XY OU First RMT! Please give advice! (Megazard Y Team)

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Hi guys! So, I'm pretty new to Smogon, and this was my first go at creating a team! I hope you like it!
SEE COMMENTS FOR CHANGES!!!
The Pokemon
charizard-megay.gif
excadrill.gif
chansey.gif
salamence.gif
diggersby.gif
227.gif


The sets
mega_charizard_y__fractalius__by_demorite-d6rvbgf.jpg

Megazard Y Charizardite Y
Ability: Drought

EVs: 4 HP / 252 SpA / 252 Spe

Timid Nature

- Hidden Power [Ground]
- Fire Blast
- Solar Beam
- Focus Blast​

The EV Spread and Nature are the generic thing you'd see on a Megazard Y, but mine carries HP Ground as a sort of substitute to Earthquake which people are starting to use a lot, and these are my reasons why: you can use Timid, you can use the leftover 4 EVs for HP instead of using them on attack, and also, this:

252 SpA Mega Charizard Y Hidden Power Ground vs. 0 HP / 0 SpD Mega Charizard X: 176-208 (59.2 - 70%) -- guaranteed 2HKO

4 Atk Mega Charizard Y Earthquake vs. 0 HP / 0 Def Mega Charizard X: 136-162 (45.7 - 54.5%) -- 52.3% chance to 2HKO

See? HP Ground makes a lot more sense, and the rest of the moves are what you normally see on a Charizard Y.

530___doryuuzu_by_winter_freak-d357itk.jpg

Excadrill @ Life Orb
Ability: Mold Breaker

EVs: 4 HP / 252 Atk / 252 Spe

Adamant Nature

- Earthquake
- Swords Dance
- Rapid Spin
- Iron Head

All out attacker basically. Rapid Spin to get rid of SR for Charizard, Earthquake to kill everything, Swords Dance to make sure we're killing everything, and Iron Head for STAB. Life Orb just to deal that extra bit damage, though it can be annoying with Rapid Spin.

upload_2014-10-2_19-27-42.png

Chansey @ Eviolite
Ability: Natural Cure

EVs: 4 HP / 252 Def / 252 SpD

Bold Nature

- Heal Bell
- Soft Boiled
- Wish
- Seismic Toss

Basically your standard Wish-Passing Chansey set. Seismic Toss reliably chips away at opponents, wish basically fully restores the HP of another teammate, Soft Boiled to reliably heal itself, and Heal Bell to get rid of annoying burns especially on Excadrill and Diggersby and Toxic.

upload_2014-10-2_19-32-36.png

Salamence @ Lum Berry
Ability: Moxie

EVs: 252 Atk / 4 SpD / 252 Spe

Adamant Nature

- Earthquake
- Dragon Claw
- Dragon Dance
- Zen Headbutt

DD to set up, but when Moxie kicks in, this thing wrecks everything. Lum Berry to get rid of annoying statuses like Burn and Toxic. Dragon Claw for STAB, Zen Headbutt for coverage, and Earthquake because Earthquake.

pimpdiggersby_by_vaporotem-d6pbbmh.jpg

Diggersby Choice Band
Ability: Huge Power

Adamant Nature

EVs: 252 HP / 252 Atk / 4 Spe

- Earthquake
- Brick Break
- U-Turn
- Return

First lets do some maths. DIggersby has 232 Atk with 252 investment and positive nature. x2(Huge Power) and then x1.5 (Choice Band) equals 696 attack. I mean, WOW. It's main job is to nuke everything w/ EQ, and the other moves provide coverage and UT for getting out.

Skarmory_Evo_by_smellysocksaku.png

Skarmory @ Leftovers
Ability: Sturdy

EVs: 252 HP / 252 Def / 4 SpD

Bold Nature

- Roost
- Taunt
- Spikes
- Brave Bird

Basically spikes setter and Terrakion switch in. Standard set really, not much to say. Please tell me what you think of it in this team as this is my first team with skarmory!
Importable
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Ground]
- Fire Blast
- Solar Beam
- Focus Blast

Excadrill @ Life Orb
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Rapid Spin
- Iron Head

Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Brick Break
- U-turn
- Return

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Heal Bell
- Seismic Toss
- Wish
- Soft-Boiled

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Roost
- Taunt
- Spikes
- Brave Bird

Salamence @ Lum Berry
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Dragon Dance
- Zen Headbutt

Thanks guys! Hope you like it!
 
Last edited:
Nice team you have here WrathBringerV18. Here are some suggestions:

1. Remove the 4 HP from CharY and Excadrill as you want to be able to switch into SR 2 times with CharY and (i think) up to 4 times with Excadrill, but more so, to give Excadrill a Life Orb Number so that he can fire off up to 10 attacks (though this is almost impossible, but better to be prepared for all contingency and not need them than to falter due to a lack of preapration)

2. CharY needs Roost some replace HP Ground < Roost. Focus Blast delivers a 2HKO to CharX as well so overpreparing for it is not necessary.

3. Diggersby should run a Choice Scarf Set with 252 Spe instead of HP. He basically should be your revenge killer and therefore would benefit greatly from the additional speed scarf grants. Also, change Brick Break < Wild Charge to smack Keldeo and Azumarill.

4. Remove Salamence and Skarmory for the following:

Tyranitar @ Leftovers
EV: 248 HP / 252 Def / 8 SpD
Ability: Sandstream
Relaxed Nature
- Crunch
- Stealth Rock
- Pursuit
- Ice Beam


TTar provides Stealth Rock, Pursuit Trapping and a Bird Spam Check all in one neat package. To ignore this behemoth would just be fool-hardy.

Keldeo @ Salac Berry
EV: 8 HP / 248 SpA / 252 Spe
Ability: Justified
Timid Nature
- Hydro Pump
- Secret Sword
- Substitute
- Endeavor


Loves the fact tha CharY ANNIHILATES Bulky Water and Grass types, allowing Keldeo to sweep effortlessly once all counters have been removed. SebSalac is a classic strategy that gets a twist in the form of Endeavor to match HP Totals. The set welcomes TTar and CharY with open arms.

Let me know what you think. ^_^
 
Few things.

1. HP EVs on zard should be 0, so he can live 2 SR switch ins. HP EVs on the drill is fine since 362 is not devisable by 16 to get an integer.
2. Your team is pretty slow, with the quickest mon being a 100 Base Speed. I really think that most of your team can just be set up on and beat by notable threats like DD zard x and mag cores. So i really think you need a scarfer on that team. However, diggersby is a pretty awful scarfer since zard still outspeeds it at +1, so maybe a scarf chomp in its place.
3. Roost is better than hp ground on zard y for situational plays, and your zard x calc is pretty void since there is no reason for the zard x user to mega evolve vs a zard y, and like i stated previously, zard x eats you alive after 1 dd.
4. SD + rapid spin is pretty counter productive and not exactly useful at all, so i would say to ditch the spin completely and go for rock slide.
5. Mence is pretty bad in the meta atm, since there are soooo many checks to it, like thundy, chomp, lando t and i, slowbro, ferro etc. So i would ditch mence entirely and possibly try out a mew, as that has the option of SR, which brings me to my next part...
6. No hazards- i think hazards is pretty much essential to any good team. Without hazards, the opponent can pretty much freely switch out on you and fear no repercussions. This means that defensive and stall play styles will most likely 6-0 you. So fitting a mon with SR or even putting SR on the drill would help tremendously.
7. You are running taunt on the skarm, but you can't actually taunt anything of note. With no speed investment, pretty much any hazard setter is outspending you easily. Im not quite sure what the taunt is for, so you will need to either state it or make speed EVs to help that.

In regards to the recommendations to the person above me, ttar would be extremely useful as a lati@ trapper and a hazard setter. You can also set up the sand for the drill, who would be sand rush. Keldeo is a good choice, as ttar traps the lati check to it, but i wouldn't recommend that set on the basis that it is extremely situational and usual counters are either faster or have regen (slowbro). Also endeavour with the sand is too risky imo. Maybe a specs set would do better, or a sub cm set.
 
Rafael J. Feliciano I like your suggestions, but do you think a scarf diggersby w/o the extra band boost would be outclassed by a garchomp, scarf or not, like D3CON said? Also, your suggestions are nice, but with Zard Y on the team, they'd kinda mess it up, Tyranitar/Zard Y weather clash and Keldeo does bad under both weathers, taking damage from sandstream and it's water STAB being weakened by Sun... I don't know, cos for me having 2 weather setters on a team has never really been an option, but if you think it works well, I'll be happy to try it. Btw, do you have any suggestions apart from Sunstitute on keldeo, cos I always found Substitute kinda redundant.
D3CON But... But... Spikes...
I like your suggestions though, do you agree with the Ttar and Keldeo Sets Rafael has suggested? I'm just not sure how they would fit in with Drought. Also, w/ no RS, SR will murk Char Y.
 
Ok, I've decided. The replacements I'm making are as follows:

Garchomp>Diggersby :
Garchomp @ Choice Scarf
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Aqua Tail

Thanks D3CON for the suggestion. All the moves here are basically either STAB or coverage. Also, the ability probably tips you off that the next replacement is...

Tyranitar>Skarmory
Tyranitar @ Leftovers
EV: 248 HP / 252 Def / 8 SpD
Ability: Sandstream
Relaxed Nature
- Crunch
- Stealth Rock
- Pursuit
- Ice Beam

thanks Rafael J. Feliciano for this suggestion. Also thank you for suggesting...

Keldeo>Salamence
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Icy Wind
- Secret Sword
- Scald
- Hidden Power Flying

However as you can see, I opted for a Choice Specs set like D3CON suggested.

Thanks for the help guys!

Rafael J. Feliciano I like your suggestions, but do you think a scarf diggersby w/o the extra band boost would be outclassed by a garchomp, scarf or not, like D3CON said? Also, your suggestions are nice, but with Zard Y on the team, they'd kinda mess it up, Tyranitar/Zard Y weather clash and Keldeo does bad under both weathers, taking damage from sandstream and it's water STAB being weakened by Sun... I don't know, cos for me having 2 weather setters on a team has never really been an option, but if you think it works well, I'll be happy to try it. Btw, do you have any suggestions apart from Sunstitute on keldeo, cos I always found Substitute kinda redundant.
D3CON But... But... Spikes...
I like your suggestions though, do you agree with the Ttar and Keldeo Sets Rafael has suggested? I'm just not sure how they would fit in with Drought. Also, w/ no RS, SR will murk Char Y.

To answer your questions:

1. Yes Garchomp is the preferred Scarf Revenge Killer so I have no qualms about D3CON's suggestion.
2. TTar and CharY will also negate their respetive weather effects so the only people that would worry about this are your other mons.
3. Yes Keldeo DOES NOT LIKE Sand NOR Sun. BUTTTT..... Keldeo is a fighting type that resists Steel (please see: http://www.smogon.com/forums/threads/force-of-nature-an-in-depth-guide-to-zard-y.3501476/) and is a welcomed addition to the team thanks to ZardY annihaliate opposing Grass and Water Types. You can, of course, opt for Choice Specs as to avoid excessive recoil that Life Orb sets would accumulate while also not having your power neutered by Drought.

Overall, I'm glad that you've incorporated these suggestions and wish you luck in all your future battles.

If there is anything else you need help with, don't be afraid to ask. ^_^
 
One thing I would like to ask is do you think Sand Force Excadrill would be better? Because Earthquake and Iron Head (and maybe Rock Slide, replacing SD) would all benefit from Sandstream, but Mold Breaker pisses all over Rotom in any of its forms (except Fan which no one uses).
 
One thing I would like to ask is do you think Sand Force Excadrill would be better? Because Earthquake and Iron Head (and maybe Rock Slide, replacing SD) would all benefit from Sandstream, but Mold Breaker pisses all over Rotom in any of its forms (except Fan which no one uses).

This honestly is up to you.

Both Sand Rush and Mold Breaker have their merits.

If you were to ask me... I'd personally keep Mold Breaker because seeing how this is not a dedicated Sand Team, Sand Rush becomes somewhat situational.

Also, Lati@s can absorb all you attacks, barring adding Dragon Pulse like Ruyen suggested, however Excadrill can hammer either of them with EQ while also being able to eat anything they can dish out.

This is how I view this team and the its needs.

In the end, the final decision is up to you.

Let me know what you think.
 
Hello.
Your descriptions are too short to fit the RMT rules requirements.
I encourage you to PM me an updated version of this team with beefed up descriptions, and if you're new to this, join the Mentor Program. I'll be unlocking this thread after that.

Have a nice day.
 
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