ORAS OU Charizard and friends

Hey there and welcome to my 2 RMT, ft. Mega Chaizard X, the best Dragon Dancer around right now. I wanted to make a balanced team to incorporate him since I've got a pretty decent foot-hold into OU now and realised just how much of a monster Zard-X is with the right back-up. So let's get into it!

Teambuild Process:

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latias.gif
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scizor.gif


Obviously I started out with Zard-X, since I knew he was who I wanted to build the team around. I then looked into his biggest 4 counters: In my eyes, these are Rotom-W, Heatran, Hippowdon and Tyranitar. To this end, I created an unintentional FWG core to combat these threats consisting of Amoonguss (for Rotom-W especially, but also for every other check as well as good Azumarill check of my own) and Azumarill (for everything except Rotom). With this core I have complete coverage, tick off major threats to my Zard and have a really good mix of offence and defence. I then looked at other partners for these guys: my first point of call was a good hazard remover, and noting I needed a decent Keldeo switch in alongside Azumarill I went with an offensive(ish) Latias for hazard removal. I wanted a stealth rocker next and went with an offensive Heatran, as a back-up fire check to the likes of Ferro/Skarm, and finally I needed a check to ice and fairy since I'm x6 and x4 weak respectively: Scizor fulfills these roles with a priority stab bullet punch, as well as being bulky enough to take a hit and set up if it gets the chance. This made the Heatran pick more viable too since it absorbs the fire that Scizor and Amoonguss are weak to.

A closer look:

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amoonguss.png
azumarill.png
latias.png
heatran.png
scizor.png



Charizard @ Charizardite X
Ability: Blaze ---> Tough Claws
EVs: 72 HP / 184 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Fire Punch
- Dragon Claw

The MVP of the team. Once this guy gets to even +1 he can go right through the most dedicated defensive tanks, scoring a 2hko (90% health with SR) On a fully defensive Skarmory, ohkos FatChomp and Lati@s and outspeeds both with 1 speed boost. Basically anything weak to fire or dragon falls to this guy. When he gets to +2 it's a different story as he actually starts to go through things that resist him, though this is often counter productive due to how frail he is. At +2 anything weak or neutral to it is going to have real problems.

EV spread is for max speed and with jolly nature I get to 299, which is pretty slow, but one D-dance gets me to 448.5 (449) which is pretty fast indeed. I decided to dip a little into HP and take a small hit to attack since that's gonna be boosted too, although with this tiny deviation he fails to ohko fatchomp at +1. Fairly standard moveset, I opted to go for fire punch > Flare blitz since I didn't want to take horrific recoil damage when I come up against the likes of Ferrothorn, and the other moves are there for recovery, set-up potential and stab.

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amoonguss.gif
azumarill.png
latias.png
heatran.png
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Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 SpD / 4 SpA
Calm Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Spore

Amoonguss is here purely for bulky ground and water checks that want to come in on my Charizard, namely Rotom-W, Azumarill and Slobrow that would normally wall my team, but also provides a massive check to Hippowdon and Tyranitar since they can't really do much to me at all. The mon that was in this slot was Serperior but I found it wasn't a reliable switch-in at all since it was frail too, whereas Amoonguss gives me a far safer switch in with the combo of sludge, synthesis and regenerator. Amoong also gives me a back-up check to fairies alongside Scizor, lessening the dent they have on my team. His role in a nutshell is to pivot and provide defensive support to my overwatch Zard.

I went with a specially defensive spread since I would use this to switch into Rotom-W, but I realised that I tank all it's stabs anyway, and the other 3 threats I'd use him to switch into are physical, so i'm open to suggestions on this guy. Still, full defensive spread and black sludge combo in conjunction with regenerator gives me a really potent pivot. Spore is there for utility, and synthesis gives me recovery, while Giga Drain and Sludge Bomb give me reliable stab and even more healing.

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amoonguss.png
azumarill.gif
latias.png
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Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Azumarill is here to form the end of the defensive backbone and the FWG core, working in tandem with Amoonguss to bring down those bulky threats to Zard-X. While not as tanky as Amoong, with full HP investments and an assault vest it reaches 436 attack, 300 special defence and 401 HP, so it's no slouch on that side, but it has a nasty kick to it, scoring a 2hko on a fully defensive Hippowdown, which is huge, and a 2hko in Tyranitar and an ohko on Heatran, going through them like butter. It goes on to threaten Talonflame and enemy Zard-X's, being my prime counter to him, scoring a 2hko with play rough and taking a 4hko in exchange off his earthquake. He's my go-to guy to any bulky ground, rock, fire or dragon types, decimating them all.

Standard EV spread and moveset for Azumarill, allowing him to reach those stat benchmarks stated earlier, with the moveset being there for stabs and coverage with superpower.

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Latias @ Life Orb
Ability: Levitate
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost

Latias is the hazard remover, but he also serves as a back-up check to dragons that manage to fell my Zard, being the fastest unboosted dragon in OU. Latias was the last mon I added to the team, as originally it was an Excadrill with rapid spin, but I found Scizor could do E-drill's job better with more bulk and priority, and Heatran was drafted in to soak fire, so I had too much of a ground weakness with that original squad: Latias gives me a ground resist, so that's nice. Latias also gives me a shaky counter to Mega Lopunny and a good switch in to Keldeo alongside Azumarill, so it covers some bases should Azumarill fall.

EV spread here is for max speed since the 110 speed tier is highly sought after, but some points dipped into HP and the rest lumped into SpA to make that life orbed D-meteor hit that little bit harder. Moveset is for reliable stab and damage (though I tend to miss more 90 accuracy moves than anything else), some recovery and utility as well.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 252 Spe / 4 Def
Timid/Modest Nature
- Stealth Rock
- Rock Slide / Ancient Power
- Flash Cannon / Earth Power
- Flamethrower

I needed a good stealth rocker, and noting that I had a bulky Char, a bulky Azumarill with assault vest, a bulky grass tank, a slightly bulky Latias and a bulky Scizor I could afford to go for an offensive route with Heatran. He also functions as a really nice fire soak for Scizor and keeps it off Amoonguss too, giving me mad predict skills that if they work usually result in trash talking on their side. Not really too much to say about Heatran really, other than he gives me safer non contact offense against steel tanks, making me consider changing fire punch to flare blitz on my Charizard. He is also my prime bird counter, nailing enemy Charizards (Y, not so much X because of EQ) and T-flame, scoring ohkos on Charizard Y and Talonflame, and doing good dent damage to Charizard-X with Earth Power, though it falls to an Earthquake as predicted.

I'm undecided on a fair bit about Heatran at the moment: I'm unsure of the nature for a start, though with a base 130 SpA I don't really need to be invested in that, so I'm thinking Timid for the speed. The Rock slide/Ancient power debate is pretty tough, though. On the one hand, I have an invested SpA stat for Ancient power, and it lets me ohko Char-Y and T-flame, but there are a lot of SpDef T-flames running around, so ancient power would do less. Saying that, Ancient power still does slightly more than rock slide as is more reliable, so. Flash Cannon / Earth Power is pretty hard, too. On the one hand I get good rock and fairy coverage with a good steel move, but since I have Scizor I might not need that. However, being x4 weak to fairy might require me to run a few steel moves to counter, whereas Earth Power saves me getting locked in to other Heatrans or Magnezones, and also gives me good coverage and damage to things like Char-X, who I can cripple on the switch.

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Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 80 Def / 176 SpD
Careful Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

Finally, my boy, Scizor. His role on this team is purely to counter fairy types and ice types that wanna come in on my two dragons, covering them both with one good priority attack. This is guy is so ridiculous if he's able to get to +6, as he starts smashing even the most dedicated tanks. When he's not boosting, he's healing or setting up, though it doesn't take much to start going through fairies and ice types, even with an uninvested attack: at +2 it goes straight through Mega Diancie, actually tanking the Hidden Power fire with it's massive bulk, and retaliating with a 2hko, it ohkos Weavile, 2hkos Kyurem, ohkos Mega Gardevoir, and goes on to threaten Sylveon too, falling just shy of Azumarill because of the water resist. But it's ability, high base attack stat, bulk and boosting potential make this poke'mon really feared when it comes to protecting your fairies. Hide yo' fairies.

Fairly standard set really on Scizor, choosing to invest heavily into bulk to give me a chance to set up, as at +6 (if it ever gets to this, it's surprisingly common actually) it doesn't matter if it's invested in attack or not, you're gonna die. Moveset is for set-up, recovery, stab and utility with knock off.

Conclusion:

That's the team! I think it's fairly well thought out. The only mon I'm really not sure of here is Amoonguss, but basically I needed a decent grass type to counter Rotom-W and bulky ground types along with Azumarill as they can threaten out my Charizard. So, any suggestions for a replacement for Amoonguss would be really appreciated, preferably something grass type, but essentially filling the role of Amoon at the minute: countering bulky waters and grounds.

Leave your comments and rates below!

Charizard @ Charizardite X
Ability: Blaze
EVs: 72 HP / 184 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Fire Punch
- Dragon Claw

Amoonguss @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SpD
Calm Nature
- Sludge Bomb
- Giga Drain
- Synthesis
- Spore

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Latias @ Life Orb
Ability: Levitate
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 168 SpD / 88 Spe
Serious Nature
- Stealth Rock
- Rock Slide
- Flash Cannon
- Flamethrower

Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 80 Def / 176 SpD
Careful Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off
 
A big problem I can see with your team is a huge weakness to Ice Beam+Energy Ball Manaphy, which can quite easily set up on Heatran or Scizor, and which can easily clean your team. Your only way to really beat it is by winning the speed tie with XZard to beat, Latios not being able to deal all that much damage to it. Amoonguss can actually take a hit from full, but loses if it has any damage on it and can't even deal that much damage back. I would probably repalce it for another grass-type that can check Manaphy better, the first thing I thought of Serperior, which pairs excellently with Azumarill and XZard because of how easily it gan get rid of Water-types, as well as the fact that it can get lure Heatran, a massive threat to your team, via HP Ground. Ferrothorn is another good option, which can also wear down Heatran thanks to Leech Seed and Spikes, the latter of which really helps wear down Charizard checks, however, it is redundnant with Scizor since it pretty much checks the same things, meaning that if you use Ferrothorn, you probably want to replace Scizor too (which is something I'll expand on later).

You're also really weak to Bisharp, probably even more than you are to Manaphy honestly. The quickest way to help against it is by running Superpower on Scizor so that you can actually hit it. This is a good option for other reasons too : it lures Heatran which you really want to do, and also hits Sand Rush Excadrill, a big threat to your team which you rely too much on Azumarill to KO. You still probably want an actual answer to Bisharp though. As I mentioned previously, if you run Ferrothorn, Scizor is pretty replaceable, so you can afford to use a Bisharp counter over it. Hippowdon is probably the best option since it renders you less weak to Lopunny, which is something losing Amoonguss makes you weaker against. As an added bonus, it acts as a better SR setter and Talonflame counter than Heatran, giving you the freedom of running pretty much whatever you want on it. However, Keldeo is also an okay option, even though it stacks weaknesses with Azumarill, it can actually help to overpower its checks, and makes you less weak to Heatran, though you do lose a lure to it.

Speaking of which, if you're concerned about Heatran, you can try running Earthquake on Latias to lure it, this also makes you slightly less weak to Bisharp and Excadrill. At that point, you might as well use Latios though, since you have to forfeit Roost (not too huge a deal if you're running Hippowdon since that thing can handle Electrics instead). If you're running Hippowdon+Ferrothorn, you can even replace it with Starmie since it's an excellent answer to Hetaran, Rapid Spin being better than Defog on Spikes teams for obvious reasons, however at that point you've pretty much changed half your team.

One last thing: You should try running an Air Baloon on Heatran, this enables it to check Landorus-T, Excadrill, and opposing Heatran more easily, all of which can be pretty threatening or annoying to deal with, and defneitely run Earth Power on it, you need it for opposing Heatran and XZard more than you need Flash Cannon for fairies (which Scizor is your answer to anyway). This isn't really relevant of you're running Hippowdon though, which if you are, you may want to use a Scarf set in order to revenge kill threatening wallbreakers, or even Power Herb+Solarbeam in order to lure bulky waters and grounds for Charizard.

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Serperior @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Glare / Taunt

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Power Whip
- Spikes / Protect / Knock Off


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Scizor @ Leftovers
Ability: Technician
EVs: 252 HP / 80 Def / 176 SpD
Careful Nature
- Swords Dance
- Roost
- Bullet Punch
- Superpower


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Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge / Toxic / Whirlwind (Stone Edge lets you beat Thundurus and Talonflame, Toxic cripples bulky Grounds/Waters for XZard, Whirlwind eables you to rack up entry hazards damage, whichever move you choose entirely depends on what your team ends up wanting more)

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Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Substitute
- Calm Mind
(chose this set b/c Lefotvers lets you more consistantly check Heatran, and Sub helps a ton vs Bisharp)

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Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid / Naive Nature
- Draco Meteor
- Psyshock
- Defog
- Earthquake

starmie.gif

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Psyshock / Reflect Type
(you can also run an offensive set but it's not as reliable at beating Heatran)

heatran.gif


Heatran @ Air Baloon
Ability: Flash Fire
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Stealth Rock / Flash Cannon / Taunt (Taunt is just generally useful vs defensive teams and stuff like Venusaur and Latios)
- Rock Slide / Ancient Power
- Earth Power
- Flamethrower

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Overheat
- Flash Cannon
- Earth Power
- Hidden Power [Ice] / Stone Edge (HP Ice to hit Lando-T and Garchomp, Stone Edge for Talonflame and Torn-T, once again this depens on what you end up with)

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Fire Blast / Magma Storm
- Solarbeam
- Earth Power
- Taunt / Stone Edge
 
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Hey, thanks so much for the rate and for going so in depth with it! I really like your suggestions, though I'm loathe to part with Scizor because I love it so. However, your suggestions are so valid I'm gonna have to bite the proverbial bullet.

I did have a few questions, though: Firstly, I'd love to run a ferrothorn, since I've never actually ran one before, but is it reliable enough to use as my sole steel type, considering I'm x4 to fairy and with Hippo still x6 to ice. I was worried about low Kick Weavile, but gyro ball absolutely smashes it, lol. What I'm wondering is if it can function as well as I intended my Scizor to in keeping those types off my teams backs. Also, would you run Power whip over say giga drain? Have I enough healing with Lefites and Leech seed? Especially considering most Rotoms are physically defensive to ward off birds, it seems odd to run a potentially unreilable move. Finally, is it worth running 2 hazard forms? i.e. spikes on ferro and SR on Hippo/Heatran? It's not counter-productive or anything is it? Just I've never ran two hazards before.

If I'm running Ferro instead of Scizor, obviously this frees up the slot for, as you say, Hippowdon. Is it worth running Hippo's sand and having nothing on my team to take advantage of it, potentially killing my team too? Like is it worth it for what it brings to my team? I love the idea of it, and really wanna use it, but I have the same weaknesses as before, and don't see how exactly Hippo is good for this team.

On everything else including sets I absolutely agree, and thank you again for the rate!
 
Well, even if you do get rid of Scizor for Ferrothorn, you still have Heatran as a Steel-type so that's fine. The real concern of running Ferrothorn and getting rid of Scizor is that you become very weak to Mega Gardevoir and Mega Alakazam as a result, if you're worried about this you can always run Chople Berry on Ferrothorn to at least live one Focus Blast. Weavile's a bit annoying bt you do have Azumarill to check it. In fact, stuff like Weavile, Garde etc is why I suggested Scarf Heatran since it's able to at least check those, it's still outsped by MZam though which is annoying. You can defenitely get away with keeping Scizor so don't feel like you need to get rid of it or anything, just make sure you can find a way to deal with the threats I mentioned (Manaphy and Bisharp mainly), and as I said, giving it Superpower really helps a lot.

And yes, Power Whip is a lot better than Giga Drain, since otherwise, Ferrothorn just can't deal enough damage to bulky water and ground types it's meant to check in the first place, its SpA is far too low for that, the recovery it'll get from using Giag Drain will be pretty negligeable given that it won't be able to deal much damage anyway. For example :

0 SpA Ferrothorn Giga Drain vs. 248 HP / 8 SpD Rotom-W: 96-114 (31.6 - 37.6%) -- 0% chance to 3HKO after Leftovers recovery

As for Hippowdon... I actually meant to put Sand Force instead of Sand Stream but forgot, my bad. Hippowdon's role on your team would be as a pure wall, to counter physical attackers like Lopunny Bisharp Talonfalme etc which can be really threatening to your team, your only physically bulky Pokemon is Scizor which can't really deal with a lot of these threats. It's not really a necessity though, as I said any Bisharp counter can probably work well, it's just that Hippowdon kinda acts as a blanket check to a lot of threatening things.

By the way, running Hippowdon over Heatran and alongside Scizor is defenitely an option if you'd prefer that, it makes you slightly weaker to HP Fire Latios, but Azumarill combined with your own Latias can still check it. If you do that, you should probably keep Amoonguss in order to beat Serperior though, or fit a different Serperior check on your team.

There are a lot of directions you can take for this team so be sure to try out different things, and adjust depending on what you struggle against.
 
I've trialed the team and lost all 3 games. Something's not gelling right and I realised with Ferro/Hippo I was massively weak to Keldeo as well as Manaphy still, but mainly the former; it was present on all 3 teams and it caused me huge trouble every time. Therefore, I'd like your advice on a small change I thought of that seeks to counter, or at least go as far as to wear down Keldeo, as it's a huge problem for me right now:

Swapping Heatran for Hippo as a rock setter, bird counter and overall, as you say, blanket check to big threats. While this does give me a weakness to Keldeo, it's actually now the only one on my team weak to water or fighting, with the other guys resisting or being neutral to it's stabs. While a FWG core is cool and all, I really needed a decent switch in to Keldeo, and thought of an offensive Toxicroak with dry skin. It actually performs really really well, better than I thought really:

52 SpA Choice Specs Keldeo Secret Sword vs. 0 HP / 4 Def Toxicroak: 146-172 (47.5 - 56%) -- 81.6% chance to 2HKO

whereas I can, in a perfect word, drain punch the first Sword, heal, and kill with either gunk shot or thunderpunch:

252 Atk Life Orb Toxicroak Drain Punch vs. 0 HP / 4 Def Keldeo: 152-179 (47 - 55.4%) -- 69.9% chance to 2HKO
252 Atk Life Orb Toxicroak Thunder Punch vs. 0 HP / 4 Def Keldeo: 203-239 (62.8 - 73.9%) -- guaranteed 2HKO
252 Atk Life Orb Toxicroak Gunk Shot vs. 0 HP / 4 Def Keldeo: 242-285 (74.9 - 88.2%) -- guaranteed 2HKO

It also goes right through a Serperior:

252 Atk Life Orb Toxicroak Gunk Shot vs. 0 HP / 0 Def Serperior: 463-546 (159.1 - 187.6%) -- guaranteed OHKO VS a 34% leaf Blade.

It therefore fits the role that my grass type was doing of combatting bulky waters, especially Keldeo, keeping them off my team. What this does do however is make me slightly weak to ground, but subbing Heatran for him negates that. This only makes me rely slightly more on either Azu or a boosted Char/Scizor to take care of ground types, but that's the main role of Azumarill anyway, so as long as I'm smart I can work around it. Finally, it gives me a great answer to ghost and psychic types with sucker punch, while Hippo can counter Bish and gives me ground control and I retain Scizor's utility and priority in fairy culling, allowing me to run Superpower > Knock off on Scizor and keep Superpower on Azu too. What do you reckon? As far as I can see, it's a perfect sub to the grass side, giving me a ground and pshycic weakness that's more than manageable with the team. The only thing I lose is the fire soak, but if I play smart, that should be fine, and will also give me an answer to normals and Mega Lop with stab fighting attacks (however, a fully offensive Toxi falls to M-Lop's Fake out/Return combo - perhaps there's a slightly physically defensive set I can use? Failing that I have 2 other fighting moves and a Latias so it shouldn't be a problem).

Sorry if this is a jumble, I was kinda excited as I was writing it, I hope I laid out the main points of my suggestion! Again, thanks a bunch for your help! ^^
 
Hello.
I'm seeing problems mostly against opposing Heatran sinc e you don't have Earth Power and Azumarill can indeed come in against it, but suffers against Lava burns or due to toxic, it also does not have a reliable recovery, considering how Heatran can force Mega Zard x, Scizor Latias and Amoonguss out it's not impossible that you will have to fend off Heatran's attacks many times during a battle, another problem is Excadrill, especially a swords dance variant, it can easily find setup on your team and then proceed to ohko everything in his way. Mega Slowbro is also a pain for you, you don't have a surefire way to stop it from setting up calm minds, what with Amoonguss being slower, weak to psyshock and with a quite weak Satk.


With that said there would be three changes that does not change too much your team in order to check these threats better
For example, changing your Assault Vest Azumarill to a Choice Band variant allows you now to have more firepower against stall teams, while being able to ohko Excadrill with Aqua Jet easily, due to a Latwin and Amoonguss presence you don't really need assault vest on Azumarill

The second Change would be change Latias for a life orb 3 attacks Latios now then I said how Heatran was a problem for your team; with Earthquake latios can easily lure in Heatran and kill it, paving the way for a Charizard X sweep, Heatran isn't the only reason why I'm suggesting this change, your team is also weak against mega Pinsir, the only member of your team who is faster than it is latias, but said Latias does not have enough firepower to ohko Mega Pinsir with Draco Meteor 100% of times with Latios, having more Satk this situaiton does not happen.

Lastly, I would suggest to change Scizor to a Special Defensive Skarmory with Toxic

While toxic may seem quite a strange choice, the team uses a defog user, so having Spikes with Skarmory is a bit counterproductive, though, due to toxic you can easily catch mega slowbro or every other bulky waters/bulky grounds such as Hippowdon, Landorus-Therian, Azumarill Rocky Garchomp etc off guard greatly weakening something that would give Mega Charizard troubles, while still being a great check to fairy types such as Clefable, Mega Altaria, Mega Gardevoir and Mega Diancie (wathc out from special Mega Altaria, though those usually lack Earthquake).

Stuff:

skarmory.gif

Skarmory (M) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Iron Head
- Toxic
- Roost
- Whirlwind

azumarill.gif

Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Waterfall
- Knock Off
- Play Rough
- Aqua Jet

latios.gif

Latios (M) @ Life Orb
Ability: Levitate
EVs: 24 Atk / 232 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Defog
- Earthquake
- Psyshock

Have fun!
 
Thanks for the suggestions guys! I feel compelled to write the changes that have been suggested to me so far to see how it impacts your rates, apologies in advance I'm on my cell and on holiday so I can't properly update the page. That said, here is the team as it stands:

Mega Zard X
Azumarill - wall breaker/fairy
Amoongus Toxicroak (water sponge)
Latias or Latios
Heatran Hippowdon - rock setter and toxic user
Scizor

As you can see there are a few changes, notably a few mons that have been removed. That said I can now comment on your rates: firstly, the change from Scizor into skarmory. While it seems a good idea to use this, I already have a form of toxic in Hippo and I rely on Scizor's bullet punch to hit fairies. What do you think about this? Should I run skarm over hippo as a SR setter? I might not even need SR tbh especially when running Defog. I like the ideas of the move sets and will trial Latios when I get the chance.

TL, DR; I changed the team, apologies for not updating the post but there's a quick outline of the new proposed team that I've been working on. Thanks for the rates so far, would super appreciate if someone could look over the new (ish) team and offer some feedback. Sorry, and thanks!
 
Oh, I see, this completely changes the team, I consider Stealth Rocks still important, actually, of vital importance even if you use Defog, you only need one turn to set up rocks, Spikes on the other hand are cumulative so they require more turns.
Amoonguss and Heatran's removal opens you up to a big Serperior weakness, specifically speaking any versions with Dragon Pulse, life orb mostly can kill both Latias/Latios and Mega Charizard X (and Toxicroak has a 68% chance to get ohkoed by a +2 Leaf Storm after Stealth Rocks, or otherwise 31% without rocks, this is assuming of course that Toxicroak has 100% hp) at +2, nothing on your team is faster and Serperior can easily spam Leaf Storm against either Hippowdon or Azumarill, I would still consider Special Defensive Skarmory over Scizor, however I would put Brave Bird over iron head this time, as Hippowdon helps against Mega Diancie, Brave Bird allows you to ohko after some residual damage from Serperior's life orb said Serperior giving you an option in case things go wrong against it.
 
I see what you mean about serperior. I changed the team to combat water types like manaphy and Keldeo but that left me open to grass types :/

On the problem of serperior, I like the idea of skarmory, and I can use him as a whirlwind phaser and rock setter too perhaps, so this kind of outclasses hippowdon, especially if I use roost on skarm for regen. However, hippo did serve as my bird counter, and a counter to steel types; but I don't want to run both mons on this team since I completely lose my steel presence, but bird counters are way too valuable! Do you see my predicament? I don't really wanna run two walls, but I can't lose eithers utility. I guess toxicroak is pretty changeable,
Though it does a perfect job of countering keldeo and gives me good normal wall breaking potential.
 
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