, Terrakion can now see the light and become a force to be reckoned with again. Wearing a Choice Scarf it becomes nigh impossible to catch barring priority and provides a needed check to +1 Zard X, Zard Y, Heatran e.t.c. Close Combat/Stone Edge is a dangerous combination that can outright destroy frail sweepers and severely dent bulkier pokemon that are hit super effectively. X Scissor obliterates Celebi and also picks off weakened Latios/Latias, Alakazam and so on. The choice of the last move may be a bit of a surprise but I think in the event of Terrakion being burned without the chance to be healed, Façade can be used late game to finish off the opponents team but I think I might use Earthquake in order to be certain of a KO on Zard X rather than risk the "2 times out of ten" miss that could happen with Stone Edge. However, I not the biggest fan of being locked into Earthquake. It never usually works out to well for me at any stage of the game.
Rotom-W (CALGON) @Chesto Berry/Leftovers
248HP/216 Def/44 Speed
Volt Switch
Hydro Pump
Will-O-Wisp
Pain Split
"Washing Machine's live longer with Calgon." If you take my team to be a washing machine, then it's certainly true that Rotom-W keeps the team going. Whether it's spreading burns, taking out bulky ground types, Pain Splitting high HP defensive walls or providing momentum for the team it's always a constant nuisance. Chesto Berry is there so I can play dice with lead Breloom and hope I don't get critted and or 4-5 time Bullet Seed when going for the crippling burn. Volt Switch provides momentum/getting Wash out of tight spots, Hydro Pump is the main hard hitting STAB and Pain Split provides pseudo recovery.
Scizor (BULLETBUG) @Assault Vest Adamant
248 HP/112Attack/144 Sp Def
U-Turn
Bullet Punch
Knock Off
Superpower
It might surprise some people, but Assault Vest Scizor is massively underrated when compared to SP Def Mega Scizor but it works just as well, if not better. U-Turn can provide a volt-turn core with Rotom-W, Bullet Punch severely dents, or KO's Terrakion, a potential threat to Zard and also picks off weakened fairies not named Azumarill/Klefki. Knock Off I think is the superior option to Pursuit as I would rather have the opportunity to remove a potential threats item than play dice with Latios/Latias (who in my experience usually stay in on a potential pursuit anyway.) It also provides an almost KO on the Lati-Twins, which spells their doom when they're struck by the incoming Bullet Punch.
Team Building Process


So here we have the Charizard X/Skarmory core. Once mega evolved they both have great synergy together, with Skarmory's weaknesses to Fire/Electric being covered by Charizard X, whilst Skarmory covers X's Ground, Dragon weaknesses as well as mitigating Zard's Rock weakness with it's champion physical defensive stat.



In order to ensure Charizard's survivability against status, I needed a Cleric. After much thought I decided to do with Clefable, as Skarmory covers both of it's weaknesses as well as providing an additional Dragon check to aid Charizard.




I now needed an effective check against opposing Mega-Zards as the threat of critical hits potentially breaking through Clefable was something I didn't want to risk, therefore I opted for Terrakion.





Zard always appreciates it when bulky ground types are either taken out of severely crippled and there's almost no pokemon that does this better then Rotom-W.






Finally I needed something to check the likes of T-Tar, Latios, Latias and fairy types so Scizor was my ideal candidate.
Now for my team in full
THE TEAM
Charizard (X-WING) @ Charizardite X Adamant
144 HP/252 Attack/112 Speed
Dragon Dance
Dragon Claw
Fire punch
Roost
Well here is undoubtedly one of the two MVP's for this team. Charizard X has always been my favourite mega pokemon , and this is the first time I've built a team around him. The EV's and nature are nothing too fancy but a lot of people might wonder why I have Fire Punch over Earthquake and the reason is quite simple. I feel that with Terrakion and Rotom-W I've already provided a sufficient answer to it, and most Specially defensive Heatran do not carry Earth Power and so a boosted Zard can defeat a weakened Heatran late in the game if it somehow survives that long. This I feel allows me to get a second STAB that can finish off things that a boosted Earthquake would simply not do, running the risk of them finishing Zard off. Roost is there to aid Zard's survivability.
Skarmory (METARIDLEY) Leftovers Impish
252HP/252 Def/4 Speed
Stealth Rock
Defog
Roost
Brave Bird
The second MVP of the team and it's no doubt one of the sturdiest physical walls you can get. Again there is nothing too special with the EV's and nature but the moveset might raise a few eyebrows. Stealth Rock is preferred over Spikes simply to cripple a lot more pokemon that Spikes would, Defog clears the filed of opposing hazards once there hazard setter has been KO'd and greatly aids Zard to get rid of Stealth Rock. Roost heals Skarmory and finally Brave Bird over Whirlwind. Brave Bird I consider necessary in order to stop the likes of Mega Heracross and Mega Medicham from doing serious damage to the team. That and I feel that having a pokemon so open to Taunt isn't the best thing to do with all the Stallbreaker Mew's/Gliscor I see running about and I don't want to give up either hazards or the chance to support Charizard, which after all is the entire point of a core. As for Leftovers, I'm seriously considering running Rocky Helmet to punish physical attackers a bit more, at the cost of a bit of Skarmory's survivability.
Clefable (MOONPIE) Leftovers Bold Unaware
252 HP/252 Def/4 Sp Atack
Moonblast
Wish
Protect
Heal Bell
Ah Clefable how you've been blessed with two great abilities but I was in need of your ability to forget stat changers even exist. You might argue there are better clerics but I think Clefable has two key advantages over Chans/Bliss. One is of course Unaware, which stops setup pokemon dead, something that neither of the blobs can effectively do and secondly it's typing means that Skarmory can cover both of it's weaknesses, something that Skarm wasn't quite able to do with Blissey/Chansey at times. Moonblast is a great STAB move that allows me to muscle past Fighting/Dark/Bug/Dragon types without too much damage in the process (of course secondary typing dependent). Wish/Protect/Heal Bell can keep both Clefable and the team healthy when necessary.
Terrakion (HURTLOCKER) @Choice Scarf Jolly
252 Attack/252 Speed/4 Def
Close Combat
Stone Edge
X Scissor
Façade/Earthquake
There's a reason why "Terra" is part of Terrakion's name. Now with Aegislash gone, Terrakion can now see the light and become a force to be reckoned with again. Wearing a Choice Scarf it becomes nigh impossible to catch barring priority and provides a needed check to +1 Zard X, Zard Y, Heatran e.t.c. Close Combat/Stone Edge is a dangerous combination that can outright destroy frail sweepers and severely dent bulkier pokemon that are hit super effectively. X Scissor obliterates Celebi and also picks off weakened Latios/Latias, Alakazam and so on. The choice of the last move may be a bit of a surprise but I think in the event of Terrakion being burned without the chance to be healed, Façade can be used late game to finish off the opponents team but I think I might use Earthquake in order to be certain of a KO on Zard X rather than risk the "2 times out of ten" miss that could happen with Stone Edge. However, I not the biggest fan of being locked into Earthquake. It never usually works out to well for me at any stage of the game.

Rotom-W (CALGON) @Chesto Berry/Leftovers
248HP/216 Def/44 Speed
Volt Switch
Hydro Pump
Will-O-Wisp
Pain Split
"Washing Machine's live longer with Calgon." If you take my team to be a washing machine, then it's certainly true that Rotom-W keeps the team going. Whether it's spreading burns, taking out bulky ground types, Pain Splitting high HP defensive walls or providing momentum for the team it's always a constant nuisance. Chesto Berry is there so I can play dice with lead Breloom and hope I don't get critted and or 4-5 time Bullet Seed when going for the crippling burn. Volt Switch provides momentum/getting Wash out of tight spots, Hydro Pump is the main hard hitting STAB and Pain Split provides pseudo recovery.
Scizor (BULLETBUG) @Assault Vest Adamant
248 HP/112Attack/144 Sp Def
U-Turn
Bullet Punch
Knock Off
Superpower
It might surprise some people, but Assault Vest Scizor is massively underrated when compared to SP Def Mega Scizor but it works just as well, if not better. U-Turn can provide a volt-turn core with Rotom-W, Bullet Punch severely dents, or KO's Terrakion, a potential threat to Zard and also picks off weakened fairies not named Azumarill/Klefki. Knock Off I think is the superior option to Pursuit as I would rather have the opportunity to remove a potential threats item than play dice with Latios/Latias (who in my experience usually stay in on a potential pursuit anyway.) It also provides an almost KO on the Lati-Twins, which spells their doom when they're struck by the incoming Bullet Punch.
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