
"Hello Smogon, what's up? By the way, for quite some time now I've been meaning to build a Charizard X team. However, its crippling weakness to Stealth Rock has been deterring me from using it. It's counters are popular and each one has a method of 1HKO'ing it. So today, I'll be presenting my Charizard X and Conkeldurr core. Lure-Conkeldurr beats every thing that walls Charizard X, so it's really handy. Plus it also the power to 1HKO's every fairy type in the OU meta-game!".
Team Preview







I first started off with Mega Charizard X. I grew fond of its power and design, so I decided to base the team around it. It's access to Dragon Dance, cool typing, and bulk were all the more desirable. As of late, I have yet to see a Charizard X team being used effectively. So I thought, "why not give this challenge a shot"? And so, here we are!


I needed a core that corresponds with Mega Charizard X and lure Conkeldurr has proven itself useful. It's access to the elemental punches, as well as a means of defeating its checks and counters paves the way for Charizard X to sweep. Lure Conkeldurr boasts the ability to 1-2HKO every single one of Charizards checks and counters; from Clefable and Azumarill, to Hippowdon and Landorus-T.



My core was incredibly vulnerable to Talonflame and other forms of bird-spam. I needed Landorus-T to function both as a defensive wall and a slow pivot. This would later come in handy by providing the team a means of safely introducing its members into play.




At this point I came to realise that the team was vulnerable to Gengar and Serperior. The team needed a check to Serperior (especially) because it had the ability to potentially sweep through my entire team. The addition of Tornadus-T prevents that from happening, as well as effectively walling Gengar completely. Tornadus-T adds further momentum into the team.





Next I'd noticed that the team was incredibly weak against fairy-type attacks, and so it needed a defensive wall that could tackle them head on. Choice Scarf Jirachi was recommended as our Pokemon of choice because it fits the requirements needed. It's access to U-Turn also adds to the teams momentum. The role given to Jirachi was that of an offensive pivot, as well as a revenge killer.






Last but not least, Latios was added into the equation; where it would act as a counter for Charizard Y and a check to many electric-type Pokemon. It's uniformed role of removing entry hazards was unaltered and it adds the teams by providing its offensive prowess.
Detailed Analysis:

Charizard (M) @ Charizardite X

Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature




With a Dragon Dance in tow, Mega Charizard X becomes a powerful sweeper that outspeeds every relevant non-Choice Scarf Pokemon. Flare Blitz is powerful and it's good move to throw out before setting up despite the recoil. Roost allows Mega Charizard X to recover from Stealth Rock damage against nonthreatening Pokemon such as Ferrothorn, and it allows Mega Charizard X to set up multiple Dragon Dances against certain defensive threats such as Suicune that lack Roar. Dragon Claw is a weaker but safer Dragon-type STAB move than Outrage, perfect for smashing through Dragon-types without risking a Steel- or Fairy-type switching in.
A slightly bulky spread of 104 HP / 220 Atk / 184 Spe is used survive two Hydro Pumps, and set up on Rotom-W. It also allows us to effectively out-pace Choice Scarf Landorus-T after a boost, and 1HKO uninvested Landorus-T (after Stealth Rock damage).

Conkeldurr (M) @ Life Orb

Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature




Drain Punch is Conkeldurr's most reliable STAB attack, hitting fairly hard and allowing it to recover lost HP in the process. Poison Jab obliterates most Fairy-types that are able to comfortably handle its other moves, such as Clefable, Mega Altaria, Mega Gardevoir, and Azumarill. Ice Punch provides fantastic coverage with Conkeldurr's Fighting-type STAB moves and can cripple the likes of Hippowdon, Garchomp, Latias, Gliscor, and Landorus-T. Thunder Punch breaks down Water- and Flying-type Pokemon such as Slowbro, Suicune, Skarmory, Talonflame, and Charizard Y, that Conkeldurr might struggle with. Mach Punch is a powerful priority move that can let Conkeldurr eliminate faster threats such as Excadrill, Mega Lopunny, Mega Gyarados, Bisharp, and Weavile.
208 Speed EVs allow Conkeldurr to outpace uninvested Skarmory and hit it hard with Thunder Punch. It also allows Conkeldurr to outpace Belly Drum Azumarill and KO it with Poison Jab. Maximum Attack investment with an Adamant nature lets it hit as hard as possible. The remaining EVs are placed into HP to increase Conkeldurr's overall bulk.

Landorus-Therian @ Rocky Helmet

Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature




Earthquake is Landorus-T's best STAB attack due to its great power and perfect accuracy; it provides defensive Landorus-T with a way of hitting opposing Pokemon hard and allows him to maintain some offensive presence. U-turn allows Landorus-T to pivot out and gain momentum by putting the matchup in your favor; it works well with Landorus-T's defensive potential, as it can force a switch quite easily when sent in against a physical threat. Stone Edge targets Flying-types, such as Talonflame and Thundurus, and Levitate users that are immune to Earthquake for super effective damage. Stealth Rock provides entry hazard support, wearing down opposing teams with residual damage.

Tornadus-Therian @ Assault Vest

Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Hasty Nature




Hurricane provides a strong Flying STAB move, enabling Tornadus-T to OHKO Serperior and Keldeo. Fighting coverage hits almost all Pokemon that resist Flying either neutrally or super-effectively. Heat Wave can be used to hit Mega Metagross, Ferrothorn, Skarmory, and other Steel-types. U-turn enables Tornadus-T to generate momentum and pairs very well with Regenerator, as every time Tornadus-T uses it, it gains a large chunk of its health back. Knock Off provides great utility by removing items such as Leftovers, Life Orb, and Choice Scarf from common switch-ins to Tornadus-T.

Jirachi @ Choice Scarf

Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature




Iron Head gives Jirachi utility in checking Fairy-types and going for fast, Serene Grace-augmented flinches, which can turn around bad match-ups in dire circumstances. U-turn gives Jirachi a way of retaining momentum on predicted switch-ins, allowing it to get off damage and switch into a counter. Fire Punch lets it break past Steel-types such as Mega Scizor, Skarmory, and Ferrothorn. Healing Wish provides fantastic utility by letting Jirachi heal a weakened teammate for free! This especially benefits Charizard X the most as it is worn down very quickly.

Latios @ Life Orb

Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk




Draco Meteor is Latios's most powerful STAB attack and is the most potent move for wallbreaking. Psyshock is another STAB option that hits Fairies and specially bulky Pokemon such as Chansey and Assault Vest users such as Raikou, Tornadus-T, and Conkeldurr. Defog allows Latios to remove entry hazards for its teammates, this benefits Charizard-X especially. Roost greatly improves Latios's longevity, allowing it to use Defog and check threats such as Keldeo and Mega Manectric more consistently.
Threat List:

It's very difficult for any of member of the team to switch into Mega Medicham. Playing mind games with Mega Medicham is possible with Landorus-T and whirl wind Skarmory, however variants of Mega Medicham carrying Thunder Punch and Ice Punch can prove to be lethal against this team.

Kyruem-Black sits in a similar boat with Mega Medicham thanks to its Bolt-Beam coverage. As the currently is, none of the members enjoy switching into its assaults. Thankfully we do have means of checking it.

Gengar is another threat to plague team as none of the members can safely switch into it. It's infamous combination of Shadow Ball and Sludge Wave proves to be too much for my members. Even our Sp.Def Skarmory risk being 2HKO'd


Magnezone/ton do an excellent job of trapping and defeating Jirachi. With Jirachi KO'd the team becomes more vulnerable to offensive pressure, fairy-types and Mega Scizor.
Importable:






Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp
- Trick
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
Conkeldurr (M) @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Drain Punch
- Poison Jab
- Ice Punch
- Mach Punch
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp
- Trick
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off
Conkeldurr (M) @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Drain Punch
- Poison Jab
- Ice Punch
- Mach Punch
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog
Note:
I do not wish to replace Charizard X or Lure Conkeldurr.
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