Alright, so to start off, i am relatively new here at smogon. It has been a while since my last RMT, and since then i got to some breeding; In Emerald i bred a sexy Charizard (Belly drum, 30 HP IV's for odd HP), and got inspired to center a team around Charizard. So, obviously this is a Bellyzard team. It was doing fairly good for the past couple weeks, then today i had a few close matches and ended up losing a good 10 or so in a row. Now, i kind of like my team, but i think it needs some fine tuning.
At a Glance:
Run 'N Gun At Its Best:
Ambipom @ Silk Scarf
Jolly - Technician
4 HP / 252 Att / 252 Spe
-Fake Out
-U-Turn
-Double Hit
-Taunt
This guy was originally a Anti-lead Kangaskhan, but got replaced because of Ambipoms superiority in everything that it is needed to do. Basically, Hits the other lead with Fake Out, then KO's with Double Hit as they expect a U-Turn. Next, depending on the switch in i either U-Turn out or throw taunt down if it is something that could possibly setup, then throw the u-turn in. This gives me an easy KO most of the time, and then a quick advantagious matchup. I chose Double Hit over Return simply because Double Hit has more Base Power with both STAB+Technician (2*75.25 if i recall correctly), and makes substitute a joke. Also great for late game revenge killing.
Synergy: Takes ghost hits well, but other than that, is a great Revenge killer.
The Setup-Crew:
Hitmontop @ Leftovers
Adamant - Intimidate
240 HP / 252 Att / 16 Spe
-Rapid Spin
-Close Combat
-Suker Punch
-Foresight
Basically here to protect my fairly SR weak from SR. All three of Scyther, Charizard, and Jynx take SR like the guy who brings a knife to a gun fight take bullets. With Nature&EV's i am basically setting up a way so that i can take a hit or two, get rid of ghosts, and finally spin those entry hazards off of my side of the field. I was usuing CLaydol before, but i find that Hitmontop outclasses him in terms of effective spinning and dealing with spin counters. Also good for soaking up physical hits with the HP and Intimidate. Overall, i find he is a great addition.
Synergy: Takes most physical hits (Besides Air Cutter) very easily, best at absorbing Dark attacks however.
Jynx @ Choice Scarf
Timid - Forewarn
112 HP/ 144 SpA / 252 Spe
-Trick
-Mean Look
-Ice Beam
-Lovely Kiss
Jynx is really a swiss army knife; she can do so many things and seems to be ignored in the UU Metagame. As is now on my team, she can disable a wall via Trick, trap said wall in as setupfodder with not only Mean Look, but Lovely Kiss as well. This gives me the possibilty off switching off to Hitmontop first who can get rid of Pesky entry hazards, then switch to the ever Dangerous Bellyzard who basically is granted a free setup and ultimately sweep when things go my way. This jynx set even gives me the possibility of setting up Charizard early, then finishing with Scyther/Nidoking.
Also, one thing to note, Ice Beam was filler for the most part, however i have found that it being there gives Jynx the ability to be a pseudo revenge killer with Icebeam/Scarf.
Synergy: Absorbs those ice moves that can give Scyther/Nido tons of trouble; also loves fighting attacks.
The Offensive Core:
Nidoking @ Life Orb
Naughty - Poison Point
200 Att / 252 SpA / 58 Spe
-Earthquake
-Icebeam
-Megahorn
-Thunderbolt
Basic Mixxed attacker set. Is used for taking out those pesky tanks that try to wall Charizard (I am looking at you, Milotic). High Base power in both Attack styles, as well as near flawless type coverage because of Nido's impressive moveset. Thunderbolt is key for those damned Bulky Waters, then Ice Beam for great coverage. I chose the OU Megahorn over the standard Hp Grass simply because Phsycics such as Gardiviour were giving me a hard time; what better way to dispose of a pesky Gardiviour/Legend Pixie then with a Megahorn? None, would be the correct answer to that question.
Synergy: Although kind of pathetic, is one the bulkiest Mon on my team. Soaks up Toxic Spikes, as well as fire/Rock/ground moves that can really damage some of the other team members.
Scyther @ Choice Band
Jolly - Technician
4 Hp / 252 Att / 252 Spe
-Aerial Ace
-U-Turn
-Pursuit
-Quick Attack
One of the fastest 'Mons in the tier; coupled with its insane Attack it was hard to not choose. Inititially, i had a Haunter here, but it was released of its duties following the inception of Jynx. Aerial Ace, and Pursuit are there for some hefty hits via STAB/Technician, while U-Turn provides STAB and a way to swith on the go with during a kills of certian pesky pokemon out there in the UU world. I decided to go with Quick Attack simply because i needed some more priority moves on the team; coming from a fast pokemon, this grants me the ability to outspeed Fakeout/Suckerpunch/ES, whereas before when i had Revenge in that spot, i was simply priority swept.
The Star of the Show:
Charizard @ Salac Berry
Jolly - Blaze
4 HP / 252 Att / 252 Spe
-Substitute
-Belly Drum
-Fire Punch
-Earthquake
Stratagie is simple, but almost never used due to Charizards big weakness to SR. With a team built around the guy, he can really shine: Throw a sub up, get Drum down, and cause chaos with your heavy Blaze-Drum-STAB-Salac rampage. Earthquake allows for Charizard to get some decent coverage in; i had Thunderpunch for a while, but it seemed rather ineffective besides taking out the occasional Milotic/Slowbro, which Nidoking can do much better with his great coverage.
In pinches, setup is sometimes difficult to achieve even with the support cast around him; he is able to come in on fire/earth/bug/grass attacks with ease. As well, his fire punch/EQ still packs some power whether he has a drum under his belt or not. Overall, the team can live and die with Zard.
Threat List:
Shaymin – Bar HP Ice, Shaymin is Setup fodder for Charizard; Scyther and Jynx also can give him a run for his money.
Mismagius – Nidoking loves seeing a Missy; Megahorn throws him all the way around to next tuesday.
Blaziken - A pain, although i have no real counters, he really dislikes most Earthquakes and Scythers Aerial Ace.
Roserade – Nido, Jynx, Scyther, and Charizard are all great checks.
Registeel – 'Zard, Nido, and Hitmontop all 2hko at least.
Steelix – Charizard dominates this guy.
Crobat – Jynx 1HKO's it most of the time, although he can cause some real havoc. Nido is kind of a check, but they are on par for the most part; although Nido really hates getting U-Turned.
Ambipom – Hitmontop makes him look bad; nuff said.
Hitmontop – Can cause some damage, although Scyther makes him think twice about even swithing in with those dangerous Aerial Aces.
Honchkrow – Can be a problem; Jynx/Nido can hit it hard with Ice attacks. With Scarf, Jynx gets the speed nod as well.
Spiritomb- Calm-mind versions are a pain. If Ambi can get a taunt off, he is not that bad, but if he is able to set up he can really damage my team.
Arcanine- Only usually seen in lead form; Ambipom beats him to the punch in most cases, although i havn't seen him around much.
Clefable- OHKO from Hitmontop.
Claydol - Nido is almost a direct counter; if Nido is gone, he is a problem however.
Espeon – Megahorn anyone? ^_^
Regirock – Jynx makes him useless for the most part, Hitmon can really put a dent in him, and his SR's.
Uxie- In lead form, It is a free KO for Ambipom. Otherwise, Another Megahorn.
Yanmega – Jynx can revenge kill it as long as it hasn"t been out for too long, although it can be a real pain if it manages around four turns out.
Slowbro- Scary; Although Megahorn keeps him in check for the most part.
Chansey- Simple switch to Hitmontop; he 2HKO's him unless very unlucky.
Umbreon- Jynx makes him useless, Hitmontop can absolutely destroy him.
Hariyama- For the most part, scary. Scyther is best real counter; although Charizard can possibly have a feild day with him.
Toxicroak- Scyther makes him look foolish; OHKOin him with Aerial.
Moltres- Not seen often, due to SR, but it can be dangerous if i see it. Best counter is probably Tbolt form Nido.
Absol – Hitmontop can take a chunk out of him, although if he manages to set up my team falls fast due to the lack of walls.
Hitmonlee & Other Fighters- Scyther is best bet, although CHarizard does a decent job.
Venusaur- Ambipom destroys him easily; fake-out + Double Hit means a free kill.
Magmortar- Nidoking makes it eat pain. nuff said.
Sceptile – Jynx/Scyther/Zard all make him look bad; lead variants are 2HKO'd by Ambi.
Swift Swimmers - Pretty much sweep me, although are an Easy KO if Ambi can prevent the Rain.
Trick room - See above
Bulky Waters - A real weakness, i would appreciate some help with em.
Any and all rates greatly appreciated; help this newbie better his team!
At a Glance:






Run 'N Gun At Its Best:

Ambipom @ Silk Scarf
Jolly - Technician
4 HP / 252 Att / 252 Spe
-Fake Out
-U-Turn
-Double Hit
-Taunt
This guy was originally a Anti-lead Kangaskhan, but got replaced because of Ambipoms superiority in everything that it is needed to do. Basically, Hits the other lead with Fake Out, then KO's with Double Hit as they expect a U-Turn. Next, depending on the switch in i either U-Turn out or throw taunt down if it is something that could possibly setup, then throw the u-turn in. This gives me an easy KO most of the time, and then a quick advantagious matchup. I chose Double Hit over Return simply because Double Hit has more Base Power with both STAB+Technician (2*75.25 if i recall correctly), and makes substitute a joke. Also great for late game revenge killing.
Synergy: Takes ghost hits well, but other than that, is a great Revenge killer.
The Setup-Crew:

Hitmontop @ Leftovers
Adamant - Intimidate
240 HP / 252 Att / 16 Spe
-Rapid Spin
-Close Combat
-Suker Punch
-Foresight
Basically here to protect my fairly SR weak from SR. All three of Scyther, Charizard, and Jynx take SR like the guy who brings a knife to a gun fight take bullets. With Nature&EV's i am basically setting up a way so that i can take a hit or two, get rid of ghosts, and finally spin those entry hazards off of my side of the field. I was usuing CLaydol before, but i find that Hitmontop outclasses him in terms of effective spinning and dealing with spin counters. Also good for soaking up physical hits with the HP and Intimidate. Overall, i find he is a great addition.
Synergy: Takes most physical hits (Besides Air Cutter) very easily, best at absorbing Dark attacks however.

Jynx @ Choice Scarf
Timid - Forewarn
112 HP/ 144 SpA / 252 Spe
-Trick
-Mean Look
-Ice Beam
-Lovely Kiss
Jynx is really a swiss army knife; she can do so many things and seems to be ignored in the UU Metagame. As is now on my team, she can disable a wall via Trick, trap said wall in as setupfodder with not only Mean Look, but Lovely Kiss as well. This gives me the possibilty off switching off to Hitmontop first who can get rid of Pesky entry hazards, then switch to the ever Dangerous Bellyzard who basically is granted a free setup and ultimately sweep when things go my way. This jynx set even gives me the possibility of setting up Charizard early, then finishing with Scyther/Nidoking.
Also, one thing to note, Ice Beam was filler for the most part, however i have found that it being there gives Jynx the ability to be a pseudo revenge killer with Icebeam/Scarf.
Synergy: Absorbs those ice moves that can give Scyther/Nido tons of trouble; also loves fighting attacks.
The Offensive Core:

Nidoking @ Life Orb
Naughty - Poison Point
200 Att / 252 SpA / 58 Spe
-Earthquake
-Icebeam
-Megahorn
-Thunderbolt
Basic Mixxed attacker set. Is used for taking out those pesky tanks that try to wall Charizard (I am looking at you, Milotic). High Base power in both Attack styles, as well as near flawless type coverage because of Nido's impressive moveset. Thunderbolt is key for those damned Bulky Waters, then Ice Beam for great coverage. I chose the OU Megahorn over the standard Hp Grass simply because Phsycics such as Gardiviour were giving me a hard time; what better way to dispose of a pesky Gardiviour/Legend Pixie then with a Megahorn? None, would be the correct answer to that question.
Synergy: Although kind of pathetic, is one the bulkiest Mon on my team. Soaks up Toxic Spikes, as well as fire/Rock/ground moves that can really damage some of the other team members.

Scyther @ Choice Band
Jolly - Technician
4 Hp / 252 Att / 252 Spe
-Aerial Ace
-U-Turn
-Pursuit
-Quick Attack
One of the fastest 'Mons in the tier; coupled with its insane Attack it was hard to not choose. Inititially, i had a Haunter here, but it was released of its duties following the inception of Jynx. Aerial Ace, and Pursuit are there for some hefty hits via STAB/Technician, while U-Turn provides STAB and a way to swith on the go with during a kills of certian pesky pokemon out there in the UU world. I decided to go with Quick Attack simply because i needed some more priority moves on the team; coming from a fast pokemon, this grants me the ability to outspeed Fakeout/Suckerpunch/ES, whereas before when i had Revenge in that spot, i was simply priority swept.
The Star of the Show:

Charizard @ Salac Berry
Jolly - Blaze
4 HP / 252 Att / 252 Spe
-Substitute
-Belly Drum
-Fire Punch
-Earthquake
Stratagie is simple, but almost never used due to Charizards big weakness to SR. With a team built around the guy, he can really shine: Throw a sub up, get Drum down, and cause chaos with your heavy Blaze-Drum-STAB-Salac rampage. Earthquake allows for Charizard to get some decent coverage in; i had Thunderpunch for a while, but it seemed rather ineffective besides taking out the occasional Milotic/Slowbro, which Nidoking can do much better with his great coverage.
In pinches, setup is sometimes difficult to achieve even with the support cast around him; he is able to come in on fire/earth/bug/grass attacks with ease. As well, his fire punch/EQ still packs some power whether he has a drum under his belt or not. Overall, the team can live and die with Zard.
Threat List:
Shaymin – Bar HP Ice, Shaymin is Setup fodder for Charizard; Scyther and Jynx also can give him a run for his money.
Mismagius – Nidoking loves seeing a Missy; Megahorn throws him all the way around to next tuesday.
Blaziken - A pain, although i have no real counters, he really dislikes most Earthquakes and Scythers Aerial Ace.
Roserade – Nido, Jynx, Scyther, and Charizard are all great checks.
Registeel – 'Zard, Nido, and Hitmontop all 2hko at least.
Steelix – Charizard dominates this guy.
Crobat – Jynx 1HKO's it most of the time, although he can cause some real havoc. Nido is kind of a check, but they are on par for the most part; although Nido really hates getting U-Turned.
Ambipom – Hitmontop makes him look bad; nuff said.
Hitmontop – Can cause some damage, although Scyther makes him think twice about even swithing in with those dangerous Aerial Aces.
Honchkrow – Can be a problem; Jynx/Nido can hit it hard with Ice attacks. With Scarf, Jynx gets the speed nod as well.
Spiritomb- Calm-mind versions are a pain. If Ambi can get a taunt off, he is not that bad, but if he is able to set up he can really damage my team.
Arcanine- Only usually seen in lead form; Ambipom beats him to the punch in most cases, although i havn't seen him around much.
Clefable- OHKO from Hitmontop.
Claydol - Nido is almost a direct counter; if Nido is gone, he is a problem however.
Espeon – Megahorn anyone? ^_^
Regirock – Jynx makes him useless for the most part, Hitmon can really put a dent in him, and his SR's.
Uxie- In lead form, It is a free KO for Ambipom. Otherwise, Another Megahorn.
Yanmega – Jynx can revenge kill it as long as it hasn"t been out for too long, although it can be a real pain if it manages around four turns out.
Slowbro- Scary; Although Megahorn keeps him in check for the most part.
Chansey- Simple switch to Hitmontop; he 2HKO's him unless very unlucky.
Umbreon- Jynx makes him useless, Hitmontop can absolutely destroy him.
Hariyama- For the most part, scary. Scyther is best real counter; although Charizard can possibly have a feild day with him.
Toxicroak- Scyther makes him look foolish; OHKOin him with Aerial.
Moltres- Not seen often, due to SR, but it can be dangerous if i see it. Best counter is probably Tbolt form Nido.
Absol – Hitmontop can take a chunk out of him, although if he manages to set up my team falls fast due to the lack of walls.
Hitmonlee & Other Fighters- Scyther is best bet, although CHarizard does a decent job.
Venusaur- Ambipom destroys him easily; fake-out + Double Hit means a free kill.
Magmortar- Nidoking makes it eat pain. nuff said.
Sceptile – Jynx/Scyther/Zard all make him look bad; lead variants are 2HKO'd by Ambi.
Swift Swimmers - Pretty much sweep me, although are an Easy KO if Ambi can prevent the Rain.
Trick room - See above
Bulky Waters - A real weakness, i would appreciate some help with em.
Any and all rates greatly appreciated; help this newbie better his team!