ORAS OU Blast and Burn them to Ash! (Mega Charizard Y) Peaked 1711- Number 107

Hello forums! This is my 3rd RMT, and using this team, I broke 1700 for the first time, and so I decided to post and share this to celebrate, as well as see how you guys can help me to climb even higher.
I was listening to this song when I won the battle that put me over, so it has to be included. Enjoy!

Proof of Peak
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Team Preview ;) Get it?
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Teambuilding Process:
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I started with Mega Charizard Y, mostly as an experiment because I had never used him before, and I was not disappointed. Amazing wallbreaker.
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Because of Charizard's general frailness, I decided Volt-Turn would be the best way to get him into battle safely. Scarf Landorus-Therian and Specially Defensive Rotom-Wash were chosen, as they cover his weaknesses very well.
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With a Volt-Turn core and Charizard, Hazard removal was absolutely essential. I chose Mandibuzz for her great bulk and access to Foul Play and Whirlwind, allowing her to double as a blanket check to many physical attackers.
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I still needed a Stealth Rock setter. Clefable was chosen for her reliability, and her ability to not be shut down by Mega Sableye.
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Screw you Bisharp. The end. Keldeo serves as a lure to net surprise KOs with Expert Belt.

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Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Mega Charizard Y is an absolute monster. His sun-boosted Blast Burn Fire Blast deals ridiculous damage even to things that resist it, and is the main spam button. Solar Beam is for coverage against Rock and Water types that resist Fire Blast, and, thanks to Drought, has no charge turn. Focus Blast is there for Tyranitar and Heatran switch-ins, as they would otherwise wall this set. Roost helps to mitigate Stealth Rock damage, and just keep him alive longer in general. Thanks to his great special defense and Drought, he can easily switch into weaker water attackers, Roost off the damage, and take them out with Solar Beam. He can also check unboosted Manaphy, who can be extremely threatening if it gets out of control. Modest is chosen over Timid for higher damage output to be a better wallbreaker. It also guarantees the 2HKO on +1 Standard Clefable and +1 Mega Slowbro.

252+ SpA Mega Charizard Y Fire Blast vs. +1 252 HP / 84+ SpD Clefable in Sun: 210-247 (53.2 - 62.6%) -- guaranteed 2HKO after Leftovers recovery)

252+ SpA Mega Charizard Y Solar Beam vs. +1 252 HP / 240 SpD Mega Slowbro: 206-244 (52.2 - 61.9%) -- guaranteed 2HKO

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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Landorus-Therian is the first half of my Volt-Turn core, and also serves as my revenge killer, and primary Scarf Excadrill and Hoopa-Unbound check. Earthquake is his main STAB and cleaning move once flyers and Levitators are dealt with. It has great power and coverage, and coming off his massive attack stat it can easily clean up weakened teams. Stone Edge allows him to hit Flying types and check Talonflame and Dragonite. U-Turn preserves momentum and hits Dark and Psychic types hard, most notably Hoopa-Unbound. Knock Off provides great utility in removing items and Gengar, and has really good neutral coverage for when you dont know what's coming in, making it a safety net move. His Knock Off is also my best way to handle Chansey. Choice Scarf and the given EV's allow him to outspeed Scarf Excadrill and +1 Adamant Mega Charizard X, allowing him to check them very well with Intimidate, among other Dragon Dancers and physical attackers in general.


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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Specially Defensive Rotom-Wash was chosen as a bulky utility pivot. Volt Switch allows him to threaten out Water and Flying types and maintain momentum. Hydro Pump is for the obvious Ground switch in, and also 2HKOs Thundurus-Therian, which can be helpful to check it. Will-o-Wisp is great to wear down defensive threats, and cripple physical attackers in the switch. Pain Split gives him semi-reliable recovery, and helps stall surprisingly effectively with Will-o-Wisp. It can also be a good idea to Pain Split before switching out of a check. Thanks to his low HP Stat, you can Pain Split on a predicted strong attack that you can survive, gain back a large amount of health and severely weaken the opponent before using Volt Switch or hard switching out of there. Specially Defensive Rotom-Wash is used over physically defensive because I have a large amount of physical bulk on this team, and this allows him to handle Thundurus and Mega Charizard Y better, allow it is usually a last resort against the latter. 44 Speed EVs are to outspeed Azumarill and burn it or KO with Volt Switch.

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Mandybuzz (Mandibuzz) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Defog
- Whirlwind

Mandybuzz was chosen to provide Defog support for the team. She is used over Togekiss for her ability to check Bisharp, and used over the Lati twins because of her resistance to Pursuit, as opposed to a weakness. She also doesn't mind giving Bisharp the Defiant boost too much.

+2 0- Atk Mandibuzz Foul Play vs. 0 HP / 4 Def Bisharp: 150-177 (55.3 - 65.3%) -- guaranteed 2HKO

+2 252 Atk Life Orb Bisharp Iron Head vs. 252 HP / 252+ Def Mandibuzz: 231-273 (54.4 - 64.3%) -- guaranteed 2HKO after Leftovers recovery

She can either take a hit and KO him after some prior damage, or phaze him out. She can also 2HKO on the predicted Swords Dance, meaning she is not set up fodder. She can also be a secondary check to Dragon Dancers not named Mega Altaria. Whirlwind can also help against Mega Slowbro, who can be annoying. Foul Play also deals decent damage to many switch ins because of STAB and the general high stats of OU, and also makes her not complete Taunt bait. Roost is for healing, because living can be useful occasionally. It also helps mitigates Stealth Rock damage.

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Stealth Rock
- Calm Mind
- Soft-Boiled

Clefable was chosen as my Stealth Rock setter due to her great bulk, typing, and big middle finger to Mega Sableye. Magic Guard makes her a great Status absorber for the team, as burns and poison severely cripple much of my team. Moonblast is her STAB attack because of its great power, coverage, secondary effect, and ability to pop balloons. Heatran and Excadrill, two common Air Balloon holders, frequently switch into Clefable, and after their balloons are popped, Landorus can handle them later. Stealth Rock is a great move that weakens opposing teams, and works epescially well on this team as this team forces a lot of switches. It helps Charizard break, and it helps Keldeo and Landorus clean up. She is a great user because she forces out the most prominent Magic Bouncer: Mega Sableye. Mega Diancie is easily checked by Landorus. Calm Mind gives a buffer against special attackers such as Mega Manectric and can turn her into a great win condition. Soft-Boiled for healing to be able to repeatedly switch into the pokemon she checks. The EV spread avoid the 2HKO from Life Orb Latios Psyshock and Life Orb Thundurus Thunderbolt, allowing her to stall out the Life Orb damage.

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Keldeo @ Expert Belt
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Flying]

Expert Belt Keldeo is a very under rated threat in OU, making its unpredictability a great lure. Keldeo is my go-to Bisharp and Heatran check, and it never disappoints. Scald is a great spam button to spread burns, and is also a decently powerful STAB. Secret Sword 2HKOs Chansey that try to check it after getting a KO with Scald.

252 SpA Expert Belt Keldeo Secret Sword vs. 4 HP / 252+ Def Eviolite Chansey: 442-521 (68.8 - 81.1%) -- guaranteed 2HKO

It also provides great coverage in OU nailing Bisharp, Mega Lopunny, and Kyurem-B for great damage. Icy Wind nails Latios, Latias, and Tornadus-Therian on the switch, and thanks to the Speed drop, 2HKOs all of them on the switch after Stealth Rock and a bit of prior damage.

252 SpA Expert Belt Keldeo Icy Wind vs. 0 HP / 4 SpD Latios: 134-158 (44.8 - 52.8%) -- guaranteed 2HKO after Stealth Rock

252 SpA Expert Belt Keldeo Icy Wind vs. 72 HP / 0 SpD Latias: 115-137 (36 - 42.9%) -- guaranteed 3HKO after Stealth Rock

252 SpA Expert Belt Keldeo Icy Wind vs. 96 HP / 0 SpD Assault Vest Tornadus-T: 106-125 (32.8 - 38.6%) -- 4.7% chance to 2HKO after Stealth Rock


Hidden Power Flying is used to lure Mega Venusaur and 2HKO on the switch with some prior damage, as otherwise, he is extremely threatening.

252 SpA Expert Belt Keldeo Hidden Power Flying vs. 252 HP / 0 SpD Mega Venusaur: 134-161 (36.8 - 44.2%) -- 1.2% chance to 2HKO after Stealth Rock

It also hits Amoongus and other Grass types slightly harder than Icy Wind, and can be used to check Fighting types as a last resort, although Scald has the same power after STAB, so its really only useful on Breloom and Conkeldurr so you don't give him the Guts boost.

Importable: give it a try!
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Mandybuzz (Mandibuzz) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Defog
- Whirlwind

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Stealth Rock
- Calm Mind
- Soft-Boiled

Keldeo @ Expert Belt
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Flying]

Threatlist:
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: Not so much Politoed, but just Rain teams in general. Charizard needs to be kept alive at all costs.

latest
: Outspeeds everything and can OHKO Landorus with Ice Punch, and Landorus can't OHKO back. Needs to be worn down by constantly checking it with Landorus until it is in range of the KO. Clefable can check it if at high health and hit it with Moonblast. Keldeo can survive a High Jump Kick from full after Stealth Rock and OHKO with Secret Sword.

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: Much the same boat as Lopunny, but easier to check with Clefable and revenge kill with Landorus; however, it wears down my team easily with Volt Switch.

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: Speedy sets outspeed Charizard making him unable to switch in or revenge kill, and after a boost it rips apart my team. Rotom-Wash can kinda check sets without Energy Ball, but he can't touch sets with Rest. Landorus can revenge kill after prior damage, but I usually have to sack a mon.

latest
: After a few Calm Minds, he can be almost impossible for me to wear down. Charizard's Solar Beam can OHKO at +1, but he is a shaky switch in. If he gets higher, the only hope is to phaze with Mandybuzz.

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: Kind of ironic, considering he's on my team. Thunder Wave cripples a large portion of my team, Magic Guard makes him unable to be worn down by Stealth Rock and Will-o-Wisp, and Calm Ming makes him extremely difficult to take out after setting up. Charizard must be kept alive to roast him. Luckily, Charizard resists his two most common attacks: Moonblast and Flamethrower.

Thanks for reading! Any and all help is appreciated!
 
This is a very interesting variation of Charizard Y Balance, and I feel like you knew relevant enough threats to check with your Defensive backbone, but it doesn't seem like you have extensive knowledge of how it should be used to maximum effectiveness. I’ll try my best to enhance the goal, frameworks and overall effectiveness of the build!

I'll start off by saying that Charizard Y should be used with Pursuit from Pokemon such as Tyranitar, Bisharp and or Weavile, just so its main 'check' on a few Offense and Balance teamstyles; Lati@s gets removed, allowing Charizard Y to break teams (especially with the support of Speed control) easily. Due to the fact that its an incredible threat against slower and bulkier builds that rely on a common skeleton like Hippowdon / Talonflame / Starmie | Lati@s / Ferrothorn as a Defensive backbone, it doesn't require too much support on that sense aside from the mandatory Stealth Rock and Hazard Control, in addition to getting overwhelmed by being too passive.

Abusing CB Tyranitar > Scarf Landorus-T would be extremely beneficial to the build! It would provide a number of useful qualities to your build, one in particular being a load of Role compression. A Pursuit trapper, a better Lati@s check than Clefable which can get pressured early on in the match by opposing Wallbreakers, a better check to DD Charizard X as Landorus-T gets OHKO'd after SR (Factoring intimidate after a DD), while also creating an insane breaking core with Charizard Y. I specifically chose the Pursuit trapper to be Tyranitar as it's way bulkier than your other options, and while this does make the team slower and more vulnerable to Offensive cores such as Type spam (Water, Dark, Ground etc) and weaker to naturally fast threats like Mega Lopunny, the next change remedies that while also supporting the team! Scarf Keldeo > Expert Belt Keldeo would make up for the loss of speed; It'll also be able to clean late game fairly easily thanks to an excellent pivot in Rotom-W + your main Breakers in Zard-Y and Banded Tyranitar, as well as being able to revenge kill common boosting sweepers.

After reading your RMT, I know you did mention you were using Mandibuzz over Lati@s as it isn't vulnerable to Pursuit trappers which is a fair point, but if you think about it, the two most prominent Pursuit users in the tier are Weavile and Tyranitar; these are two Pokemon Mandibuzz doesn't stay in on regardless. Even at first glance, I also noticed Offensive Electric types such as Mega Manectric and NP Thundurus being two large problems as they are often paired with Spikes which pressure Tyranitar to the point where it can't check them, while the rest of the build doesn't have a solid way of dealing with them either. Furthermore, your switch-ins to Offensive Waters such as Specs Keldeo and TG Manaphy checks are really limited. I'd recommend using Latias > Mandibuzz, this would maintain your form of Hazard Control while dealing with the mentioned threats effectively.
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Tyranitar @ Choice Band | Sand Stream
Adamant Nature | 100 HP / 252 Atk / 156 Spe
• Stone Edge
• Pursuit
• Crunch
• Superpower

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Keldeo @ Choice Scarf | Justified
Timid Nature | 252 SpA / 252 Spe / 4 SpD
• Scald
• Hydro Pump
• Secret Sword
• HP Ice / HP Bug / HP Electric

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Latias @ Life Orb | Levitate
Timid Nature | 72 HP / 184 SpA / 252 Spe
• Draco Meteor
• Psyshock
• Defog
• Recover
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Rotom-Wash @ Leftovers | Levitate
Bold Nature | 248 HP / 252 Def / 8 SpD
• Hydro Pump
• Volt Switch
• Will-O-Wisp
• Pain Split
Summary:
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Choice Band Tyranitar >
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Choice Scarf Landorus-T

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Choice Scarf Keldeo > Expert Belt Keldeo
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Standard Latias >
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Defensive Mandibuzz

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PhysDef > SpD | Bold 248 HP / 252 Def / 8 SpD > Calm 248 HP / 216 SpD / 44 Spe

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I hope that I've provided you more insight on how to properly utilise Charizard Y in the future! Keep in mind I tried to keep the team as similar as possible as it wouldn't even be worth a rate if I changed too many things to the point where you couldn't recognise it.

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Good luck~
Charizard Analysis

Looking at this gives you a deeper understanding, and impacts on how to approach this Poke afterwards, along with some stuff you may have overlooked when building this team

TDK's Zard-Y Balance

TDK's Zard-Y Balance is a great team which more or less represents how Zard-Y teams are nowadays, along with trends featured on the Playstyle

Valentine's XY Zard-Y Guide

While it is an old guide, Valentine made it a very well written RMT which can help give you a better understanding of Zard-Y and a few more common happenings in Teambuilding as a whole
 
This is a very interesting variation of Charizard Y Balance, and I feel like you knew relevant enough threats to check with your Defensive backbone, but it doesn't seem like you have extensive knowledge of how it should be used to maximum effectiveness. I’ll try my best to enhance the goal, frameworks and overall effectiveness of the build!

I'll start off by saying that Charizard Y should be used with Pursuit from Pokemon such as Tyranitar, Bisharp and or Weavile, just so its main 'check' on a few Offense and Balance teamstyles; Lati@s gets removed, allowing Charizard Y to break teams (especially with the support of Speed control) easily. Due to the fact that its an incredible threat against slower and bulkier builds that rely on a common skeleton like Hippowdon / Talonflame / Starmie | Lati@s / Ferrothorn as a Defensive backbone, it doesn't require too much support on that sense aside from the mandatory Stealth Rock and Hazard Control, in addition to getting overwhelmed by being too passive.

Abusing CB Tyranitar > Scarf Landorus-T would be extremely beneficial to the build! It would provide a number of useful qualities to your build, one in particular being a load of Role compression. A Pursuit trapper, a better Lati@s check than Clefable which can get pressured early on in the match by opposing Wallbreakers, a better check to DD Charizard X as Landorus-T gets OHKO'd after SR (Factoring intimidate after a DD), while also creating an insane breaking core with Charizard Y. I specifically chose the Pursuit trapper to be Tyranitar as it's way bulkier than your other options, and while this does make the team slower and more vulnerable to Offensive cores such as Type spam (Water, Dark, Ground etc) and weaker to naturally fast threats like Mega Lopunny, the next change remedies that while also supporting the team! Scarf Keldeo > Expert Belt Keldeo would make up for the loss of speed; It'll also be able to clean late game fairly easily thanks to an excellent pivot in Rotom-W + your main Breakers in Zard-Y and Banded Tyranitar, as well as being able to revenge kill common boosting sweepers.

After reading your RMT, I know you did mention you were using Mandibuzz over Lati@s as it isn't vulnerable to Pursuit trappers which is a fair point, but if you think about it, the two most prominent Pursuit users in the tier are Weavile and Tyranitar; these are two Pokemon Mandibuzz doesn't stay in on regardless. Even at first glance, I also noticed Offensive Electric types such as Mega Manectric and NP Thundurus being two large problems as they are often paired with Spikes which pressure Tyranitar to the point where it can't check them, while the rest of the build doesn't have a solid way of dealing with them either. Furthermore, your switch-ins to Offensive Waters such as Specs Keldeo and TG Manaphy checks are really limited. I'd recommend using Latias > Mandibuzz, this would maintain your form of Hazard Control while dealing with the mentioned threats effectively.
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Tyranitar @ Choice Band | Sand Stream
Adamant Nature | 100 HP / 252 Atk / 156 Spe
• Stone Edge
• Pursuit
• Crunch
• Superpower

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Keldeo @ Choice Scarf | Justified
Timid Nature | 252 SpA / 252 Spe / 4 SpD
• Scald
• Hydro Pump
• Secret Sword
• HP Ice / HP Bug / HP Electric

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Latias @ Life Orb | Levitate
Timid Nature | 72 HP / 184 SpA / 252 Spe
• Draco Meteor
• Psyshock
• Defog
• Recover
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Rotom-Wash @ Leftovers | Levitate
Bold Nature | 248 HP / 252 Def / 8 SpD
• Hydro Pump
• Volt Switch
• Will-O-Wisp
• Pain Split
Summary:
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Choice Band Tyranitar >
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Choice Scarf Landorus-T

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Choice Scarf Keldeo > Expert Belt Keldeo
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Standard Latias >
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Defensive Mandibuzz

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PhysDef > SpD | Bold 248 HP / 252 Def / 8 SpD > Calm 248 HP / 216 SpD / 44 Spe

-----------
I hope that I've provided you more insight on how to properly utilise Charizard Y in the future! Keep in mind I tried to keep the team as similar as possible as it wouldn't even be worth a rate if I changed too many things to the point where you couldn't recognise it.

tumblr_m9pdbpGWWe1qid2nw.gif
Good luck~
Charizard Analysis

Looking at this gives you a deeper understanding, and impacts on how to approach this Poke afterwards, along with some stuff you may have overlooked when building this team

TDK's Zard-Y Balance

TDK's Zard-Y Balance is a great team which more or less represents how Zard-Y teams are nowadays, along with trends featured on the Playstyle

Valentine's XY Zard-Y Guide

While it is an old guide, Valentine made it a very well written RMT which can help give you a better understanding of Zard-Y and a few more common happenings in Teambuilding as a whole
Hello, and thanks so much for the very detailed rate! After testing your changes, I have noticed I am incredibly weak to Serperior and Mega Diancie. Keldeo can revenge kill both, but he is not a safe switch in to either one. Latias helps a little bit with Serperior, but she can easily be worn down as she is the only switch in, and Serperior is faster. I am thinking of putting Scarf Landorus-T back in over Keldeo, as he can greatly pressure both, and I am really missing U-Turn. Maybe Scizor could work as well? Also, I think Scarf over Band on Tyranitar to help him more reliably Pursuit trap Starmie, as otherwise he fears the Burn from Scald, and takes a lot of damage from Draco Meteor from the Latis and Hydro Pump/Scald from Starmie. This would also help against non Rock Polish Mega Diancie, Manaphy, and opposing Charizard X and Y. Thanks for your help!
 
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