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.
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.
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.
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.
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.
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.
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?
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.

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.

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.

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.

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.

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.

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?