Introduction
Hello there my name is Eric although some of you may know me as Frames Janco on PS, I've been playing mons since early XY and after a month long hiatus I'm starting to get back into it. Late XY I peaked around the low 1800's with a Mega Medicham team (man times have changed). But since then I kinda lost my mojo. This team helped me climb out of the low ladder and I think it has a lot of potential but it could use some improvements.Teambuilding/Thought Process
As I've been observing the ORAS meta evolve I've noticed some old threats from XY seemed to slip under the radar as some new toys like Altaria and Metagross mega came out. One of my personal favorites from XY, Mega Charizard X, was rarely seen. For this reason I decided why not try out a mega Zard team.
Now I have the option of running Roost as my 4th move or running EQ. This can drastically affect how the rest of my team pans out, I decided to put EQ for now.


If I were to go EQ the obvious benefit would be beating Heatran, Talonflame benefits greatly from this as well as Zard being able to break its other checks such as Rotom and Fat Chomp.



WOW 2 4x Stealth rock weaknesses... that's crazy. Since I already committed to going Hyper Offense i needed a suicide lead and Dual Screens Azelf fit as it has one of the fastest taunts in the game as well as giving my Zard a chance to set up with screens




Looking at my team i looked for pokes that both Talon and Zard had problems breaking through, the two that stuck out the most were Hippowdon and Slowbro who are both fairly commonly used on Balance and Stall. Looking for a mon that could break them I turned to Talon's old XY birdspam partner Staraptor, this thing is very underestimated imo I'll show some calcs to prove it later.





I knew I couldn't rely on just Azelf to cover up this team's heinous Stealth Rock weakness so I had to add some emergency hazard removal. Scarf Excadrill makes me cringe I'm not gonna lie, It usually loses a ton of momentum, but at the same time i've also used it as a very effective late game cleaner as well as being one of the only things in the way of a +1 mega Altaria 6-0 ing me.






Now for my final poke I wanted something that could turn a lost game back in my favor. Sash loom seemed like the perfect mon for that by providing setup opportunities as well as beating the bane of Zard's existence Quagsire.
NOW ONTO THE SQUAD
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Overview
Charizard is used primarily to wallbreak in the begining of the game. With the Dual Screens support that Azelf provides it can shrug off even super effective hits from walls and keep on dancing. The Evs are tuned so that you always outspeed scarf Kyu-B at +l while providing maximum wallbreaking power with an adamant nature. With the dual screens, Charizard becomes extremely tanky while boasting decent defensive stats. It should be noted that Zard can take on any variant of Landorus T if they try to switch in on you while screens are up as long as you DD on the switch. In a meta that is defined by speed Zard can easily tear through unprepared team especially with the amount of support it gets on this team.
Move Analysis
Dragon Dance and Flare Blitz are pretty standard for all offensive Zard variants. Flare Blitz is incredibly strong when boosted by tough claws and is it's main source of wallbreaking power. Earthquake is there in order to break through Heatran which is a real pain for Talon to deal with. Earthquake can also be used in situations where you don't want to take recoil from Flare Blitz or don't want to make contact with the enemy. I've toyed with the idea of getting Outrage to deal with Quagsire but I don't feel it is necessary for such an unpopular poke and keeping in mind that Outrage leaves you very vulnerable in the turns where you are locked in.
Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
-Tailwind replaced with Steel Wing for more coverage
Overview
Talon is the main late game cleaner for the team and has been a staple in OU since I started playing. This is usually my win condition as it can roll through balance once its checks have been weakened. If it does manage to get an SD off after Zard is done rolling through the opposition it's usually GG. Even when Talon is hanging on by a thread, it can use Tailwind to give the rest of the team a large speed boost. I love using this combo with Staraptor who can get to around 600 speed while being insanely powerful. I chose a Jolly Nature as I really don't need any health investment with my screens and being able to outspeed other Talonflames is very crucial with this team. It also notably outspeeds Weavile who's Ice Shard can do around 40%, which can be the difference between one more kill.
Move Analysis
Pretty standard stuff in this department BB in tangent with Sharp Beak is gonna be your main source of damage. Swords Dance is to boost your attack to insane levels. Flare Blitz so you don't get walled by stuff like Thundurus, Magnezone, or Raikou. Most people would put Roost in the 4th slot here but Talon usually doesn't have time to roost on this team and the Tailwind can really come in clutch to seal away a game.
Azelf @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Taunt
Overview
Azelf is my suicide lead as well as one of the most important mons on my team for providing set-up opportunities. I think Azelf is one the best leads in the game atm and is very good at preventing hazards from being set. it is fast enough to taunt pretty much anything that wants to set rocks and is bulky enough to usually set up rocks as well as one or two screens. Evs are standard to maximize speed and bulk.
Move Analysis
Dual Sreens are vital for the strategy of this team to minimize damage taken while setting up. Every team needs to have rocks but I think HO needs them more than any other playstyle. Not only do they break Sturdy and potential Sashes, they also may force the opponent to defog which will give my team a free turn to set up, alternatively my team puts enough pressure on the opposition that they may be forced to keep them which hurts them even further. Taunt is also a must have and should be used on every mon that could potentially have Rocks.
Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Double-Edge
- Brave Bird
- U-turn/ Close Combat
-Final Gambit removed because Iron Defense Slowbro isn't a thing, replaced with Quick Attack
Overview
Ahh Staraptor, Probably my favorite lesser used poke of all time. This thing is an absolute wallbreaking terror that hardly any one knows about. I could go on about how strong this thing is but I'll let the damage calcs do the talking.
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Slowbro: 246-291 (62.4 - 73.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Mega Scizor: 208-246 (60.4 - 71.5%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Hippowdon: 235-277 (55.9 - 65.9%) -- guaranteed 2HKO after Stealth Rock Leftovers recovery
-1 252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 240+ Def Landorus-T: 190-225 (49.7 - 58.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
vs 504 DEF WTF
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Mega Slowbro: 171-202 (43.4 - 51.2%) -- 99.6% chance to 2HKO after Stealth Rock
Now That calc on Landorus is the main reason why I chose Adamant over Jolly for my nature. I really feel like anything under 100 speed is opting to go for more attack rather than a positive speed nature and I really don't think I'm losing out on much by doing the same.
Move Analysis
Double Edge and Brave Bird are your dual STAB moves that allow you to hit the bulky Electric types and whatever else stands in your way. Final Gambit is there mostly to counter Defensive set up moves. This move actually has won me a game vs an Iron Defense Mega Bro that it does about 71% to. This move however is very situational and most of the time you should be using your two STAB moves. Now on to U-Turn vs Close Combat, U-Turn gives this team some much needed momentum and can be devastating if the opponent has switched in something that Zard can set up on. On the other hand Close Combat greatly enhances Staraptor's coverage and allows it to beat Heatran. For now I am using U-Turn but I'd love to hear a second opinion about it.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Overview
This mon is my only hope at removing hazards, and while it does do its job very well... being locked into rapid spin is an absolute nightmare and I almost always have to trade a mon for the removal of rocks. Scarf Drill does have a few benefits outside of just spinning, Mold Breaker EQ can really be an issue for teams that rely on pokes with Levitate for a ground immunity and notably one shots Rotom, and threatens many of Talon's checks, Scarf Iron Head with a Jolly Nature always outspeeds Altaria at +1 and OHKOs it.
Move Analysis
Nothing much to talk about here really, this is pretty much just standard af standard as far as moves go standard Rock and Ground coverage, standard STAB Iron Head, standard Rapid Spin.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore
Overview
This last mon honestly took a lot more thought than any of the other members of my team. I remain confident that Breloom was the correct decision as it has saved my ass in many games. Breloom is the only thing stopping me from getting swept by a few mons but more than that his ability to often just remove a member of the enemy team from the game is a plus. Couple that with the fact that the enemy never really gets any turns to just burn off sleep is huge.
Move Analysis
Standard "you know I'm sashed but there's nothing you can do about it" Loom, really nothing to say and I'm tired so... yea.
FINAL THOUGHTS
While I've had many great triumphs with this team, I've also had many embarrassing defeats. It goes without saying that this team is very hard to use properly and is very unforgiving to even the tiniest mistake. DO NOT think that you can simply copy and paste this team and expect to climb, even though I created this team I still struggle sometimes with it and go on massive tilt. Any and all suggestions, questions, and comments are greatly appreciated.
REPLAYS
http://replay.pokemonshowdown.com/ou-243138816
http://replay.pokemonshowdown.com/ou-242897093
http://replay.pokemonshowdown.com/ou-242763132
http://replay.pokemonshowdown.com/ou-244002863
http://replay.pokemonshowdown.com/ou-244585961
http://replay.pokemonshowdown.com/ou-245199515
(as you can see in the last replay I made it to 1647)
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Earthquake
Overview
Charizard is used primarily to wallbreak in the begining of the game. With the Dual Screens support that Azelf provides it can shrug off even super effective hits from walls and keep on dancing. The Evs are tuned so that you always outspeed scarf Kyu-B at +l while providing maximum wallbreaking power with an adamant nature. With the dual screens, Charizard becomes extremely tanky while boasting decent defensive stats. It should be noted that Zard can take on any variant of Landorus T if they try to switch in on you while screens are up as long as you DD on the switch. In a meta that is defined by speed Zard can easily tear through unprepared team especially with the amount of support it gets on this team.
Move Analysis
Dragon Dance and Flare Blitz are pretty standard for all offensive Zard variants. Flare Blitz is incredibly strong when boosted by tough claws and is it's main source of wallbreaking power. Earthquake is there in order to break through Heatran which is a real pain for Talon to deal with. Earthquake can also be used in situations where you don't want to take recoil from Flare Blitz or don't want to make contact with the enemy. I've toyed with the idea of getting Outrage to deal with Quagsire but I don't feel it is necessary for such an unpopular poke and keeping in mind that Outrage leaves you very vulnerable in the turns where you are locked in.

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
-
Overview
Talon is the main late game cleaner for the team and has been a staple in OU since I started playing. This is usually my win condition as it can roll through balance once its checks have been weakened. If it does manage to get an SD off after Zard is done rolling through the opposition it's usually GG. Even when Talon is hanging on by a thread, it can use Tailwind to give the rest of the team a large speed boost. I love using this combo with Staraptor who can get to around 600 speed while being insanely powerful. I chose a Jolly Nature as I really don't need any health investment with my screens and being able to outspeed other Talonflames is very crucial with this team. It also notably outspeeds Weavile who's Ice Shard can do around 40%, which can be the difference between one more kill.
Move Analysis
Pretty standard stuff in this department BB in tangent with Sharp Beak is gonna be your main source of damage. Swords Dance is to boost your attack to insane levels. Flare Blitz so you don't get walled by stuff like Thundurus, Magnezone, or Raikou. Most people would put Roost in the 4th slot here but Talon usually doesn't have time to roost on this team and the Tailwind can really come in clutch to seal away a game.

Azelf @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Taunt
Overview
Azelf is my suicide lead as well as one of the most important mons on my team for providing set-up opportunities. I think Azelf is one the best leads in the game atm and is very good at preventing hazards from being set. it is fast enough to taunt pretty much anything that wants to set rocks and is bulky enough to usually set up rocks as well as one or two screens. Evs are standard to maximize speed and bulk.
Move Analysis
Dual Sreens are vital for the strategy of this team to minimize damage taken while setting up. Every team needs to have rocks but I think HO needs them more than any other playstyle. Not only do they break Sturdy and potential Sashes, they also may force the opponent to defog which will give my team a free turn to set up, alternatively my team puts enough pressure on the opposition that they may be forced to keep them which hurts them even further. Taunt is also a must have and should be used on every mon that could potentially have Rocks.

Staraptor @ Choice Band
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Double-Edge
- Brave Bird
- U-turn/ Close Combat
-
Overview
Ahh Staraptor, Probably my favorite lesser used poke of all time. This thing is an absolute wallbreaking terror that hardly any one knows about. I could go on about how strong this thing is but I'll let the damage calcs do the talking.
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Slowbro: 246-291 (62.4 - 73.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Mega Scizor: 208-246 (60.4 - 71.5%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Hippowdon: 235-277 (55.9 - 65.9%) -- guaranteed 2HKO after Stealth Rock Leftovers recovery
-1 252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 240+ Def Landorus-T: 190-225 (49.7 - 58.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
vs 504 DEF WTF
252+ Atk Choice Band Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Mega Slowbro: 171-202 (43.4 - 51.2%) -- 99.6% chance to 2HKO after Stealth Rock
Now That calc on Landorus is the main reason why I chose Adamant over Jolly for my nature. I really feel like anything under 100 speed is opting to go for more attack rather than a positive speed nature and I really don't think I'm losing out on much by doing the same.
Move Analysis
Double Edge and Brave Bird are your dual STAB moves that allow you to hit the bulky Electric types and whatever else stands in your way. Final Gambit is there mostly to counter Defensive set up moves. This move actually has won me a game vs an Iron Defense Mega Bro that it does about 71% to. This move however is very situational and most of the time you should be using your two STAB moves. Now on to U-Turn vs Close Combat, U-Turn gives this team some much needed momentum and can be devastating if the opponent has switched in something that Zard can set up on. On the other hand Close Combat greatly enhances Staraptor's coverage and allows it to beat Heatran. For now I am using U-Turn but I'd love to hear a second opinion about it.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Overview
This mon is my only hope at removing hazards, and while it does do its job very well... being locked into rapid spin is an absolute nightmare and I almost always have to trade a mon for the removal of rocks. Scarf Drill does have a few benefits outside of just spinning, Mold Breaker EQ can really be an issue for teams that rely on pokes with Levitate for a ground immunity and notably one shots Rotom, and threatens many of Talon's checks, Scarf Iron Head with a Jolly Nature always outspeeds Altaria at +1 and OHKOs it.
Move Analysis
Nothing much to talk about here really, this is pretty much just standard af standard as far as moves go standard Rock and Ground coverage, standard STAB Iron Head, standard Rapid Spin.

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore
Overview
This last mon honestly took a lot more thought than any of the other members of my team. I remain confident that Breloom was the correct decision as it has saved my ass in many games. Breloom is the only thing stopping me from getting swept by a few mons but more than that his ability to often just remove a member of the enemy team from the game is a plus. Couple that with the fact that the enemy never really gets any turns to just burn off sleep is huge.
Move Analysis
Standard "you know I'm sashed but there's nothing you can do about it" Loom, really nothing to say and I'm tired so... yea.
FINAL THOUGHTS
While I've had many great triumphs with this team, I've also had many embarrassing defeats. It goes without saying that this team is very hard to use properly and is very unforgiving to even the tiniest mistake. DO NOT think that you can simply copy and paste this team and expect to climb, even though I created this team I still struggle sometimes with it and go on massive tilt. Any and all suggestions, questions, and comments are greatly appreciated.
REPLAYS
http://replay.pokemonshowdown.com/ou-243138816
http://replay.pokemonshowdown.com/ou-242897093
http://replay.pokemonshowdown.com/ou-242763132
http://replay.pokemonshowdown.com/ou-244002863
http://replay.pokemonshowdown.com/ou-244585961
http://replay.pokemonshowdown.com/ou-245199515
(as you can see in the last replay I made it to 1647)
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