ORAS OU Blitz: Mega Zard X

Introduction
This was really the first serious team I made on showdown. The idea was simple, make Zard X hit hard, and keep offensive pressure. . Been testing and I win about 68% of the time. Been through various versions and I could use some help.


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Comet (Charizard-Mega-X) (M) @ Charizardite X
Ability: Tough Claws
EVs: 164 HP / 92 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Earthquake

The black dragon. Its no secret that this thing hits hard, and 2HKO almost everything after a DD boost. 2DD and Zard X becomes a win condition, which has made me more than one comeback. The mix of flare blitz and dragon claw give really good coverage while dragon dance allows much needed boosts. Dragon claw over outrage so I wouldn't be locked into a move. Flare blitz is there for pure power. Both of these moves are boosted by tough claws and do big damage after DD. I decided to go Earthquake instead of roost because of heatran walling Zard X. The EVs are a mix of sets I've seen run. Max attack and speed is good, but with no roost, I had to make sure I could take a hit. And at +2 attack, everything is pretty KOed at that point. When set up correctly, these 3 attack moves is either goodbye to 2 to 3 pokemon, or your entire team gone. Only problems seems to be Azumarill, unaware pokemon, and landorus for intimidate as well as stealth rocks.

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Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

With Zard X lacking roost, I needed a way to get him back into the fight when needed. Healing Wish provides that. Draco Meteor puts a big hole in teams when combined with life orb. Defog saves charizard before he M-evolves by removing hazards. Psyshock hits fighting types hard. Latias has a huge problem with bisharp and Tyranitar. pursuit and sucker punch plays bad mind games, and no roost means being worn down by the hazards that it removes.

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Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Knock Off
- Pursuit
- Sucker Punch

Bisharp can make for a great revenge killer and makes the opponent think twice about using defog. A defog at the wrong time has won games time and time again. Also, being a steel type, helps deal with the fairy type. Iron head takes care of that, sucker punch helps bisharp's speed, and adding pursuit can ensure that psychic types can't run away easy. Knock Off is one of the best moves in the game. Losing an item is never fun. Also, not having to rely on speed, makes it a decent sponge to thunder wave. Its not ideal, but better than Zard X or Latias.

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Azumarill (M) @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Ice Punch
- Play Rough

Before, I had assault vest on this thing and I may put it back. Azumarill Helps the fairy, dragon, steel core of this team. Water/Fairy is great defensively. I needed a water type that could hit hard, and cover Bisharp, and help provide a defensive core. Play rough for fighting types, waterfall for fire types. Aqua Jet helps pick off weakened foes. Ice punch is to hit garchomp, dragonite, and lando hard.

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Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Knock Off

Lando is a good lead. Sets rocks, can switch in teammates safe with a slow u-turn, and can ware down physical attackers with rocky helmet and intimidate. Stealth rocks is a great hazard. The longer it stays up, the more damage. Earthquake for stab as well as coverage. Knock off because, no one likes losing an item. U-turn helps gets teammates in, and maintain momentum. Also, being a flying type helps this team's ground weakness. The ground typing helps Azumarill deal with electric type moves.

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Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 72 Def / 180 SpD
Careful Nature
- Leech Seed
- Protect
- Power Whip
- Spikes

This thing is annoying. I needed something for water types, something that could take special hits, and maybe some extra support. Spikes along with stealth rocks does major damage over time. leech seed allows extra healing with leftovers, and hurts the opponent. Can also cause many switches, which in turn, racks up hazard damage real quick. Power whip for azumarill and rotom wash. protect is to scout as well as get free leech seed health. (Could may be replaced with gyro ball?) The EVs may seem a bit weird, but typically, people tend to hit ferrothorn for the special side, Keledo in particular. iron bars helps refrain from physical damage.


So, there's the team, let me know what you guys think. Is it good as is, or is more work needed?
 
Mega Manectric in particular counters your team. Because 95% of them run HP ice and and flamethrower/overheat, your only safe switch in would be a mega evolved Zard X who you dont want taking excess damage for ovbious reasons.
 
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hey there 95mylesanhour pretty cool team zard-x is a really nice wallbreaker in the ou metagame lacking switch-ins and counters especially after one ddance. honestly the team is pretty nicely built and i dont see much problems and threats. however, i have a couple of suggestions to help improve the overall performance of your team.

one threat i see is serperior as at +2 it can ohko all of your team and it also outspeeds all of your team. the substitute set in particular is scary as bisharp can't revenge kill it. so for this reason i wanna suggest going togekiss > azumarill. Togekiss, just like azumarill, can help retain your dragon/fairy/steel core and has a pretty solid defensive typing allowing it to take on fighting types as it is able to 4x resist things such as cc. togekiss is an effective stallbreaker due to serene grace + air slash and also has access to reliable recovery being roost not to mention heal bell so burns/poisons can't really cripple it down. togekiss now improves your matchup vs serp being able to resist leaf storm, take neutral from hp fire and be immune to dragon pulse. however, togekiss must be vary of hp rock.

now since you have togekiss you have two pokemon immune to ground. togekiss now makes your team weaker to sd gliscor especially if it's carrying fire fang so for that reason i wanna suggest hippowdon > landorus-therian. hippowdon can easily provide rocks and can act as a mixed wall. it can easily phaze out gliscor as well as easily living eq or even ice fang. if you really want, you can go ice fang > whirlwind to possibly 2hko it though it hits very little outside of that. stone edge can also be kept to hit talonflame. hippowdon also helps your matchup vs mega manectric and electric types in general.

lastly regarding your zard-x spread im not sure what 164 hp does or anything significant at least. (if it does please disregard this suggestion) so for that reason i suggest just dumping everything it attack and put the remaining 4 in def.

tl;dr

468.png
>
184.png

450.png
>
645-therian.png

tweak spread on:
006-mega-x.png


anyways i hope i helped and good luck with your team!

450.gif

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind / Stone Edge / Ice Fang

468.gif

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost

 
Alright, it's not much of a rate but I just want to point out the strange stuff in this team:

- Azumarill carrying Ice Punch when Water STABs and Play Rough...cover literally everything Ice hits. And harder, thanks to STAB. Ice Punch is better swapped for Superpower so Rocky Helmet Ferrothorns can't get a free setup switch on you.

- Two Dragon Types. Not only does Mega Manectric hurt you bad, but standard DD Dragonite can OHKO at least half the team, carrying Fire Punch.

- Zard X's only reliable recovery kills another one of your mons. All because it's carrying a move that isn't tough claws boosted and counters basically Heatran. Which you already also have on Lando, who uses it better. I get the utility, but you could just as easily give Zard Roost and give Latias anything else.

- Protect doesn't do much but stall on Ferrothorn, and you'd only do that for tiny recovery. It's good when it works, but it's not used too often.

- HP EVs on a non-bulky Charizard set is strange. If it works, it works, but I don't see what it's specifically protecting against.
 
hey there 95mylesanhour pretty cool team zard-x is a really nice wallbreaker in the ou metagame lacking switch-ins and counters especially after one ddance. honestly the team is pretty nicely built and i dont see much problems and threats. however, i have a couple of suggestions to help improve the overall performance of your team.

one threat i see is serperior as at +2 it can ohko all of your team and it also outspeeds all of your team. the substitute set in particular is scary as bisharp can't revenge kill it. so for this reason i wanna suggest going togekiss > azumarill. Togekiss, just like azumarill, can help retain your dragon/fairy/steel core and has a pretty solid defensive typing allowing it to take on fighting types as it is able to 4x resist things such as cc. togekiss is an effective stallbreaker due to serene grace + air slash and also has access to reliable recovery being roost not to mention heal bell so burns/poisons can't really cripple it down. togekiss now improves your matchup vs serp being able to resist leaf storm, take neutral from hp fire and be immune to dragon pulse. however, togekiss must be vary of hp rock.

now since you have togekiss you have two pokemon immune to ground. togekiss now makes your team weaker to sd gliscor especially if it's carrying fire fang so for that reason i wanna suggest hippowdon > landorus-therian. hippowdon can easily provide rocks and can act as a mixed wall. it can easily phaze out gliscor as well as easily living eq or even ice fang. if you really want, you can go ice fang > whirlwind to possibly 2hko it though it hits very little outside of that. stone edge can also be kept to hit talonflame. hippowdon also helps your matchup vs mega manectric and electric types in general.

lastly regarding your zard-x spread im not sure what 164 hp does or anything significant at least. (if it does please disregard this suggestion) so for that reason i suggest just dumping everything it attack and put the remaining 4 in def.

tl;dr

468.png
>
184.png

450.png
>
645-therian.png

tweak spread on:
006-mega-x.png


anyways i hope i helped and good luck with your team!

450.gif

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Whirlwind / Stone Edge / Ice Fang

468.gif

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Good suggestions, Heal Bell should help a lot and Hippo should be able to take some hits. I'll try it out
 
Alright, it's not much of a rate but I just want to point out the strange stuff in this team:

- Azumarill carrying Ice Punch when Water STABs and Play Rough...cover literally everything Ice hits. And harder, thanks to STAB. Ice Punch is better swapped for Superpower so Rocky Helmet Ferrothorns can't get a free setup switch on you.

- Two Dragon Types. Not only does Mega Manectric hurt you bad, but standard DD Dragonite can OHKO at least half the team, carrying Fire Punch.

- Zard X's only reliable recovery kills another one of your mons. All because it's carrying a move that isn't tough claws boosted and counters basically Heatran. Which you already also have on Lando, who uses it better. I get the utility, but you could just as easily give Zard Roost and give Latias anything else.

- Protect doesn't do much but stall on Ferrothorn, and you'd only do that for tiny recovery. It's good when it works, but it's not used too often.

- HP EVs on a non-bulky Charizard set is strange. If it works, it works, but I don't see what it's specifically protecting against.
You make some good points. I'll probably make most of these changes. Still figuring out a way to take out Mega Manectric
 
Final Team:

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Latias @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Heal Bell
- Roost

Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Knock Off
- Pursuit
- Sucker Punch

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 72 Def / 180 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Power Whip
- Spikes
 
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