A Charizard X team probably seems impossible to build when you run a bad set on it too.
Team Pokepals
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So, I really liked this core and how it fared against most team archetypes. So the core was pretty weak to physical threats, TankChomp was a nice addition to the team to check the likes of Bisharp, Talonflame, and get chip damage on threats like M-CharizardX and M-Altaria. Specs Keldeo looked like a really big threat now so AV Tornadus-T was added as a more than decent switch in to it and it checked things like M-Gardevoir, the Lati twins, and just gave the team a nice pivot in general. CM Manaphy was added because I felt like the team needed a Pokemon with offensive and defensive presence at the same time and also needed something to get off damage on a +1 M-ZardX / M-Altaria and have another check to Keldeo. It appreciates Pursuit-trapping from Bisharp so that it has an easier time against opposing teams and CM+Rest is a pretty cool set imo, and very underrated atm. Threats to the team are: M-CharizardX, DD M-Altaria, SubCM Keldeo, (Nasty Plot) Thundurus-I, and annoying stuff to the team include TankChomp and Rotom-W, hence I'd suggest trying out Ice Punch on Lopunny and SD on Bisharp. Enjoy :)
Everyone wish Halcyon. a happy birthday pls :3Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Power-Up Punch
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt
Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Iron Head
- Sucker Punch
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Dragon Tail
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Manaphy @ Leftovers
Ability: Hydration
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rain Dance
- Rest
- Scald
No, your request is already noted dw :)Do I need to copy-paste on the second page the core that I've posted before now that the team building shop is open again?
I mean what set isn't a bad set on Mega Latios? DD is outclassed, CM is outclassed by Latias, AoA is outclassed by LO Latios in power, and who uses Mega Lati as a Defogger lol. The only thing that isn't super outclassed is Lure with EQ. I just picked one set that looked sort of cool and tried to build with it.
Seriously though, literally the best set for Mega Latios is not using Mega Latios. I get that.
I might be taking this.oh ok nice
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Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
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Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Healing Wish
Pretty standard core, Latias can get hit by water type moves and can deal with threats such as keldeo and can also provide defog support for charizard.Charizard instead, can deal with fairy types and steel types for latias.It would be nice if someone could build a balanced team around this core.Thanks in advance
Note:If you think that the core is not that good I don't mind latias being replaced with something else, also take your time I don't mind waiting :).
Thanks a lot. I actually wanted a simple and boring team around a simple and boring core by the wayir0n
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Char-Y + Latias means I have two mons that love to be ScarfTar food, means I'm using Defog to remove hazards when I rather have Rapid Spin + Hazards to actually pressure the meta instead of relying solely on rock damage. So with that said you provided the most boring core in existence and as such I have provided you the most boring team I've made all week. Let's celebrate!Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Crunch
- Stone Edge
- Earthquake
- Pursuit
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Scald
- Psychic
- Recover
- Rapid Spin
Gengar @ Black Sludge
Ability: Levitate
EVs: 144 HP / 108 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Taunt
- Substitute
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 164 SpD / 4 Spe
Impish Nature
- Power Whip
- Thunder Wave
- Leech Seed
- Spikes
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 160 Def / 76 SpD / 24 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast / Toxic
- Stealth Rock
Back to reality. I wanted bulky Starmie cause as previously stated I think teams or at least balance ones function a whole lot better with hazards or some other aspect other than Stealth Rock for residual damage, Scald helps with players second guessing throwing out their Pursuit trappers. Gives the team a much needed Keldeo switch in as well while using Psychic for Defensive M-Venusaur, Rotom-W, and STAB to threaten Keldeo and other Psychic prone mons. Tank Chomp + Spikes Ferro is a pretty standard hazard + residual core to pressure contact attackers along with applying hazard pressure throughout the game. I think Fire Blast is better on this version to threaten Mega Scizor but if you play in a tournament or something to that degree I'd keep Toxic as an option for Mega Slowbro which is an underrated threat in the meta. Thunder Wave Ferro is for speed control seeing as how the team is primarily slow against most offense along with crippling predicted Zard switch ins. Timid Zard-Y so you're not Manaphy fodder and autolose to all the Base 100s running speed nature like M-Gardevoir after you get rocks damage. HexGar is more or less the Clefable check and stallbreaker on this team. Scarftar is scarftar, thought about using Weavile, but needed a secondary check to Talonflame and to an extent necessitated a Lati and switch in to stuff like M-Manectric. You can use a stronger Garchomp variant such as Attack and speed with Adamant nature, same item, but with Dragon Claw > Dragon Tail and Swords Dance over Fire Blast / Toxic to pressure mixed Clefable who like to switch into Chomp a lot.
Enjoy.
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First go around I wasn't focused enough on this project before and it showed in the final product; so I'll take more time when releasing these to make sure they're actually decent. The first thing I noticed about the original core of Alakazam and Mega Aero was that both pokemon have trouble dealing with steels. The ones that cause them the most problems are jirachi, bisharp, scizor, heatran, and ferrothorn. Since both are great at attracting steels Magnezone was added to trap them with magnet pull. I opted for Substitute + Life Orb Magnezone for more flexibility on offense and when trapping, to prevent it from being useless outside of trapping 1 or 2 steels. You have to make a couple double switches against most teams when you feel as though they might bring in their steel type (against zam, aero, or clef), but the team is built in such a way that this will be easily to accomplish. Chesnaught was added as a defensive stopper to physical steel types as well as other threats, it's a great defensive mon that can disrupt a lot of popular strategies thanks to its utility and typing. Chesnaught's Spikes help weaken walls, which is highly appreciated by mega aero and alakazam. I gave Chesnaught some investment in special defense to help against electrics. Rotom-W is a nuisance, so adding Wood Hammer over Spiky Shield or Leech Seed would probably help the team function a little better. Clefable was added to compliment Chesnaught and to pick up where it lacks defensively. Clefable also carries Stealth Rock > Flamethrower. I felt this was okay since the team has Magnezone to trap steels but if you would feel more comfortable using flamethrower, give Aero SR > Roost. I needed a reliable hazard remover so I added Starmie to the team since it has recovery and a great move (Reflect Type) that gives it a way of dealing with mon's that would otherwise counter it. Charizard X is annoying so it's best to switch aggressively when your opponent has a zard.Alakazam @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 108 Def / 148 SpD
Impish Nature
- Spikes
- Spiky Shield
- Drain Punch
- Synthesis
Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Aqua Tail
- Roost
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 32 Def / 224 Spe
Timid Nature
- Scald
- Reflect Type
- Rapid Spin
- Recover
Magnezone @ Life Orb
Ability: Magnet Pull
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon
- Substitute
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Soft-Boiled
- Calm Mind
iSuicune