Team Overview:
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Welcome to the next era of Charizard Y! This Bulky offense team utilizes a max special bulk Yard in order to turn the table on would be checks and trade blow for blow with pretty much every special attacker in the tier, even the electric ones. This is enabled by the team's excellent hazard control and supporting cast. Each of which pose a unique threat in their own right and work together to annihilate the metagame through absurd damage dealers that seemingly cannot be brought down. A combination of Tusk, Kingambit and bulky Zard form a core that very little can break through quickly, all while each of those mons are exceptionally threatening on the offensive side making all attempts at doing so costly. With the added threat of SD Ogerpon-Cornerstone and the pivoting glue that Hatterene and Rotom provide, you have a remarkably powerful team with a strong matchup into all playstyles, especially stall.
The Teambuilding Method:
In my journey to learn high level team building I’ve committed to a method that ensures each idea gets the exploration and testing it deserves. I start with a rough concept of a team, typically the core members with unoptimized movesets, spreads and supporting cast. I then create a new alt and ladder for 100 games, making any changes deemed necessary and honing the team over the course of those games until it emerges on the other side polished and prepared against the metagame. The win loss ratio and final Elo of each team will be recorded and compared against each other in order to both gauge the success of the individual team and also my skill and journey as a teambuilder. I believe that as these threads continue the progress in my building will be seen by how quickly the final form will be achieved. It is my goal to become one of the top team builders in this tier. In order to pursue that I will be repeating this teambuilding process with a new team concept every month next year. Be on the lookout for these threads at the end of each month to see how I get along.
I do not intend to compete myself, however I would love to make teams for competitors one day. Please let me know if you have any team idea suggestions or would like more info on any of the teams I have put together. I also greatly welcome any feedback on the teams and my process, the only way to get better is through practice and criticism and I invite both.
This Teams Results:
As it is my first real attempt at building in this tier it took this team a long time to find its footing. At no point did it have a negative win rate but it was very close to breaking even for the first 60 games. The key change that finally made this team click was changing from full defensive tusk to a speed invested Tusk. This patched up some of the shoddy speed control and fit more in line with the offensive game plan of this team, turning Tusk from a hazard control pivot to an actual offensive threat in its own right. From this point the team went 25 and 8 in its final games.
Here is the initial squad (or close to it):
https://pokepast.es/c750870b837c80d3
And this is the final result:
https://pokepast.es/efc0103823d89af0
As you can see the members stayed the same throughout, despite some experimentation with scarf Shifu or tbolt Pult in Rotom’s slot. I am quite happy that the initial six mons ended up proving successful as it bodes well for my ability to identify supporting mons and final slots. Where I struggled more is in the sets. It took me a while to realize what this team's game plan actually is. For too long I believed it should be closer to balance than the final result of a bulky offense. Recognizing this was what allowed me to finally figure out what was off about this team, but it does point towards a weakness in identifying archetypes in building and where certain mons fit.
This team made it to a peak of 1701 Elo and had a win/Loss of 65/35
Here is the initial squad (or close to it):
https://pokepast.es/c750870b837c80d3
And this is the final result:
https://pokepast.es/efc0103823d89af0
As you can see the members stayed the same throughout, despite some experimentation with scarf Shifu or tbolt Pult in Rotom’s slot. I am quite happy that the initial six mons ended up proving successful as it bodes well for my ability to identify supporting mons and final slots. Where I struggled more is in the sets. It took me a while to realize what this team's game plan actually is. For too long I believed it should be closer to balance than the final result of a bulky offense. Recognizing this was what allowed me to finally figure out what was off about this team, but it does point towards a weakness in identifying archetypes in building and where certain mons fit.
This team made it to a peak of 1701 Elo and had a win/Loss of 65/35
The Squad:
Zard Y:

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scorching Sands
- Weather Ball
- Roost
- Roar
Ability: Drought
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Scorching Sands
- Weather Ball
- Roost
- Roar
The focal point of this entire team and easily the most consistently impressive mon on this team. Yard has already proven itself to be a remarkable threat in the natdex metagame, but this one comes with a secret sauce that is the key to this team's success. Unprecedented bulk. This team takes all the stats normally allocated into speed and damage and invests heavily into special hit taking. This investment allows Yard to 1v1 threats it has absolutely no right handling such as koko and tbolt valiant while still managing to put out impressive damage due to its natural power and default sun boost. Alongside AV gambit this forms an exceptionally difficult core to break on the special side as both cover each other's weaknesses very well. All this while your opponent is losing over 50% of their life to every weather ball they fail to play around.
Thanks to this bulk and the team's natural ability to handle stealth rocks, Yard also gains many entry points its less bulky counterpart cannot find. Whereas weak volt switches or Slowbro scalds may once have been threatening, now see them as an opportunity to get this monster in and clicking. Even without the investment there is very little in this metagame that can stomach switching into a weather ball so any entry you can get is sure to be valuable.
Looking at it at first glance, there may be some questions that come up in regards to its movepool. This set changed more than almost any other on this team through the one hundred games of testing; however I am fairly confident this is the correct four moves for both this team and bulky Yard in general. I will not give full move by move breakdowns for all mons, just the ones I believe require it.
Weather ball: No explanations needed here, it is your bread and butter, deal a ton of damage move. This is what you will be clicking on 80% of your turns and it will get the job done almost every time. Interestingly this is the move I am the least certain about as flamethrowers' consistency outside of sun and burn chance has a strong case to be the right move for this slot.
Roost: Also fairly self explanatory, you’re a bulky set, this helps you survive and beat other bulky tanks in the long game. It is important to remember that this is still an offense team, despite the good matchup into stall specifically, you do not want to drag games out longer than 35 turns at most. Roost will need to be clicked, and there will be times where it should be spammed but think carefully about using it and what you need the health for in the future, as giving up weather ball damage can be costly.
Roar: This one demands a little bit more justification. Before we even get into why a phasing move is necessary I want to address dragon tail. Dragon tail was where this set started and while the extra chip it provided was nice, its chance to miss and its inability to deal with set up sweepers behind a sub proved far too costly for me to consider it long term. Now as for why a phasing move. With Yards surprising longevity you can oftentimes switch in on a setup move and still not be in 2hko range by many of the tiers setup sweepers. Any quiver dance or calm mind user without psyshock especially works and it keeps Yard from being free setup as well as a remarkably good answer to tough situations.
Scorching sands: Your first thought may be to ask why this isn't solar beam, and there are two very good reasons. Ttar and heatran. The Ttar matchup is utterly miserable with solar beam as you are never allowed to click it at risk of it switching in against you (which it will, it’s your best counter) and losing your Yard on the spot. Heatran is a bit less miserable as it can't really do anything immediately threatening, but being forced to give up momentum and risking either a toxic or hazards being set is rough. On the contrary solar power helps you into Mola and Fini specifically, but both of those can be muscled through with weather ball and solar beam rarely finds itself being the click into much else. Scorching sands is not going to make the ttar matchup good, as you're still only doing 20ish percent, but trust me when I say that 30% burn chance and consistent chip can be absolutely game saving.
Thanks to this bulk and the team's natural ability to handle stealth rocks, Yard also gains many entry points its less bulky counterpart cannot find. Whereas weak volt switches or Slowbro scalds may once have been threatening, now see them as an opportunity to get this monster in and clicking. Even without the investment there is very little in this metagame that can stomach switching into a weather ball so any entry you can get is sure to be valuable.
Looking at it at first glance, there may be some questions that come up in regards to its movepool. This set changed more than almost any other on this team through the one hundred games of testing; however I am fairly confident this is the correct four moves for both this team and bulky Yard in general. I will not give full move by move breakdowns for all mons, just the ones I believe require it.
Weather ball: No explanations needed here, it is your bread and butter, deal a ton of damage move. This is what you will be clicking on 80% of your turns and it will get the job done almost every time. Interestingly this is the move I am the least certain about as flamethrowers' consistency outside of sun and burn chance has a strong case to be the right move for this slot.
Roost: Also fairly self explanatory, you’re a bulky set, this helps you survive and beat other bulky tanks in the long game. It is important to remember that this is still an offense team, despite the good matchup into stall specifically, you do not want to drag games out longer than 35 turns at most. Roost will need to be clicked, and there will be times where it should be spammed but think carefully about using it and what you need the health for in the future, as giving up weather ball damage can be costly.
Roar: This one demands a little bit more justification. Before we even get into why a phasing move is necessary I want to address dragon tail. Dragon tail was where this set started and while the extra chip it provided was nice, its chance to miss and its inability to deal with set up sweepers behind a sub proved far too costly for me to consider it long term. Now as for why a phasing move. With Yards surprising longevity you can oftentimes switch in on a setup move and still not be in 2hko range by many of the tiers setup sweepers. Any quiver dance or calm mind user without psyshock especially works and it keeps Yard from being free setup as well as a remarkably good answer to tough situations.
Scorching sands: Your first thought may be to ask why this isn't solar beam, and there are two very good reasons. Ttar and heatran. The Ttar matchup is utterly miserable with solar beam as you are never allowed to click it at risk of it switching in against you (which it will, it’s your best counter) and losing your Yard on the spot. Heatran is a bit less miserable as it can't really do anything immediately threatening, but being forced to give up momentum and risking either a toxic or hazards being set is rough. On the contrary solar power helps you into Mola and Fini specifically, but both of those can be muscled through with weather ball and solar beam rarely finds itself being the click into much else. Scorching sands is not going to make the ttar matchup good, as you're still only doing 20ish percent, but trust me when I say that 30% burn chance and consistent chip can be absolutely game saving.
Great Tusk:

Great Tusk @ Icium Z
Ability: Protosynthesis
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Ice Spinner
- Rapid Spin
- Stealth Rock
The defensive backbone of this team and a crucial part of the tag team hazard eliminating duo with Hatterene. A pretty standard defensive utility set with a little added spice in the form of icium z to help with opposing flyers and bulky grounds. Tusk is ev’d to get a speed boost in the sun, giving the team an extra dose of speed control and affords tusk a good chance to beat whatever you’re switching it into.
Tusk's role on this team is the one that changes most from game to game. Its first priority is to switch into opposing bulky grounds and 1v1 them. It is almost guaranteed to win this fight if you time your z move correctly, however do not just chuck it out unless you truly expect them to stay in. Gliscors and lando’s have a habit of swapping to another mon to scout the move. This goes doubly so if your opponent has a mola. Save it for when it’s no longer expected and it will absolutely rob games.
Tusk’s next job is to act as fast hazard control, clearing the way for Yard and Pon to enter the field unharmed while setting rocks yourself. Oftentimes you will find rapid spin to be unnecessary as very aggressive play with hatterne is recommended, but in the few games where it does matter you’re going to be very happy it's there. As for your own rocks, do not sacrifice tusk to get them up unless they will not be removed or the value you would gain from them is more than what you would get from repeatedly forcing mons out with its speed boost. This team has mons that often deal 100% of their opponent's health at once and while rocks are undeniably incredibly valuable they are very rarely necessary.
Its final job, and one you should always consider in the back of your mind is to be a late game cleaner. With the right mons removed throughout the game, and the right pressure applied to others, five turns of sun boosting speed can be more than enough for tusk to clean up an end game and win matches nothing else on your team could. It is oftentimes worth preserving a low health Yard entirely so that you can sac it late game for one final burst of the speedy elephant.
Tusk's role on this team is the one that changes most from game to game. Its first priority is to switch into opposing bulky grounds and 1v1 them. It is almost guaranteed to win this fight if you time your z move correctly, however do not just chuck it out unless you truly expect them to stay in. Gliscors and lando’s have a habit of swapping to another mon to scout the move. This goes doubly so if your opponent has a mola. Save it for when it’s no longer expected and it will absolutely rob games.
Tusk’s next job is to act as fast hazard control, clearing the way for Yard and Pon to enter the field unharmed while setting rocks yourself. Oftentimes you will find rapid spin to be unnecessary as very aggressive play with hatterne is recommended, but in the few games where it does matter you’re going to be very happy it's there. As for your own rocks, do not sacrifice tusk to get them up unless they will not be removed or the value you would gain from them is more than what you would get from repeatedly forcing mons out with its speed boost. This team has mons that often deal 100% of their opponent's health at once and while rocks are undeniably incredibly valuable they are very rarely necessary.
Its final job, and one you should always consider in the back of your mind is to be a late game cleaner. With the right mons removed throughout the game, and the right pressure applied to others, five turns of sun boosting speed can be more than enough for tusk to clean up an end game and win matches nothing else on your team could. It is oftentimes worth preserving a low health Yard entirely so that you can sac it late game for one final burst of the speedy elephant.
Hatterene:

Hatterene @ Eject Button
Ability: Magic Bounce
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Psychic Noise
- Mystical Fire
- Dazzling Gleam
- Healing Wish
Ability: Magic Bounce
EVs: 248 HP / 208 Def / 52 Spe
Bold Nature
IVs: 0 Atk
- Psychic Noise
- Mystical Fire
- Dazzling Gleam
- Healing Wish
Hatterene is the most interesting pokemon on this team, because it’s job almost always boils down into switching into a potential hazard or pivot move, ejecting buttoning out, switching in again later on and dying. In doing so Hatterene accomplishes two things this team appreciates greatly. Keeping the field clear of hazards and pivoting Ogerpon and Zard in without taking damage. In 90 percent of matchups this is your most expendable pokemon and you should treat it as such. Play very aggressively with it, hazards going up are far more threatening than chip or even the death of Hatterene.
However, in some games there’s going to be more to the hatstand than two safe entries. First off, Hatterene is this team's absolute mvp into stall. Magic bounce and psychic noise makes it an absolutely miserable mon for your opponent to face and is one of the main reasons this team has such a good matchup into stall.
In addition, eject pack has some very interesting interactions with pivot moves. If your opponent uses a pivot move that deals damage to Hatterene you will steal their switch. Their mon stays in and you still get to eject. This can be great into mons like Alomomola or Pult to set up Ogerpon 50/50s or Kingambit pursuit traps. Just make sure not to switch it into setup as even if you survive the following hit, they will still force you out and give you no chance to retaliate.
Finally, you have healing wish. Yes Hatterene is expendable, but no-one ever said you had to let your opponent be the one to kill it. Between Yard, Gambit and Ogerpon’s sturdy, this team has multiple mons that are surprisingly costly to wear down, and it can be absolutely backbreaking when you’re able to trade in a low health Hatterene to restore one of these behemoths to a status free full health. Look for passive mons that can’t kill a low health Hatterene and trade it in for both momentum and your biggest threat back.
Move wise healing wish, psychic noise and mystical fire feel optimal. Nuzzle and dazzling gleam are the competition for the final slot, and while I initially tried and disliked nuzzle it's possibly worth another shot now that wisp has been removed from Yard.
EV spread needs some work, worth experimenting with offensive or spdef investment.
However, in some games there’s going to be more to the hatstand than two safe entries. First off, Hatterene is this team's absolute mvp into stall. Magic bounce and psychic noise makes it an absolutely miserable mon for your opponent to face and is one of the main reasons this team has such a good matchup into stall.
In addition, eject pack has some very interesting interactions with pivot moves. If your opponent uses a pivot move that deals damage to Hatterene you will steal their switch. Their mon stays in and you still get to eject. This can be great into mons like Alomomola or Pult to set up Ogerpon 50/50s or Kingambit pursuit traps. Just make sure not to switch it into setup as even if you survive the following hit, they will still force you out and give you no chance to retaliate.
Finally, you have healing wish. Yes Hatterene is expendable, but no-one ever said you had to let your opponent be the one to kill it. Between Yard, Gambit and Ogerpon’s sturdy, this team has multiple mons that are surprisingly costly to wear down, and it can be absolutely backbreaking when you’re able to trade in a low health Hatterene to restore one of these behemoths to a status free full health. Look for passive mons that can’t kill a low health Hatterene and trade it in for both momentum and your biggest threat back.
Move wise healing wish, psychic noise and mystical fire feel optimal. Nuzzle and dazzling gleam are the competition for the final slot, and while I initially tried and disliked nuzzle it's possibly worth another shot now that wisp has been removed from Yard.
EV spread needs some work, worth experimenting with offensive or spdef investment.
Ogerpon-Cornerstone:

Ogerpon-Cornerstone @ Cornerstone Mask
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ivy Cudgel
- Power Whip
- Swords Dance
- Knock Off
An absolute world beater and the requisite sweeper of the team. It feels like there are currently zero teams out there prepared for what this monster is dishing out. So many squads currently rely on the defensive synergy between a bulky ground and bulky flier, a dynamic that Ogerpon-C ruthlessly tears apart. A threat made so much scarier if you manage to get an SD off with it.
Typically you want to default to spamming cudgel with the occasional power whip mixed in to handle the few threats actually able to withstand a rock attack. Knock off is there for coverage and to annoy the occasional check like Corv or Gambit. Swords dance if you get the chance and can end the game with it.
While Ogerpons offensive potential is immediately apparent, where it has shined during the climb has been as a last line of defence against the myriad unforeseen threats of this metagame. Due to this team's ability to keep the field hazard free, Ogerpon reliably manages to switch in with sturdy intact after a sac. This allows it to get a free hit off against any number of dangerous boosted threats and salvage otherwise entirely unwinnable games. This is extra fun if you manage to later get a healing wish off on it, giving it yet another free turn.
Swords dance is the only questionable move on this set as slotting in superpower in its place takes away yet more of the already dwindling checks this mon has. Ultimately this is the set I’ve settled on for the team as it increases an already great stall matchup and has swept me just enough games to feel wrong taking it off. Plus it feels like something on this team needs set up.
Typically you want to default to spamming cudgel with the occasional power whip mixed in to handle the few threats actually able to withstand a rock attack. Knock off is there for coverage and to annoy the occasional check like Corv or Gambit. Swords dance if you get the chance and can end the game with it.
While Ogerpons offensive potential is immediately apparent, where it has shined during the climb has been as a last line of defence against the myriad unforeseen threats of this metagame. Due to this team's ability to keep the field hazard free, Ogerpon reliably manages to switch in with sturdy intact after a sac. This allows it to get a free hit off against any number of dangerous boosted threats and salvage otherwise entirely unwinnable games. This is extra fun if you manage to later get a healing wish off on it, giving it yet another free turn.
Swords dance is the only questionable move on this set as slotting in superpower in its place takes away yet more of the already dwindling checks this mon has. Ultimately this is the set I’ve settled on for the team as it increases an already great stall matchup and has swept me just enough games to feel wrong taking it off. Plus it feels like something on this team needs set up.
Kingambit:
Kingambit @ Assault Vest
Ability: Supreme Overlord
EVs: 232 HP / 252 Atk / 24 SpD
Adamant Nature
- Knock Off
- Iron Head
- Pursuit
- Sucker Punch
Ability: Supreme Overlord
EVs: 232 HP / 252 Atk / 24 SpD
Adamant Nature
- Knock Off
- Iron Head
- Pursuit
- Sucker Punch
This mon is so damn good man, it does what it needs to do every single game and then like eight times more. Assault vest is the set of choice for this team as gambit is used as an early game progress maker and mid game breaker significantly more than it is as a late game cleaner. The added bulk of this set allows you to reliably enter and either pursuit trap a low health mon or knock off an incoming target for big damage. AV in particular helps this team into Lele and Mega Diancie as well as just being an unbelievable set in general. It does not matter if this gets burned, it does not matter if this gets chipped, spam pursuit when facing something it kills and you won't be upset.
There really isn't a lot to say about Kingambit, but it is worth noting how phenomenal the defensive synergy between it and bulky Yard is. Yard easily handles the fighting, fire and ground type attacks lobbed at Gambit and Gambit shrugs off rock moves and neutral tbolts like they’re nothing. It is the synergy that inspired bulky Yard and it works as flawlessly in practice as it does on paper.
There really isn't a lot to say about Kingambit, but it is worth noting how phenomenal the defensive synergy between it and bulky Yard is. Yard easily handles the fighting, fire and ground type attacks lobbed at Gambit and Gambit shrugs off rock moves and neutral tbolts like they’re nothing. It is the synergy that inspired bulky Yard and it works as flawlessly in practice as it does on paper.
Rotom-Wash:

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Trick
- Will-O-Wisp
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Trick
- Will-O-Wisp
It annoys me so much that Rotom is the best pick for this slot. It was the last mon added and in its slot it needed to fulfill three things. Speed control, a switch into water attacks, and an extra threat to bulky fliers. Rotom checks all three and yet remains one of the most frustratingly inconsistent parts of this team. It is the only member of the team that is actively hindered by the sun Yard sets. This would be fine if it could be counted on to hit its weakened pump but nope, it will miss, and it will be annoying.
All that being said I’m still 90% sure Rotom is the pick for this slot. A fast volt switch is so powerful for this squad and there have been more than a few games that would have been entirely unwinnable without the value this mon provides. It one shots pretty much every bulky ground and scarf wisp comes in just clutch enough for me to recommend it. As I have gained more experience with the team I’ve become better with the sun management and it has made Rotom significantly less frustrating. In addition I have come to appreciate the defensive value it provides. Thanks to rotom’s unparalleled resistances this team has multiple answers for pretty much every type of attack, something that makes this offensive team very difficult to match blow for blow.
Moveslot wise wisp could be swapped for tbolt or twave. I would absolutely love it if pump could be swapped for surf/scald or a more consistent option but I’m afraid we’re all stuck with it. Play carefully with this mon and it will reward you greatly
All that being said I’m still 90% sure Rotom is the pick for this slot. A fast volt switch is so powerful for this squad and there have been more than a few games that would have been entirely unwinnable without the value this mon provides. It one shots pretty much every bulky ground and scarf wisp comes in just clutch enough for me to recommend it. As I have gained more experience with the team I’ve become better with the sun management and it has made Rotom significantly less frustrating. In addition I have come to appreciate the defensive value it provides. Thanks to rotom’s unparalleled resistances this team has multiple answers for pretty much every type of attack, something that makes this offensive team very difficult to match blow for blow.
Moveslot wise wisp could be swapped for tbolt or twave. I would absolutely love it if pump could be swapped for surf/scald or a more consistent option but I’m afraid we’re all stuck with it. Play carefully with this mon and it will reward you greatly
Threats and Matchups to Improve

Lele, oh Lele. What can be said about Lele? Is there a team in this format that likes to see Lele at team preview? A combo of psyshock, moonblast and focus blast is utterly devastating for this team. Neither of your go to special checks can handle it which makes it very very scary every time it comes in. Thankfully you can wear it down over the course of a game and smartly pivoting to scout for a choice lock or a z move can neutralize it. Just be prepared to face some very difficult choices when it switches in.

Mega venu, can't really break it without Yard weather ball spam or finding an sd on Pon, thankfully it can’t kill you either. May have to outlast synthesis. Exceptionally rough if it has sleep powder or toxic.

Ttar, this mon is the single reason Yard runs scorching sands instead of solar beam. This mon is an actual menace to deal with as it not only takes away your sun but actively annihilates Yard. Tusk and Pon can force it out, but it’s always scary to see on the other side.

Koko: Just because Yard can 1v1 it does not mean this menace is remotely fun to deal with in the hands of a competent opponent (which is to say hit volt switch every time it's in against Yard). Its speed and ability to ohko tusk with dazzling gleam means it can easily run away with the game if not carefully managed. Especially if it can find good chip onto gambit. Your best bet is to play for a tusk endgame or hoping they stay in against gambit or Yard not expecting the bulk. Rotom can chip it down too.

Raging Bolt: Gambit can 1v1 this and so can Yard if you predict right, but the fact that it comes down to predictions makes it scary. Slowly chip it down on the switch and switch gambit in trading health on gambit for health on Bolt. If you’re predicting a clap or draco you can roost with Yard and gain the advantage. Do not switch gambit in if Koko has set terrain, you cannot live a rising voltage and it will feel awful.
Replays
I do not have many replays for this team as I did not expect to be making this thread initially. I will aim for at least 5 for all future threads.
Semi Stall dismantled
https://replay.pokemonshowdown.com/gen9nationaldex-2271855281
Down to the wire (Bulky Zard showcase)
https://replay.pokemonshowdown.com/gen9nationaldex-2271851073
1700 game
https://replay.pokemonshowdown.com/gen9nationaldex-2272258335-sd8rwtq7yl6dhyetxqks0qe6ubkbkhkpw?p2
Semi Stall dismantled
https://replay.pokemonshowdown.com/gen9nationaldex-2271855281
Down to the wire (Bulky Zard showcase)
https://replay.pokemonshowdown.com/gen9nationaldex-2271851073
1700 game
https://replay.pokemonshowdown.com/gen9nationaldex-2272258335-sd8rwtq7yl6dhyetxqks0qe6ubkbkhkpw?p2
Conclusion
For a first attempt at natdex teambuilding this ended up far more competent than I would have expected when I started my journey with this team. I was consistently surprised by how much Yard could survive, and so were my opponents. I am exceptionally pleased with this team and think it is close to finalized. I would love advice on the EV spreads specifically as I feel it is currently the weakest part of this team. I would also appreciate advice on the Hatterene and Rotom movesets as well as potential item changes. I hope you enjoy using this team and I look forward to providing this tier with a ton more exciting teams to play with going forward.
Thanks for Reading and if you know how to center the spoiler tag without centering the text inside please let me know.