VGC first try

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Nature: Timid
EVs: 252 SAtk/ 4 Sdef / 252 Spd
- Heat Wave
- Air slash
- SolarBeam
- Protect

Charizard has the highest damage output of this team. STAB sun boosted heat wave comes up as a great attack that makes up for the double damage-dispersion. solar has good coverage and because of the sunny day boost it can charge in one turn, this way char can take on water,ground and rock types that may present danger. i know most people use dragon pulse but i decided to add air slash for the sake of STAB and the flinch chance. meanwhile protect can buy turns so that his partner can remove the hinderance of the turn. his flying type also pairs well as a switch in to mamoswine's earthquake (or the enemy's for the matter) and his sunny day ability can bring the best of venusaur.

Venusaur @ Miracle Seed
Ability: Chlorophyll
Nature: Modest
EVs: 4 HP / 252 SAtk / 252 Spd
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

venusaur is pretty standard on the other hand, going with energy ball for the main stab attack instead of giga drain however as energy ball's extra damage can be usefull when in need of quickly taking out a troublesome enemy. sludge bomb is his second stab move in case grass is resisted and its the main team's anti-fairy attack. sleep powder comes as a good move but the 75% acuarcy may be risky. protect in case the enemy is packing some threat this turn. Modest ability seems right as the chlorophyll speed bonus can make up for it. venusaur is still quite capable but nos as fearsome without the sun boost, thats why he does not use solar beam.

Jolteon @ Magnet
Ability: Volt absorb
Nature: timid
EVs: 4 HP / 252 SAtk / 252 Spd
- shadow ball
- thunderbolt
- volt switch
- protect

Jolteon's job it to kill greninjas and talonflames and so far he's done a good job at that, jolteon here can survive brave bird and follow up with a ohko (magnet's bonus is enough to get this done). it has also managed to kill some aerodactyls and tornadus. shadow ball seems to be his next best special move and has some check for psychics and ghosts. volt switch can be used for higher momentum during the battle. has hidden power dragon...i think. volt absorb can act as a good swich in for greninja and charizard.

Greninja
Ability: Protean
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spd
- Acrobatics
- Waterfall
- U turn
- Mat block

Greninja supports with mat block and u turn can be used to reset that. he can also scout for electric types and change places with jolteon or mamoswine. acrobatics is his strongest move and check to fighting types. jolly nature increases the succes of mat block.

Mamoswine @ Focus Sash
Ability: Oblivious
Nature: Naughty
EVs: 252 HP / 252 Atk / 4 Spd
- ice shard
- earthquake
- icicle crash
- protect

Mamoswine can do some heavy damage with ice shard and earthquake and the focus sash and hp mostly make up for his speed. in case of trick room oponents icicle crash can do the trick. unfortunatly his ability does not see much use. mamoswine can check dragon types like garchomp,salamance mega sceptile and other flying troubles like the 3 onis(tornadus, thundurus, landorus)

Lucario @ Lucarite
Ability: inner focus
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spd
- bullet punch
- close combat
- crunch
- blaze kick

been thinking of switching him for mienshao but he does have good coverage and thanks to inner focus he can take on mega kanga before going mega. blaze kick benefits from sunny day. bullet punch can be a good coup de grace as well as taking out fairy types.
 
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Hello edwartexe , and welcome to Smogon!

Unfortunately, this RMT is currently not following the rules which can be found in the RMT Resource Thread; specifically, this thread violates rule #4, because you lack sufficient descriptions for each Pokemon on your team. As such, I am afraid that I will have to lock this thread for the time being. If you would like this thread to be reopened, feel free to PM me with your updated RMT, and I would be happy to reopen this thread for you. If you need help making an RMT up to the required standards, I recommend that you carefully read the RMT Resource Thread and check out other RMTs from the Team Showcase and RMT Archive for some examples.

Good luck with your team, and have a nice day!

EDIT: Reopened!
 
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Charizard: Char already outspeeds a lot, so I suggest a Modest nature. Feel free to ignore this if you're trying to outspeed something in particular. Air Slash also doesn't do much here, so I'd replace it with Overheat.
Venusaur: Holding a Miracle Seed doesn’t really do much, and with Drought up, it's not really neccessary. With Venusaur’s natural bulk, I suggest holding Leftovers. Or if you choose to go with my Scrafty suggestion below, you could choose to hold Venusaurite.
Jolteon: I would replace Magnet with Life Orb because of how much damage Jolteon can put out.
Greninja: Gunk Shot could work well over Waterfall.
Mamoswine: Thick Fat is a better ability on Mamoswine. This will cut Mamoswine's Fire-type weakness in half. You could also run Super Power or Rock Slide over Protect and and a Choice Scarf.
Lucario: I would suggest replacing this slot with Scrafty to give your team means of redirection. This will also give your team a better matchup against Trick Room and other speed control teams.
Scrafty @ Assault Vest
Ability: Intimidate
Careful Nature
EVs: 252 HP / 164 Atk / 92 SpD
- Fake Out
- Drain Punch
- Knock Off
- Protect / Ice Punch / Taunt
 
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Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Nature: Timid
EVs: 252 SAtk/ 4 Sdef / 252 Spd
- Heat Wave
- Air slash
- SolarBeam
- Protect

Charizard has the highest damage output of this team. STAB sun boosted heat wave comes up as a great attack that makes up for the double damage-dispersion. solar has good coverage and because of the sunny day boost it can charge in one turn, this way char can take on water,ground and rock types that may present danger. i know most people use dragon pulse but i decided to add air slash for the sake of STAB and the flinch chance. meanwhile protect can buy turns so that his partner can remove the hinderance of the turn. his flying type also pairs well as a switch in to mamoswine's earthquake (or the enemy's for the matter) and his sunny day ability can bring the best of venusaur.

Venusaur @ Miracle Seed
Ability: Chlorophyll
Nature: Modest
EVs: 4 HP / 252 SAtk / 252 Spd
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

venusaur is pretty standard on the other hand, going with energy ball for the main stab attack instead of giga drain however as energy ball's extra damage can be usefull when in need of quickly taking out a troublesome enemy. sludge bomb is his second stab move in case grass is resisted and its the main team's anti-fairy attack. sleep powder comes as a good move but the 75% acuarcy may be risky. protect in case the enemy is packing some threat this turn. Modest ability seems right as the chlorophyll speed bonus can make up for it. venusaur is still quite capable but nos as fearsome without the sun boost, thats why he does not use solar beam.

Jolteon @ Magnet
Ability: Volt absorb
Nature: timid
EVs: 4 HP / 252 SAtk / 252 Spd
- shadow ball
- thunderbolt
- volt switch
- protect

Jolteon's job it to kill greninjas and talonflames and so far he's done a good job at that, jolteon here can survive brave bird and follow up with a ohko (magnet's bonus is enough to get this done). it has also managed to kill some aerodactyls and tornadus. shadow ball seems to be his next best special move and has some check for psychics and ghosts. volt switch can be used for higher momentum during the battle. has hidden power dragon...i think. volt absorb can act as a good swich in for greninja and charizard.

Greninja
Ability: Protean
Nature: Jolly
EVs: 252 Atk / 4 Def / 252 Spd
- Acrobatics
- Waterfall
- U turn
- Mat block

Greninja supports with mat block and u turn can be used to reset that. he can also scout for electric types and change places with jolteon or mamoswine. acrobatics is his strongest move and check to fighting types. jolly nature increases the succes of mat block.

Mamoswine @ Focus Sash
Ability: Oblivious
Nature: Naughty
EVs: 252 HP / 252 Atk / 4 Spd
- ice shard
- earthquake
- icicle crash
- protect

Mamoswine can do some heavy damage with ice shard and earthquake and the focus sash and hp mostly make up for his speed. in case of trick room oponents icicle crash can do the trick. unfortunatly his ability does not see much use. mamoswine can check dragon types like garchomp,salamance mega sceptile and other flying troubles like the 3 onis(tornadus, thundurus, landorus)

Lucario @ Lucarite
Ability: inner focus
Nature: Adamant
EVs: 4 HP / 252 Atk / 252 Spd
- bullet punch
- close combat
- crunch
- blaze kick

been thinking of switching him for mienshao but he does have good coverage and thanks to inner focus he can take on mega kanga before going mega. blaze kick benefits from sunny day. bullet punch can be a good coup de grace as well as taking out fairy types.
Hey man that is a cool team you got there and I'm gonna try to make it better
Charizard- As hexmarie said Modest Charizard might be better here also given how frail your team is you may want a bulkier Zard. I will list a few examples below. Also as hexmarie said Overheat is a better option over Air Slash as Heat Wave hits most targets almost as hard anyway.
Venusaur- As someone who has little experiene with venusaur my advice may not be the best. I believe most Venusaurs run Life Orb/Focus Sash or if your team is quite rain weak go with Venusaurite I believe. Also I'm not sure about this but if using Venuaurite I think Giga Drain>Energy Ball is good but with Life Orb you could keep Energy Ball (?).
Jolteon- Just by looking at your team I see you have 0 speed control. A simple solution would be to change Jolteon to Thundurus, there isn't a really good reason to use Jolteon> Thundurus except for more speed which your team has and Fake Tears which you aren't even using. Now my suggestion below will be for an offensive Thundurus however a bulkier on might work as well. Thundurus also has Taunt which will help you against Trick Room which seems to be a bit of an issue atm. The spread is simple 252 SpA / 252 Spe / 4 SpD with a Timid nature and Thunderbolt, Hidden power Ice, Taunt, Thunder Wave. Also with Life Orb
Greninja-
Greninja honestly isn't very good under sun and maybe only works with some Pledge combo stuff. Now I agree with hexmaries suggestion of Scrafty so that means you lose your steel type, to replace it I've added Aegislash which also provides Wide Guard support. A simple spread of 252 HP / 100 SpA / 156 SpD with a Quiet nature holding a Weakness Policy should work here.

For the last two mons basically what hexmarie said is good.

Charizard @ Charizardite Y
Ability: Blaze
EVs: 220 HP / 148 Def / 4 SpA / 12 SpD / 124 Spe
Level: 50
Modest Nature
- Heat Wave
- Solar Beam
- Overheat
- Protect

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Level: 50
Timid Nature
- Thunderbolt
- Hidden Power Ice
- Taunt
- Thunder Wave

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 100 SpA / 156 SpD
Level: 50
Quiet Nature
0 Spe IVs
- Shadow Ball
- King's Shield
- Flash Cannon
- Wide Guard
 
i guess i did got overboard with trying to outspeed everything. ok so:
revision
charizard: i just looked up and it seems overheat does do more damage than air slash in most cases, tempting but there are 2 issues with using overheat. 1) it decreases coverage and makes him prey to flash fire switch ins [this could work if his partner has support to make up for it] and 2) after 1 use he wont be able to do much damage, if i add overheat it'll be the emergency-button.
regarding his nature, timid outspeeds excadrill, landorus,lucario and kanga; however might as well change it because landorus rarely uses something other than scarf, and kanga has fake out

Venusaur: as he runs a sun sweep set, his mega form might not be as tanky. however the life orb+giga drain combo may work, its just that energy balls does a lot more inmediate damage; also i cant have 2 with life orb so its venusaur or jolteon

Jolteon: i can't replace him for thundurus. jolteon's speed and thunderbolt take down lots of stuff. perhaps i shall give him life orb. should i switch shadow ball for signal beam?

Mamoswine: yeah im working on changing his ability, i never liked scarfs and without focus sash he could be taken down by faster scarfers(even with scarf mamoswine aint as fast as rock slide aerodactyl or landorus) or priority users(conkeldur match punch). asault vest + rock slide seems like a better option to consider

Greninja: i forgot about the new move tutors gunk shot might work. scrafty's wide ward might also decrease the need for mat block. talking about that he can learn ice punch now, that may increase his value
aegislash: maybe but wont leftovers be better for him instead of weakness policy?

I shall take the scrafty suggestion of hexmarie
Lucario:
scrafty: working on it

still thinking about charizard

Venusaur @ leftovers
Ability: Chlorophyll
Nature: Modest
EVs: 4 HP / 252 SAtk / 252 Spd
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

Jolteon @ life orb
Ability: Volt absorb
Nature: timid
EVs: 4 HP / 252 SAtk / 252 Spd
- signal beam
- thunderbolt
- volt switch
- protect

mamoswine seems fine

Scrafty @ Assault Vest
Ability: Intimidate
Careful Nature
EVs: 252 HP / 164 Atk / 92 SpD
- Fake Out
- Drain Punch
- Knock Off
- Protect / Ice Punch / Taunt

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 100 SpA / 156 SpD
Level: 50
Quiet Nature
0 Spe IVs
- Shadow Ball
- King's Shield
- Flash Cannon
- Wide Guard
 
To be honest, if you are worried about being walled by Heatran, you could use Hidden Power Ground over Overheat. Hidden Power Ground allows you to hit Heatran 4x effectively. So you could use a set like this:

Charizard @ Charizardite Y
Ability: Blaze
Level: 50
Shiny: Yes
EVs: 188 HP / 44 Def / 116 SpA / 4 SpD / 156 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Solar Beam
- Heat Wave
- Protect
- Hidden Power [Ground]
I also optimized your EVs to be more bulky because atm, your cookie cutter EV Spread isn't gonna work that well. Here is what it does:
Offensive
116+ SpA Mega Charizard Y Overheat vs. 12 HP / 4 SpD Landorus-T in Sun: 232-274 (139.7 - 165%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 92 HP / 0 SpD Sylveon in Sun: 157-186 (86.2 - 102.1%) -- 12.5% chance to OHKO

116+ SpA Mega Charizard Y Solar Beam vs. 196 HP / 12 SpD Azumarill: 190-224 (95 - 112%) -- 68.8% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 0 SpD Talonflame in Sun: 131-155 (85.6 - 101.3%) -- 12.5% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 4 SpD Thundurus in Sun: 232-274 (150.6 - 177.9%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 212 HP / 20 SpD Mega Kangaskhan in Sun: 192-226 (92.7 - 109.1%) -- 56.3% chance to OHKO

116+ SpA Mega Charizard Y Heat Wave vs. 0 HP / 4 SpD Mega Manectric in Sun: 127-150 (87.5 - 103.4%) -- 25% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 4 SpD Mega Manectric in Sun: 232-274 (160 - 188.9%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 4 HP / 0 SpD Mega Lopunny in Sun: 204-240 (144.6 - 170.2%) -- guaranteed OHKO

Defensive
252+ Atk Landorus-T Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 176-208 (99.4 - 117.5%) -- 87.5% chance to OHKO (this shouldn't matter because it should either Protect, switch out, or have Wide Guard up against Landorus)

252+ Atk Huge Power Azumarill Aqua Jet vs. 188 HP / 44 Def Mega Charizard Y in Sun: 48-56 (27.1 - 31.6%) -- guaranteed 4HKO

252+ Atk Huge Power Azumarill Waterfall vs. 188 HP / 44 Def Mega Charizard Y in Sun: 96-114 (54.2 - 64.4%) -- guaranteed 2HKO

252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 188 HP / 4 SpD Mega Charizard Y: 48-57 (27.1 - 32.2%) -- guaranteed 4HKO

252+ SpA Choice Specs Sylveon Shadow Ball vs. 188 HP / 4 SpD Mega Charizard Y: 60-71 (33.8 - 40.1%) -- guaranteed 3HKO

252+ SpA Choice Specs Sylveon Psyshock vs. 188 HP / 44 Def Mega Charizard Y: 78-92 (44 - 51.9%) -- 14.1% chance to 2HKO

252+ Atk Life Orb Talonflame Brave Bird vs. 188 HP / 44 Def Mega Charizard Y: 125-148 (70.6 - 83.6%) -- guaranteed 2HKO

252 SpA Thundurus Thunderbolt vs. 188 HP / 4 SpD Mega Charizard Y: 134-158 (75.7 - 89.2%) -- guaranteed 2HKO

252 SpA Mega Manectric Thunderbolt vs. 188 HP / 4 SpD Mega Charizard Y: 140-168 (79 - 94.9%) -- guaranteed 2HKO

252 SpA Mega Manectric Overheat vs. 188 HP / 4 SpD Mega Charizard Y in Sun: 51-60 (28.8 - 33.8%) -- 0.8% chance to 3HKO

252 Atk Mega Lopunny Return vs. 188 HP / 44 Def Mega Charizard Y: 105-124 (59.3 - 70%) -- guaranteed 2HKO

252 Atk Parental Bond Mega Kangaskhan Return vs. 188 HP / 44 Def Mega Charizard Y: 148-175 (83.6 - 98.8%) -- guaranteed 2HKO
 
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i guess i did got overboard with trying to outspeed everything. ok so:
revision
charizard: i just looked up and it seems overheat does do more damage than air slash in most cases, tempting but there are 2 issues with using overheat. 1) it decreases coverage and makes him prey to flash fire switch ins [this could work if his partner has support to make up for it] and 2) after 1 use he wont be able to do much damage, if i add overheat it'll be the emergency-button.
regarding his nature, timid outspeeds excadrill, landorus,lucario and kanga; however might as well change it because landorus rarely uses something other than scarf, and kanga has fake out

Venusaur: as he runs a sun sweep set, his mega form might not be as tanky. however the life orb+giga drain combo may work, its just that energy balls does a lot more inmediate damage; also i cant have 2 with life orb so its venusaur or jolteon

Jolteon: i can't replace him for thundurus. jolteon's speed and thunderbolt take down lots of stuff. perhaps i shall give him life orb. should i switch shadow ball for signal beam?

Mamoswine: yeah im working on changing his ability, i never liked scarfs and without focus sash he could be taken down by faster scarfers(even with scarf mamoswine aint as fast as rock slide aerodactyl or landorus) or priority users(conkeldur match punch). asault vest + rock slide seems like a better option to consider

Greninja: i forgot about the new move tutors gunk shot might work. scrafty's wide ward might also decrease the need for mat block. talking about that he can learn ice punch now, that may increase his value
aegislash: maybe but wont leftovers be better for him instead of weakness policy?

I shall take the scrafty suggestion of hexmarie
Lucario:
scrafty: working on it

still thinking about charizard

Venusaur @ leftovers
Ability: Chlorophyll
Nature: Modest
EVs: 4 HP / 252 SAtk / 252 Spd
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

Jolteon @ life orb
Ability: Volt absorb
Nature: timid
EVs: 4 HP / 252 SAtk / 252 Spd
- signal beam
- thunderbolt
- volt switch
- protect

mamoswine seems fine

Scrafty @ Assault Vest
Ability: Intimidate
Careful Nature
EVs: 252 HP / 164 Atk / 92 SpD
- Fake Out
- Drain Punch
- Knock Off
- Protect / Ice Punch / Taunt

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 100 SpA / 156 SpD
Level: 50
Quiet Nature
0 Spe IVs
- Shadow Ball
- King's Shield
- Flash Cannon
- Wide Guard
Aegislash is very bulky and can get a free Weakness Policy boost from weak attacks like Sylveon Shadow Ball or Snarl. Once the Weakness Policy triggers few mons can live your attacks. People only use Leftovers on Substitute sets which let you gain HP after losing sub health, Wide Guard helps your team alot so you definitley want that. Also can you please elaborate why you are using Jolteon> Thundurus, if the problem is that you can't get a Thundurus in game I would be happy to get you a copy. Lastly I definitley agree with TheHoodedGamer's suggestion of HP Ground.
 
To be honest, if you are worried about being walled by Heatran, you could use Hidden Power Ground over Overheat. Hidden Power Ground allows you to hit Heatran 4x effectively. So you old use a set like this:

Charizard @ Charizardite Y
Ability: Blaze
Level: 50
Shiny: Yes
EVs: 188 HP / 44 Def / 116 SpA / 4 SpD / 156 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Solar Beam
- Heat Wave
- Protect
- Hidden Power [Ground]

Really like that bulky spread, its very well made :)
Just want to point out that it survives a return from jolly kangaskhan as well as all those other benchmarks:

252 Atk Parental Bond Mega Kangaskhan Return vs. 188 HP / 44 Def Mega Charizard Y: 148-175 (83.6 - 98.8%) -- guaranteed 2HKO

Also, tailwind on charizard might be a nice option for speed control that sash mamoswine would really appreciate, would work really well with intimidate+fake out support from scrafty. If you want to use tailwind, i recommend running 156 SpA and 116 Spe, as you outspeed breloom before tailwind and you generally hit harder.
(Changes)
still thinking about charizard

Venusaur @ leftovers
Ability: Chlorophyll
Nature: Modest
EVs: 4 HP / 252 SAtk / 252 Spd
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

Jolteon @ life orb
Ability: Volt absorb
Nature: timid
EVs: 4 HP / 252 SAtk / 252 Spd
- signal beam
- thunderbolt
- volt switch
- protect

mamoswine seems fine

Scrafty @ Assault Vest
Ability: Intimidate
Careful Nature
EVs: 252 HP / 164 Atk / 92 SpD
- Fake Out
- Drain Punch
- Knock Off
- Protect / Ice Punch / Taunt

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 100 SpA / 156 SpD
Level: 50
Quiet Nature
0 Spe IVs
- Shadow Ball
- King's Shield
- Flash Cannon
- Wide Guard
without greninja, your current team gains a weakness to fire/water attacks, and its matchup against heatran is a little shaky, so i would strongly suggest that you switch jolteon for Rotom-wash. Rotom-wash is always a great choice for sun teams, as it improves the matchup versus many pokemon such as heatran, terrakion, landorus-t and many more of the biggest threats to charizard. It would also improve this team's earthquake synergy, and would mean the team has no open weaknesses at all. It's also a pretty viable alternative to thundurus if you also run tailwind on charizard

Recommended Set:

479-wash.gif


Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

this spread survives a modest 252 SpA solarbeam from charizard and ohkos 4/252/252 talonflame with thunderbolt. The rest of the EVs are distributed into Spe and Def (speed creeps other rotom-w)

If you want to run focus sash mamoswine (btw i dont suggest assault vest, you have no access to protect and on that front, scarf mamoswine would be better) run an adamant nature instead of naughty, as naughty wastes a lot of special bulk, and put the heavy HP investment into speed because focus sash already guarantees that you will survive a hit.

Recommended Set:

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide / Ice Shard
- Icicle Crash / Ice Shard
- Protect

In my opinion, in this metagame choice scarf mamoswine is the better choice here, as not only do you get a fast mode option with charizard, you can outspeed and OHKO the most common (Adamant 252 Spe) scarf landorus-t with jolly nature mamoswine, giving it the edge over other scarfers in sun because of this improved matchup.

Recommended Scarf Set:

Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard/Superpower


(just a note, dont run protect/taunt on assault vest scrafty)

collectively, this is my recommended team:
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 188 HP / 44 Def / 152 SpA / 8 SpD / 116 Spe (156 SpA / 4 SpD if not HP Ground)
Modest Nature
IVs: 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground] / Tailwind
- Protect

Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard

Venusaur @ Focus Sash/Venusaurite
Ability: Chlorophyll
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe (Focus Sash/Life Orb) 156 HP / 252 HP / 100 Spe (Venusaurite - if anyone has a better spread that works for both sun sweeper and mega please share)
Modest Nature
- Energy Ball
- Sludge Bomb
- Sleep Powder (Another trick room check) / Hidden Power [Ice]
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

Aegislash @ Weakness Policy/Leftovers
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Scrafty @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 164 Atk / 92 SpD
Careful Nature
- Fake Out
- Knock Off
- Drain Punch
- Ice Punch / Snarl
 
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Really like that bulky spread, its very well made :)
Just want to point out that it survives a return from jolly kangaskhan as well as all those other benchmarks:

252 Atk Parental Bond Mega Kangaskhan Return vs. 188 HP / 44 Def Mega Charizard Y: 148-175 (83.6 - 98.8%) -- guaranteed 2HKO

Also, tailwind on charizard might be a nice option for speed control that sash mamoswine would really appreciate, would work really well with intimidate+fake out support from scrafty. If you want to use tailwind, i recommend running 156 SpA and 116 Spe, as you outspeed breloom before tailwind and you generally hit harder.

without greninja, your current team gains a weakness to fire/water attacks, and its matchup against heatran is a little shaky, so i would strongly suggest that you switch jolteon for Rotom-wash. Rotom-wash is always a great choice for sun teams, as it improves the matchup versus many pokemon such as heatran, terrakion, landorus-t and many more of the biggest threats to charizard. It would also improve this team's earthquake synergy, and would mean the team has no open weaknesses at all.

Recommended Set:

479-wash.gif


Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

this spread survives a modest 252 SpA solarbeam from charizard and ohkos 4/252/252 talonflame with thunderbolt. The rest of the EVs are distributed into Spe and Def (speed creeps other rotom-w)

If you want to run focus sash mamoswine (btw i dont suggest assault vest, you have no access to protect and on that front, scarf mamoswine would be better) run an adamant nature instead of naughty, as naughty wastes a lot of special bulk, and put the heavy HP investment into speed because focus sash already guarantees that you will survive a hit.

Recommended Set:

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide / Ice Shard
- Icicle Crash / Ice Shard
- Protect

In my opinion, in this metagame choice scarf mamoswine is the better choice here, as not only do you get a fast mode option with charizard, you can outspeed and OHKO the most common (Adamant 252 Spe) scarf landorus-t with jolly nature mamoswine, giving it the edge over other scarfers in sun because of this improved matchup.

Recommended Scarf Set:

Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard/Superpower


(just a note, dont run protect/taunt on assault vest scrafty)

collectively, this is my recommended team:
Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 188 HP / 44 Def / 152 SpA / 8 SpD / 116 Spe (156 SpA / 4 SpD if not HP Ground)
Modest Nature
IVs: 30 SpA / 30 SpD
- Heat Wave
- Solar Beam
- Hidden Power [Ground] / Tailwind
- Protect

Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard

Venusaur @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Sludge Bomb
- Sleep Powder (Another trick room check)
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

Aegislash @ Weakness Policy/Leftovers
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Scrafty @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 164 Atk / 92 SpD
Careful Nature
- Fake Out
- Knock Off
- Drain Punch
- Ice Punch / Snarl
Ya Rotom-W and Tailwind Zard is a pretty cool option.
 
To be honest, if you are worried about being walled by Heatran, you could use Hidden Power Ground over Overheat. Hidden Power Ground allows you to hit Heatran 4x effectively. So you could use a set like this:

Charizard @ Charizardite Y
Ability: Blaze
Level: 50
Shiny: Yes
EVs: 188 HP / 44 Def / 116 SpA / 4 SpD / 156 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Solar Beam
- Heat Wave
- Protect
- Hidden Power [Ground]
I also optimized your EVs to be more bulky because atm, your cookie cutter EV Spread isn't gonna work that well. Here is what it does:
Offensive
116+ SpA Mega Charizard Y Overheat vs. 12 HP / 4 SpD Landorus-T in Sun: 232-274 (139.7 - 165%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 92 HP / 0 SpD Sylveon in Sun: 157-186 (86.2 - 102.1%) -- 12.5% chance to OHKO

116+ SpA Mega Charizard Y Solar Beam vs. 196 HP / 12 SpD Azumarill: 190-224 (95 - 112%) -- 68.8% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 0 SpD Talonflame in Sun: 131-155 (85.6 - 101.3%) -- 12.5% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 4 SpD Thundurus in Sun: 232-274 (150.6 - 177.9%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 212 HP / 20 SpD Mega Kangaskhan in Sun: 192-226 (92.7 - 109.1%) -- 56.3% chance to OHKO

116+ SpA Mega Charizard Y Heat Wave vs. 0 HP / 4 SpD Mega Manectric in Sun: 127-150 (87.5 - 103.4%) -- 25% chance to OHKO

116+ SpA Mega Charizard Y Overheat vs. 0 HP / 4 SpD Mega Manectric in Sun: 232-274 (160 - 188.9%) -- guaranteed OHKO

116+ SpA Mega Charizard Y Overheat vs. 4 HP / 0 SpD Mega Lopunny in Sun: 204-240 (144.6 - 170.2%) -- guaranteed OHKO

Defensive
252+ Atk Landorus-T Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 176-208 (99.4 - 117.5%) -- 87.5% chance to OHKO (this shouldn't matter because it should either Protect, switch out, or have Wide Guard up against Landorus)

252+ Atk Huge Power Azumarill Aqua Jet vs. 188 HP / 44 Def Mega Charizard Y in Sun: 48-56 (27.1 - 31.6%) -- guaranteed 4HKO

252+ Atk Huge Power Azumarill Waterfall vs. 188 HP / 44 Def Mega Charizard Y in Sun: 96-114 (54.2 - 64.4%) -- guaranteed 2HKO

252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 188 HP / 4 SpD Mega Charizard Y: 48-57 (27.1 - 32.2%) -- guaranteed 4HKO

252+ SpA Choice Specs Sylveon Shadow Ball vs. 188 HP / 4 SpD Mega Charizard Y: 60-71 (33.8 - 40.1%) -- guaranteed 3HKO

252+ SpA Choice Specs Sylveon Psyshock vs. 188 HP / 44 Def Mega Charizard Y: 78-92 (44 - 51.9%) -- 14.1% chance to 2HKO

252+ Atk Life Orb Talonflame Brave Bird vs. 188 HP / 44 Def Mega Charizard Y: 125-148 (70.6 - 83.6%) -- guaranteed 2HKO

252 SpA Thundurus Thunderbolt vs. 188 HP / 4 SpD Mega Charizard Y: 134-158 (75.7 - 89.2%) -- guaranteed 2HKO

252 SpA Mega Manectric Thunderbolt vs. 188 HP / 4 SpD Mega Charizard Y: 140-168 (79 - 94.9%) -- guaranteed 2HKO

252 SpA Mega Manectric Overheat vs. 188 HP / 4 SpD Mega Charizard Y in Sun: 51-60 (28.8 - 33.8%) -- 0.8% chance to 3HKO

252 Atk Mega Lopunny Return vs. 188 HP / 44 Def Mega Charizard Y: 105-124 (59.3 - 70%) -- guaranteed 2HKO

252 Atk Parental Bond Mega Kangaskhan Return vs. 188 HP / 44 Def Mega Charizard Y: 148-175 (83.6 - 98.8%) -- guaranteed 2HKO

yes hidden power ground seems like a better option that overheat or air slash. as for the spread, your 4 points in SpD are going unused as he can survive mega manetric's thunderbolt even with 0 there. as for the speed, seems a bit peculiar, what threats can i outspeed with 140 speed(as in the resulting speed stat, not the ev spread) at level 50?
 
yes hidden power ground seems like a better option that overheat or air slash. as for the spread, your 4 points in SpD are going unused as he can survive mega manetric's thunderbolt even with 0 there. as for the speed, seems a bit peculiar, what threats can i outspeed with 140 speed(as in the resulting speed stat, not the ev spread) at level 50?
The 4 SpD EVs are just there because they are left over from the rest of the spread basically, so theyre put in special defense, and 140 Speed outspeeds smeargle, mega tyranitar and some other threats that imo are quite rare, i would suggest putting some EVs into SpA, and to outspeed max spe breloom who is the next big-ish threat to charizard with spore etc, thats 116 EVs in speed :)
 
Oh wait i see what you mean, with the IVs for hidden power ground 31/x/31/30/30/31, the 4 EVs in SpD wont have any effect, i would recommend the spread:
188 HP / 44 Def / 152 SpA / 8 SpD / 116 Spe

These are pokemon that you outspeed with 116 Spe
Base 70 max spe (no boosts)
Mega Swampert, Politoed, Ludicolo, Bisharp, Magneton, Breloom, Metagross, Hitmontop

These are with 156 EVs
139 Smeargle, Mega Scizor, Mega Heracross, Mega Banette, Florges, Absol, KlefkiPositive252075
138Rotom-ANeutral252086
137Kingdra, Heracross, Toxicroak, Nidoking, Pinsir, Suicune, CresseliaNeutral252085
137MalamarPositive252073
136WhimsicottNeutral00116
135Mega TyranitarPositive252071

Sorry about the terrible formatting
 
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The 4 SpD EVs are just there because they are left over from the rest of the spread basically, so theyre put in special defense, and 140 Speed outspeeds smeargle, mega tyranitar and some other threats that imo are quite rare, i would suggest putting some EVs into SpA, and to outspeed max spe breloom who is the next big-ish threat to charizard with spore etc, thats 116 EVs in speed :)
oh allright, i dont think mega tyranitar can be a problem considering i have venusaur and other checks. besides being faster than mega tyranitar means the weather changes to sand at the end if both were to enter the field at the same time, in weather wars the slower one wins.
 
Exactly, although smeargle is sort of a relevant threat, although venusaur can handle it most of the time with sleep powder to put it out of action, so can fake out+heat wave. Whats your opinion on rotom wash<jolteon?
 
Exactly, although smeargle is sort of a relevant threat, although venusaur can handle it most of the time with sleep powder to put it out of action, so can fake out+heat wave. Whats your opinion on rotom wash<jolteon?
im a bit biased cuz i like jolteon and his speed has saved me many times on past battles ^u^. but wash rotom does seem like a good recomendation considering earthquake is a problem for jolteon.
gosh i think char does not have hidden power ground...i'll have to train another one what a drag
 
im a bit biased cuz i like jolteon and his speed has saved me many times on past battles ^u^. but wash rotom does seem like a good recomendation considering earthquake is a problem for jolteon.
gosh i think char does not have hidden power ground...i'll have to train another one what a drag
I wish i had a HP ground charizard i could give you...
If not, overheat and tailwind are both very good options, and rotom wash beats heatran so i guess thats a plus if you choose him over jolteon :)
Btw this is the type chart with rotom wash
http://www.eggyemporium.com/tools/teambuilder/?6|3|473|479w|681|560
0 open weaknesses
Personal preferences arent always the best choices for teams imo, but its completely up to you really what you choose
 
Another point i would like to make is that without tailwind or mega venusaur, scrafty has no real purpose on this team other than type synergy and general support/bulk. Aegislash takes up the role of trick room counter. A better choice would be terrakion, who improves the matchup versus smeargle with lum berry/double kick and gives the team a means of fast and fluid offense. However if you do run tailwind etc then scrafty is the better pick, and if you cant get a terrakion, then im sure someones willing to trade you one in the whole of the smogon community.

Just run a pretty simple set:

Terrakion @ Lum Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Double-Kick
- Protect
 
Another point i would like to make is that without tailwind or mega venusaur, scrafty has no real purpose on this team other than type synergy and general support/bulk. Aegislash takes up the role of trick room counter. A better choice would be terrakion, who improves the matchup versus smeargle with lum berry/double kick and gives the team a means of fast and fluid offense. However if you do run tailwind etc then scrafty is the better pick, and if you cant get a terrakion, then im sure someones willing to trade you one in the whole of the smogon community.

Just run a pretty simple set:

Terrakion @ Lum Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Double-Kick
- Protect
indeed char has poison type hp. breeding for hp has always been complicated, so i guess i'll give him overheat after all
how bout giving terraquion(terrakion?) quick guard and that way aegislash will be free to add another attack, maybe shadow sneak?
 
indeed char has poison type hp. breeding for hp has always been complicated, so i guess i'll give him overheat after all
how bout giving terraquion(terrakion?) quick guard and that way aegislash will be free to add another attack, maybe shadow sneak?
No wide guard is the main reason aegislash is on this team, i strongly recommend you keep it on aegislash. It means that charizard doesn't lose to rock slide so that you can win easily against landorus-t with charizard/aegislash as well as having mamoswine, as well as having a better matchup against all other spread attackers. Quick guard on terrakion only stops priority attacks, so i guess it improves the team's matchup vs thundurus, so you could give it quick guard (it's completely viable), but never remove wide guard from aegislash as they fulfill completely different roles.

Also if you're not running tailwind on charizard, i would suggest that you swap terrakion for something that has a means of speed control. On a fast team like this, i suggest running a thunder wave or icy wind user. A fantastic example is cresselia. I think it was Scott Glaza who came up with the idea of running Rocky Helmet+Moonlight+Thunder Wave/Icy Wind Cresselia with charizard, but it absolutely destroys rain teams, and next to charizard, cresselia boosts its consistency by a mile with both speed control and with moves like helping hand.

Sample Sets:

charizard-mega-y.png

Charizard @ Charizardite Y
Ability: Blaze
EVs: 188 HP / 44 Def / 84 SpA / 4 SpD / 188 Spe
Modest Nature
- Heat Wave
- Overheat
- Solar Beam
- Protect

- 188 Speed guarantees that you outspeed adamant scarf landorus-t after an icy wind
- same defensive investment as before
(252 Atk Garchomp Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 148-176 (83.6 - 99.4%) -- guaranteed 2HKO)
(252 Atk Mamoswine Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 148-176 (83.6 - 99.4%) -- guaranteed 2HKO), rest in SpA
- 84 SpA with modest nature hits what is collectively known as a 'bump', where charizard special attack stat at level 50 increases by 2 points instead of 1 from 80 SpA to 84 SpA (in terms of stat numbers, charizards SpA at 80 SpA is 207, and at 84 SpA it's at 209, which is a very efficient way of distributing EVs)
cresselia.png

Cresselia @ Rocky Helmet
Ability: Levitate
EVs: 220 HP / 172 Def / 4 SpA / 92 SpD / 20 Spe
Calm Nature
- Psychic/Hidden Power [Ground] (helps vs heatran)
- Icy Wind/Thunder Wave (Icy wind is more effective vs lando-t, TW is more effective vs rain)
- Helping Hand/Ice Beam (Ice Beam if you use thunder wave on same set, having two ice moves isn't a good plan)
- Moonlight (recovers 75% HP in sun)

- survives 3 LO talonflame brave birds
- outspeeds 4 Spe rotom-w by one point
- survives knock off from life orb adamant bisharp

So to recap, these are my recommendations:
Without Tailwind (my personal favourite choice here):

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 188 HP / 44 Def / 84 SpA / 4 SpD / 188 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Overheat
- Protect

Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard

Venusaur @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Cresselia @ Rocky Helmet
Ability: Levitate
Level: 50
EVs: 220 HP / 172 Def / 4 SpA / 92 SpD / 20 Spe
Calm Nature
- Psychic/Hidden Power [Ground]
- Icy Wind/Thunder Wave
- Helping Hand/Ice Beam
- Moonlight


With Tailwind:

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 188 HP / 44 Def / 156 SpA / 4 SpD / 116 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Tailwind
- Protect

Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard

Venusaur @ Venusaurite (Works better with scrafty as a counter to rain)
Ability: Chlorophyll
Level: 50
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Scrafty @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 164 Atk / 92 SpD
Careful Nature
- Fake Out
- Knock Off
- Drain Punch
- Ice Punch

With all this in mind, what are you willing to do with your team?
 
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No wide guard is the main reason aegislash is on this team, i strongly recommend you keep it on aegislash. It means that charizard doesn't lose to rock slide so that you can win easily against landorus-t with charizard/aegislash as well as having mamoswine, as well as having a better matchup against all other spread attackers. Quick guard on terrakion only stops priority attacks, so i guess it improves the team's matchup vs thundurus, so you could give it quick guard (it's completely viable), but never remove wide guard from aegislash as they fulfill completely different roles.

Also if you're not running tailwind on charizard, i would suggest that you swap terrakion for something that has a means of speed control. On a fast team like this, i suggest running a thunder wave or icy wind user. A fantastic example is cresselia. I think it was Scott Glaza who came up with the idea of running Rocky Helmet+Moonlight+Thunder Wave/Icy Wind Cresselia with charizard, but it absolutely destroys rain teams, and next to charizard, cresselia boosts its consistency by a mile with both speed control and with moves like helping hand.

Sample Sets:

charizard-mega-y.png

Charizard @ Charizardite Y
Ability: Blaze
EVs: 188 HP / 44 Def / 84 SpA / 4 SpD / 188 Spe
Modest Nature
- Heat Wave
- Overheat
- Solar Beam
- Protect

- 188 Speed guarantees that you outspeed adamant scarf landorus-t after an icy wind
- same defensive investment as before
(252 Atk Garchomp Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 148-176 (83.6 - 99.4%) -- guaranteed 2HKO)
(252 Atk Mamoswine Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 148-176 (83.6 - 99.4%) -- guaranteed 2HKO), rest in SpA
- 84 SpA with modest nature hits what is collectively known as a 'bump', where charizard special attack stat at level 50 increases by 2 points instead of 1 from 80 SpA to 84 SpA (in terms of stat numbers, charizards SpA at 80 SpA is 207, and at 84 SpA it's at 209, which is a very efficient way of distributing EVs)
cresselia.png

Cresselia @ Rocky Helmet
Ability: Levitate
EVs: 220 HP / 172 Def / 4 SpA / 92 SpD / 20 Spe
Calm Nature
- Psychic
- Icy Wind/Thunder Wave (Icy wind is more effective vs lando-t, TW is more effective vs rain)
- Helping Hand/Ice Beam (Ice Beam if you use thunder wave on same set, having two ice moves isn't a good plan)
- Moonlight (recovers 75% HP in sun)

- survives 3 LO talonflame brave birds
- outspeeds 4 Spe rotom-w by one point
- survives knock off from life orb adamant bisharp

So to recap, these are my recommendations:
Without Tailwind (my personal favourite choice here):

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 188 HP / 44 Def / 84 SpA / 4 SpD / 188 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Overheat
- Protect

Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard

Venusaur @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Cresselia @ Rocky Helmet
Ability: Levitate
Level: 50
EVs: 220 HP / 172 Def / 4 SpA / 92 SpD / 20 Spe
Calm Nature
- Psychic
- Icy Wind/Thunder Wave
- Helping Hand/Ice Beam
- Moonlight


With Tailwind:

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 188 HP / 44 Def / 156 SpA / 4 SpD / 116 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Tailwind
- Protect

Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard

Venusaur @ Venusaurite (Works better with scrafty as a counter to rain)
Ability: Chlorophyll
Level: 50
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Scrafty @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 164 Atk / 92 SpD
Careful Nature
- Fake Out
- Knock Off
- Drain Punch
- Ice Punch

With all this in mind, what are you willing to do with your team?
Why is Level 51's Cress so good :)
 
No wide guard is the main reason aegislash is on this team, i strongly recommend you keep it on aegislash. It means that charizard doesn't lose to rock slide so that you can win easily against landorus-t with charizard/aegislash as well as having mamoswine, as well as having a better matchup against all other spread attackers. Quick guard on terrakion only stops priority attacks, so i guess it improves the team's matchup vs thundurus, so you could give it quick guard (it's completely viable), but never remove wide guard from aegislash as they fulfill completely different roles.

Also if you're not running tailwind on charizard, i would suggest that you swap terrakion for something that has a means of speed control. On a fast team like this, i suggest running a thunder wave or icy wind user. A fantastic example is cresselia. I think it was Scott Glaza who came up with the idea of running Rocky Helmet+Moonlight+Thunder Wave/Icy Wind Cresselia with charizard, but it absolutely destroys rain teams, and next to charizard, cresselia boosts its consistency by a mile with both speed control and with moves like helping hand.

Sample Sets:

charizard-mega-y.png

Charizard @ Charizardite Y
Ability: Blaze
EVs: 188 HP / 44 Def / 84 SpA / 4 SpD / 188 Spe
Modest Nature
- Heat Wave
- Overheat
- Solar Beam
- Protect

- 188 Speed guarantees that you outspeed adamant scarf landorus-t after an icy wind
- same defensive investment as before
(252 Atk Garchomp Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 148-176 (83.6 - 99.4%) -- guaranteed 2HKO)
(252 Atk Mamoswine Rock Slide vs. 188 HP / 44 Def Mega Charizard Y: 148-176 (83.6 - 99.4%) -- guaranteed 2HKO), rest in SpA
- 84 SpA with modest nature hits what is collectively known as a 'bump', where charizard special attack stat at level 50 increases by 2 points instead of 1 from 80 SpA to 84 SpA (in terms of stat numbers, charizards SpA at 80 SpA is 207, and at 84 SpA it's at 209, which is a very efficient way of distributing EVs)
cresselia.png

Cresselia @ Rocky Helmet
Ability: Levitate
EVs: 220 HP / 172 Def / 4 SpA / 92 SpD / 20 Spe
Calm Nature
- Psychic/Hidden Power [Ground] (helps vs heatran)
- Icy Wind/Thunder Wave (Icy wind is more effective vs lando-t, TW is more effective vs rain)
- Helping Hand/Ice Beam (Ice Beam if you use thunder wave on same set, having two ice moves isn't a good plan)
- Moonlight (recovers 75% HP in sun)

- survives 3 LO talonflame brave birds
- outspeeds 4 Spe rotom-w by one point
- survives knock off from life orb adamant bisharp

So to recap, these are my recommendations:
Without Tailwind (my personal favourite choice here):

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 188 HP / 44 Def / 84 SpA / 4 SpD / 188 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Overheat
- Protect

Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard

Venusaur @ Focus Sash
Ability: Chlorophyll
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Energy Ball
- Sludge Bomb
- Sleep Powder
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Cresselia @ Rocky Helmet
Ability: Levitate
Level: 50
EVs: 220 HP / 172 Def / 4 SpA / 92 SpD / 20 Spe
Calm Nature
- Psychic/Hidden Power [Ground]
- Icy Wind/Thunder Wave
- Helping Hand/Ice Beam
- Moonlight


With Tailwind:

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 188 HP / 44 Def / 156 SpA / 4 SpD / 116 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Tailwind
- Protect

Mamoswine @ Choice Scarf
Ability: Thick Fat
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Icicle Crash
- Ice Shard

Venusaur @ Venusaurite (Works better with scrafty as a counter to rain)
Ability: Chlorophyll
Level: 50
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 20 Def / 76 SpA / 148 SpD / 12 Spe
Calm Nature
- Thunderbolt
- Hydro Pump
- Will-O-Wisp
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
Level: 50
EVs: 252 HP / 100 SpA / 156 SpD
Quiet Nature
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Scrafty @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 252 HP / 164 Atk / 92 SpD
Careful Nature
- Fake Out
- Knock Off
- Drain Punch
- Ice Punch

With all this in mind, what are you willing to do with your team?
Thanks a LOT for your suggestions man you've been a big help, its kind of overwhelming how one move changes the whole team's stat distribution, now im unsure of what to pick. i wish a more versatile than powerfull team for maybe adapt to future options that could come along. i think the non-tailwind option is nice as it does not depend on just one move that could be taken away by a prankster taunt user.
 
Thanks a LOT for your suggestions man you've been a big help, its kind of overwhelming how one move changes the whole team's stat distribution, now im unsure of what to pick. i wish a more versatile than powerfull team for maybe adapt to future options that could come along. i think the non-tailwind option is nice as it does not depend on just one move that could be taken away by a prankster taunt user.
No problem :)
There are still loads of changes you could still make, adding terrakion over rotom could improve your matchup vs kangaskhan, and if you're worried about taunt then icy wind over thunder wave isnt taunt weak. Just try the ideas out on showdowns vgc ladder to see what you enjoy using the most :)
 
No problem :)
There are still loads of changes you could still make, adding terrakion over rotom could improve your matchup vs kangaskhan, and if you're worried about taunt then icy wind over thunder wave isnt taunt weak. Just try the ideas out on showdowns vgc ladder to see what you enjoy using the most :)
Ill try and report back. How about changing rotom with milotic?

Ya know what i dont like about these type of threads is that eventually they all dive into THE team (kanga.landorus.thundurus.amoonguss.heatran.cresselia) with small variations. It kinda breaks the game for me when theres one answer.
 
Ill try and report back. How about changing rotom with milotic?

Ya know what i dont like about these type of threads is that eventually they all dive into THE team (kanga.landorus.thundurus.amoonguss.heatran.cresselia) with small variations. It kinda breaks the game for me when theres one answer.
Not really. If using Kang you will end up with a similar team to others. If using Zard your team is different.
 
Ill try and report back. How about changing rotom with milotic?

Ya know what i dont like about these type of threads is that eventually they all dive into THE team (kanga.landorus.thundurus.amoonguss.heatran.cresselia) with small variations. It kinda breaks the game for me when theres one answer.

I know what you mean, the standard mons kind of rule the format, but mishimono is right when he says that charizard has a different teambuilding archetype to kangaskhan offence teams. Charizard requires a lot of support to pull off a successful sweep, so the best support mons for charizard are usually in the top tier in vgc, such as aegislash and cresselia, which unfortunately means that teams will be similar in build. But for example, cresselia spreads are much different on sun teams than they are on kang offence teams, as they focus on fulfilling different roles ie calm mind/Trick room set up cress is usually more common on kang offence teams.

Milotic would not be as viable as rotom-wash or terrakion, as its only STAB is weakened by the sun, whereas rotom-wash has the electric type going which hits bulky waters which no other strong/bulky water type can do in sun (aside from maybe ludicolo). Milotic's ability to counter bisharp is not really needed, as terrakion would do a better job, and can switch in to a knock off to get a justified boost, and double kick breaks through focus sashes. Milotic's second attacking move is already taken up by other members on the team (mamoswine has STAB icicle crash (>Milotic's Ice beam) that outspeeds and OHKO's scarf landorus-t, and cresselia has icy wind already as an option.
 
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