Hello there. I've been playing on the OU ladder for a while, constantly fluctuating in the 1500s-1600s. I think I could be higher, but for a number of reasons that is where I stand, partially because I can't play any match perfectly and often risk when I shouldn't risk, partially because I constantly try out various setups which often include numerous RU-NU Pokemon simply because I can, and partially because I often battle at 3-4 am. (Playing at this time sometimes even leads to me forgetting my own sets and declaring that I can't do something, eg. outspeed something, while I actually can, and then I feel like a total douche for lying ><).
One team I've built has an actual premise to it (something uncommon for me XD) which I have not seen before: I have decided to see if I could make a good team based around a core which consists of Mega Charizard Y and Chandelure, forming a double Special Fire nuke with an added bonus in sun.
After a couple of weeks of testing and tweaking (covering up for weaknesses was pretty difficult), I have decided that I might as well post it here so thatit would get bashed because who uses Chandelure and YZard on the same team I would get some some advice as to how it could be improved, and if that is possible at all.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Dragon Pulse
- Solar Beam
- Earthquake
The first part of the core. Acts as one of the Special nukes due to its ability to KO or at least severely hurt any possible switch-in aside from Chansey. A more in-depth explanation of what the thing hits is in the threatlist. The moveset requires some explanation. First, Roost is dropped in order to have 4 attacking moves (the main ones, and the obvious ones, being Fire Blast and Solar Beam) so that nothing apart from the aforementioned Chansey, as well as Air Balloon Heatran, could hope to safely switch into a hit. Recovery turned out to be less important than ability to hit virtually everything on the switch, as Charizard is either the late-game cleaner (alongside with Chandelure), or a sun-setting lead. Nor do I really require Will-o-Wisp, as the things that abhor a burn are already covered by Quagsire. Sun is also extremely useful due to its effect of weakening Water moves, which will be covered below in Quagsire's section.
Why Dragon Pulse? Why EQ? Both moves are for designated threats, as usually I just alternate between Fire Blast and Solar Beam. But these designated threats are so common it's not funny, so I find myself in the relevant scenarios quite often.
1) Earthquake is for Heatran (and Heatran alone), as it 2HKOes it after the Air Balloon is broken (which can be easily done by Solar Beaming it when it switches to take it instead of the Water Pokemon of choice). Must be wary of the ScarfTran, though, as it Stone Edges this non-Dragon dragon into oblivion, which leaves the entire team crippled (because sun is good, and YZard's coverage is goodimagine if this thing got Earth Power via Tutor in later games, and I like good things).
2) Dragon Pulse has replaced Air Slash, which was originally on the moveset, when it became apparent that Charizard needs to hurt the Lati twins on the switch, as otherwise they can switch into Charizard safely and force it out/KO it. While the "force out/KO" part cannot be helped because Latis outspeed Charizard, I can make the switch-in dangerous. Very dangerous for offensive sets (as Dragon Pulse does 57-67% to offensive Latias) and simply painful for defensive variants (does about a third + allows me to instantly figure out which set the opponent is running if it wasn't clear at the team preview).
While Air Slash would normally be superior to Dragon Pulse in other situations, here it is not, as a STAB sun-powered Fire Blast hits everything that doesn't carry Water typing at least as hard (even AV Conkeldurr and MVenusaur with the latter's pseudo-neutrality to Fire Blasts) as Air Slash does. All that which takes more damage from Air Slash (i.e. whatever is quad weak to Flying) dies to a Fire Blast anyway (namely, Heracross, Breloom, Chesnaught), so there is next to no point in running Air Slash when I can hit Lati@s and Garchomp (and occasional Haxorus, although offensive Garchomp and Haxorus are also hurt pretty badly by a Fire Blast) on the switch.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Hidden Power [Fighting]
- Shadow Ball
The eerie chandelier forms the second part of the core and usually takes the role of the late-game cleaner, as, unlike YZard, it has to lock itself into something with Scarf. Funnily enough, the threat of Chandelure coming in and hitting something with its own Fire Blast often forces such switches that I find myself spamming Shadow Ball instead of Fire Blast (even when the sun is up). I'm not sure how it happens, it may simply be me fearing to miss the Fire Blast (I wish I could run Flamethrower over Fire Blast on both this and YZard, but unreliable OHKOes are better than reliable 2HKOes). :D
In addition, Chandelure has an easier time with Stealth Rock, as it can theoretically switch into it up to 4 times (hence no HP EVs).
Speaking of the moveset, Fire Blast and Shadow Ball are self-explanatory and are the things Chandelure is designed to spam. Energy Ball is technically for Water-types in general and to get a guaranteed KO on Quagsire in particular, but I don't think I've used it once throuhgout all my time with this team. Still, Energy Ball on Chandelure is common enough to be pretty much self-explanatory just as Fire Blast and Shadow Ball are.
HP Fighting is used for one purpose: to 2HKO Tyranitar on the switch. I used to run Overheat (in order to hurt something early-game; didn't work out as Chandelure rarely does any early-game work) and Trick (initially for Gothitelle, but Gothitelles never try to trap ChandelureI wonder why, and to cripple defensive teams, but this didn't work out either as Chandelure rarely gets an opportunity to safely switch in and trick something).
In addition, I also plan on trying Infiltrator instead of Flash Fire in order better deal with Sub sets for Kyurem-B, Gliscor, and Raikou (especially the latter).
Overall, Chandelure has a more spammable and reliable STAB than YZard in Shadow Ball, but has to lock itself into something and therefore better off cleaning after Charizard. As an example of a scenario, if we have a weakened (courtesy of Charizard's EQ) Heatran on field and a healthy Tyranitar in opponent's backburner, we can safely go for HP Fighting and either get rid of Heatran or 2HKO the Tyranitar.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Protect
- Knock Off
- Leech Seed
Look at this idiot, slapping all 252 EVs into SpDef and not running Gyro Ball
This Ferrothorn's primary functions are to be a general Special wall and to absorb Stone Edges. It has good defensive synergy with YZard, taking a pittance from any move that could hurt Charizard Y apart from STAB Knock Offs. It is often switched in simply to eat up a Draco Meteor from Lati@s and set up either rocks or Leech Seed on the switch. In addition, it can easily eat most Water hits (especially when they're weakened in the sun), which would hurt both Charizard and Chandelure. Both also fear many neutral special STABs, including Dark Pulses from Greninja, Shadow Balls from Gengar, and Thunderbolts from Thundurus. Ferrothorn can eat them all easily. However, it should be wary of HP Fire on Gengar (it can survive one apart from Specs-boosted and KO or bring to near-death, depending on the set, with Knock Off, or I could just scout it with Protect and try to switch Chandelure in) and Greninja, and this is why Protect is a must. This is especially true with Greninja, as it allows to scout whether it runs HP Fire or HP Grass/Grass Knot in the fourth moveslot and, therfore, whether it is safe to use Quagsire (although it isn't to be switched into anything, obviously) against it.
Finally, Leech Seed is necessary, not so much for damage, but for durability. Leftovers+Leech Seed+Protect does greatly increase Ferro's survivability, and I really need it, as taking Stone Edges, Hydro Pumps, and Draco Meteors to preserve the fire core is a lot more important than hitting things with Gyro Ball. So is Knock Off, as it taking out some more.... annoying items can help me greatly (most importantly, Politoed's Damp Rock, Chansey's Eviolite, and Terrakion's Choice Scarf). I would definitely run Gyro Ball if I had 5 moveslots, but Ferro fulfills a role that needs the other 4 moves more than it needs Gyro Ball.
So yeah, no Gyro Ball.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Draco Meteor
- Psyshock
- Defog
The need to remove entry hazards and especially Stealth Rock for such a team is so obvious that I wouldn't write it in even if I needed it to fit into the 3-line rule. While I would definitely have preferred Rapid Spin to preserve Stealth Rock I set up with Ferrothorn, I also need something that can outspeed a lot of things (which Charizard can't always do because 100 Speed is not that high, and Chandelure can because it is Scarfed, but can't always OHKO when the opponent is at full health) and do damage. Damage is good. I'm deep. Whatever. :D
The positive that Latios has over other hazard removers apart from Latias is its speed, as it is the fastest hazard remover in the tier apart from Sand Rush Excadrill (and I, obviously, don't enjoy sand) and can severely dent some things that need removal asap or at least weakening, hence Draco Meteor (obvious choice), Psyshock (even more obvious), and Ice Beam. Ice Beam doesn't target Mandibuzz or Skarmory, as one might think, but, rather, is an extra weapon against Gliscor, opposing dragons, and, especially, both Landorus formes (except Scarfed Lando-T and dragons, which screws me over). Fire Blasts deal with both Skarmory and Mandibuzz pretty well as it is (Charizard prefers to take out Mandibuzz due to its Knock Off/Foul Play pseudo-resistance, and Chandelure prefers to take out Skarmory because it can spam Shadow Ball instead of Fire Blast, which is a 2HKO either way, even though technically outdamaged by Fire Blast). Ice Beam can also hit Thundurus if I really have to take it out and have nothing else left, although that would make me risk taking either a Thunder Wave or an HP Ice, neither of which Latios enjoys.
Extra offensive presence is also the reason why I chose Latios over Latias and its Healing Wish (I do need that Ice-Psychic coverage on something that has good Speed, because Dragons are a thing. Also, I do know that 2x SE Draco Meteor outdamages non-STAB quad effective Ice Beam, but Draco Meteor does lower SpAtk).
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Recover
- Scald
- Toxic
- Stockpile
This thing is a God. Fantastic synergy with both Ferrothorn and Chandezard (I have one thing to wall Grass-types and Grass moves and two to destroy them), ability to take most neutral physical hits, and a godsend in Stockpile/Recover. Quagsire can pretty much tank anything that Ferrothorn and Chandezard cannot, and burn or Toxic in return.
Now, I know that Stockpile is generally overlooked in favor of Earthquake or Yawn, however, Stockpile is a tool much more useful than it seems at first. A typical Quagsire set easily falls to any average-and-above-powered Special hits. Stockpile allows it, usually after just one boost, and sometimes after 2, to shut down most non-Specs special attackers (e.g. after one boost it completely shuts down Thundurus, as it no longer can 2HKO it with Focus Blast) and wall those physical attackers that it normally can only handle if it luckily burns them with a Scald on the switch, such as Choice Band Dragonite, Mega Mawile, and any offensive Azumarill. It also gets a fighting chance against Mold Breaker set-up sweepers (MGyarados and Haxorus), but it's only a chance and requires that the sweeper is Toxic'd ASAP and that Quagsire has Def boosts before they come in.
Another notable mention is the Quagsire v Keldeo matchup. Usually Keldeo can 2HKO Quagsire with Hydro Pump. However, with sun (which is why sun is so important) and SpDef boosts Quagsire has no problem toxic stalling it to death and coming unscathed. Except maybe a burn...
...but this Quagsire is also a status absorber, of all things. While Quagsire generally despises status, this set (as it has more durability and doesn't need attack) welcomes burn, as burn doesn't cripple it in the slightest. Instead, it prevents any other status (and any status except burn and non-Toxic poison still shuts Quagsire down and is an effective KO) from being inflicted on it, which increases its walling capabilities.
Scald, Toxic, and Recover are self-explanatory, I believe.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Claw/Outrage
- Earthquake
- Fire Blast
- Rock Slide
The final component, and the one I've had the most trouble with. At first I've had a scarfed and a bulky Lando-T, a Bisharp, a Klefki, and something else that I can no longer remember in the slot. The basic premise is that the team leans very heavily on the special side, and I can't win without a physical attacker (or else I would be a victim of Chansey sweeps). In addition, I lacked speed outside of scarfed Chandelure, and I was almost defenseless against scarfers with base Speed higher than 80. So I ended up with Scarfchomp, as all it cannot dent, such as Skarmory and Lando-T, is already covered by Special attackers (the type coverage, sun, and gargantuan SpAtk stats of both YZard and Chandelure allow to hurt even things that are specially bulky, except Chansey). Garchomp's purpose is taking out or at least weakening dedicated special walls (unless they're Mega Venusaur, that one I can handle) and fast frail sweepers, be they physical or special.
Rock Slide is chosen over Stone Edge because I don't hit with Stone Edge, and Rough Skin over Sand Veil to give some form punishment to any random Talonflames that decide to KO Garchomp and because I detest Sand Veil, even though it is legal.
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One more general note in the end: the team lacks priority (which I absolutely do not like), but surpirisngly has at least some form of an answer to all priority users.
Aegislash
All sets are wrecked by my Chandezard core, Swords Dance set is, in addition to that, shut down by Quagsire.
Mega Aerodactyl
Walled by Quagsire
Mega Alakazam
Ferrothorn can switch into anything except Focus Blast, and Chandelure can switch into a Focus Blast and OHKO it with a Shadow Ball
Azelf
This is a tricky one, as I have to work around Explosion when it is a lead. Although I have an immunity, Chandelure doesn't ike switching into Shadow Balls and Stealth Rocks, so I'd usually better of just leading with Ferrothorn, Knocking Off on turn 1, and Protecting against the Explosion.
Azumarill
All sets are shut down by Quagsire; sets lacking Belly Drun and/or Superpower are also shut down by Ferrothorn. Solar Beam on Charizard is also a thing
Bisharp
I have a Quagsire.
Mega Blastoise
If I have managed to set up Stickpilews with Quagsire, I have no problem against it. If not, I have to predict around Dark Pulse/Rapid Spin/Aura Sphere with Ferro and Chandelure and try to take it out before it KOes something. In the worst case scenario I can always revenge kill it with Solar Beam or Energy Ball.
Breloom
I have a lot of Fire to deal with it. The only problematic set is SubPunch, as I don't want it setting up a Sub. Latios is usually the one to take care of this.
Mega Charizard X
Quaaaaaaagsiiiiiiire
Mega Charizard Y
Gotta keep my Rocks up for this one. Worst case scanario - I revenge kill it with Shadow Ball.
Conkeldurr
Quagsire has no trouble setting up 2 Stockpiles on Conkeldurr, and after 2 Stockpiles it doesn't fear even a Guts-boosted Drain Punch and can safely Toxic stall.
Crawdaunt
Gotta keep rocks and sun up as much as possible. If the sash is broken, it is no longer a serious threat expect very late-game, as Latios, Chandelure, and Garchomp can all outspeed. Also, Quagsire.
Diggersby
Quagsire, Solar Beams, Ice Beams
Ditto
Can this thing even have an actual counter or check as we understand it? O_o
Dragonite
Quagsire takes out all sets, Choice Band being the most troublesome because it requires a Stockpile up. But it's doable. In addition, if the Multiscale is broken, can be revenge killed by Latios, Garchomp, or Chandelure.
Dugtrio
Have to sack something to bring it to sash, and then KO. No other option.
Entei
Quagsire
Espeon
Quagsire will end up burning it with Scald after a couple of Stockpiles. Ferrothorn also walls it unless it runs HP Fire.
Excadrill
The Sand Rush set is the most problematic, as I have to worry about keeping sand off the field. Other can be handled either through power of fire, or through working around it choice-locking itself into certain moves.
Galvantula
KO it with Garchomp, then Defog.
Garchomp
Every set is shut down by Quagsire
Same for Mega Garchomp
Gardevoir
Shut down after a Stockpile by Quagsire, shut down by Ferrothorn if doesn't have Focus Blast/locked into something else. Also OHKOed by both YZard and Chandelure, the latter even without sun.
Mega Gardevoir
Same here, only that YZard will have a speedtie and therefore doesn't want to deal with it.
Gengar
See Ferro description. Non-scarfed/sashed sets are outsped and OHKOed by Chandelure
Greninja
Scarfchomp is a thing, also walled by either Ferro or Quagsire depending on whether the 4th moveslot is filled with HP Fire or Grass Knot/HP Grass
Gyarados
This thing gives me trouble. I generally want to hit it with a Draco Meteor and then finish off with Scarfchomp before it has a chance to set up. Plus I have a chance if Quagsire has stockpiles up and doesn't miss Toxic
Mega Gyarados
Same here
Honchkrow
Quagsire walls it, all my attackers outspeed it
Heatran
If it is Scarfed, I'm screwed
If it is not, I hit it with EQs and finish off with either something else of another EQ
Mega Heracross
It can't safely switch into anything my attackers have apart from Garchomp's EQ, but I can't switch anything into this thing as well.
I must always have one of my Fire-types or Latios up against it
Mega Houndoom
Scarfchomp takes care of it
Kabutops
If I keep the rain off the field, I can do whatever I want with it.
If I don't manage to keep the rain off the field, it can do whatever it wants with me.
Keldeo
Latios and the Stockpile Quagsire + Sun combo
Kingdra
Keep the rain off the field
Kyurem-B
If it is scarfed, it's Garchomp who takes care of it
If it is not... still Garchomp
Landorus
Chandelure or Latios. Also cannot switch into Fire Blast from YZard
Landorus-T
Same
Latias
Dragon Pulse on the switch, Scarfchomp
Latios
Same
Lucario
This thing is not a threat to me
Ludicolo
Kill it before it sets the rain up...
Magnezone
If I keep Ferro out of its way I can safely take it out with Chandelure or wall to hell and back with Quagsire
Mamoswine
The most dangerous lead for me. I start off with Ferrothorn to break the possible sash and then go into Quagsire, praying that it doesn't have Freeze-Dry
Manaphy
Gotta either kill it before it kills me or get the Stockpiles up before it Tail Glows and takes me out
Mega Manectric
Set-up fodder for Quagsire, shakily checked by Scarfchomp (the latter has to be wary of HP Ice)
Mega Mawile
Quaaaaagsiiiiiire
Mega Medicham
Quaaaaagsiiiiiire
Mew
Chandelure's the tool to deal with it. Unfortunately, I can't OHKO it, so it will be a pain in the ass to deal with.
Noivern
If it is Scarfed, I'm doomed
If it is not, Scarfchomp can deal with it
Mega Pinsir
Quaaaagsiiiiire
Politoed
Have to be extremely careful and play around with Charizard MEvolving only at the correct turn to take out either itself or the accompanying Ferrothorn which will inevitably switch in to take a Solar Beam
Rotom-W
All sets bar TrickScarf sets are set-up fodder for Quagsire.
It will even burn me and thus protect from Toxics :D
If it tricks a Scarf onto Quagsire, I'm screwed.
Also, Solarbeam and Scarfchomp's Dragon Claw/Outrage/Rock Slide
Salamence
Ice Beam, Dragon Pulse, Scarfchomp, Quagsire
Scizor
All sets are walled by Quagsire
Mega Scizor
So are these
Sharpedo
Quagsire is the only thing that could prevent me from being swept by this. Or I could hit it on the switch with right prediction.
Staraptor
Scarfchomp, Latios, Quagsire all can handle it, although only Quagsire is an actual counter.
Smeargle
Kill it and remove hazards. Or send in Quagsire and don't care about the Baton Passed boosts.
Starmie
Scarfchomp and Chandelure are the remedy
Suicune
Can either hit it hard with a Solar Beam, or just PP stall it with Quagsire
Sylveon
Gets 2HKOed by Charizard after rocks; I can also set up Stockpiles
Talonflame
Quaaaaaagsiiiiiire
Terrakion
Solar Beam for leads, Quagsire for all other sets
Thundurus
Quagsire and Ferro (the latter if it doesn't carry Focus Blast). Once it is withered down a bit, can be KOed by a Shadow Ball.
Togekiss
2HKOed by a Fire Blast. Shut down by Quagsire after a Stockpile
Tornadus-T
Gotta keep rain off and Ferro in. And it is veeeery difficult.
Tyranitar
Quaaaaaagsire. Just gotta watch out for the Pursuit if it switches into Latios
Mega Tyranitar
Same
Mega Venusaur
2HKO by Fire Blast in the sun.
Volcarona
Gotta keep rocks up. If the sash is broken, Scarfchomp can Rock Slide.
Standard OU Defensive Threats
Mega Aggron
I have enough Special fire to deal with this thing
Alomomola
No definite counter, have to widdle it down
Celebi
Shadow Balls and Fire Blasts will do the trick
Chansey
Have to Knock the Eviolite off and/or wither it down with EQs from Scarfchomp to about 1/3, from where a Fire Blast can take it out
Chesnaught
Fire Blasts and Ice Beams are my friend
Dragonite
Toxicstall with Quagsire for life!
Ferrothorn
Fire, fire, fire
Forretress
Fire, fire, fire
Gliscor
This is why I carry Ice Beam. It does get 2HKOed at worst by a Fire Blast in the Sun, but if it manages to Toxic Charizard, that's really painful.
Heatran
EQs for life!
Hippowdon
It doesn't want to switch into Charizard prior to it MEvolving, plus I have Ice Beam and Draco Meteor
Latias
Dragon Pulse, Knock Off, and then it will kill itself with Healing Wish and heal a Scizor or something ><
A combination of Shadow Balls and Scarfchomp's attacks should do the trick
Quagsire
I have a lot of Grass moves. Also, with right prediction I can sometimes Toxic it
Rotom-W
Set-up fodder for Quagsire, 2HKOed by Solar Beam
Sableye
Must get rid of this asap. And Fire Blasts are my best bet
Skarmory
I have a lot of Fire
Slowbro
I technically carry all kinds of SE moves against it, but as it is a freaking Slowbro, I have to be extra careful with predictions
Sylveon
Gets 2HKOed by Fire Blast in the sun; set-up fodder for Quagsire
Tyranitar
Gotta manage the weather, get scald burns, and in general use Quagsire to the max.
Vaporeon
Solar Beam is a 2HKO
Mega Venusaur
Solar Beam is a 2HKO
As long as I keep the rocks up, I'm fine, as it cannot switch into a Fire Blast and at worst will be revenge killed by anything faster than it
One team I've built has an actual premise to it (something uncommon for me XD) which I have not seen before: I have decided to see if I could make a good team based around a core which consists of Mega Charizard Y and Chandelure, forming a double Special Fire nuke with an added bonus in sun.
After a couple of weeks of testing and tweaking (covering up for weaknesses was pretty difficult), I have decided that I might as well post it here so that
Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Dragon Pulse
- Solar Beam
- Earthquake
The first part of the core. Acts as one of the Special nukes due to its ability to KO or at least severely hurt any possible switch-in aside from Chansey. A more in-depth explanation of what the thing hits is in the threatlist. The moveset requires some explanation. First, Roost is dropped in order to have 4 attacking moves (the main ones, and the obvious ones, being Fire Blast and Solar Beam) so that nothing apart from the aforementioned Chansey, as well as Air Balloon Heatran, could hope to safely switch into a hit. Recovery turned out to be less important than ability to hit virtually everything on the switch, as Charizard is either the late-game cleaner (alongside with Chandelure), or a sun-setting lead. Nor do I really require Will-o-Wisp, as the things that abhor a burn are already covered by Quagsire. Sun is also extremely useful due to its effect of weakening Water moves, which will be covered below in Quagsire's section.
Why Dragon Pulse? Why EQ? Both moves are for designated threats, as usually I just alternate between Fire Blast and Solar Beam. But these designated threats are so common it's not funny, so I find myself in the relevant scenarios quite often.
1) Earthquake is for Heatran (and Heatran alone), as it 2HKOes it after the Air Balloon is broken (which can be easily done by Solar Beaming it when it switches to take it instead of the Water Pokemon of choice). Must be wary of the ScarfTran, though, as it Stone Edges this non-Dragon dragon into oblivion, which leaves the entire team crippled (because sun is good, and YZard's coverage is good
2) Dragon Pulse has replaced Air Slash, which was originally on the moveset, when it became apparent that Charizard needs to hurt the Lati twins on the switch, as otherwise they can switch into Charizard safely and force it out/KO it. While the "force out/KO" part cannot be helped because Latis outspeed Charizard, I can make the switch-in dangerous. Very dangerous for offensive sets (as Dragon Pulse does 57-67% to offensive Latias) and simply painful for defensive variants (does about a third + allows me to instantly figure out which set the opponent is running if it wasn't clear at the team preview).
While Air Slash would normally be superior to Dragon Pulse in other situations, here it is not, as a STAB sun-powered Fire Blast hits everything that doesn't carry Water typing at least as hard (even AV Conkeldurr and MVenusaur with the latter's pseudo-neutrality to Fire Blasts) as Air Slash does. All that which takes more damage from Air Slash (i.e. whatever is quad weak to Flying) dies to a Fire Blast anyway (namely, Heracross, Breloom, Chesnaught), so there is next to no point in running Air Slash when I can hit Lati@s and Garchomp (and occasional Haxorus, although offensive Garchomp and Haxorus are also hurt pretty badly by a Fire Blast) on the switch.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Hidden Power [Fighting]
- Shadow Ball
The eerie chandelier forms the second part of the core and usually takes the role of the late-game cleaner, as, unlike YZard, it has to lock itself into something with Scarf. Funnily enough, the threat of Chandelure coming in and hitting something with its own Fire Blast often forces such switches that I find myself spamming Shadow Ball instead of Fire Blast (even when the sun is up). I'm not sure how it happens, it may simply be me fearing to miss the Fire Blast (I wish I could run Flamethrower over Fire Blast on both this and YZard, but unreliable OHKOes are better than reliable 2HKOes). :D
In addition, Chandelure has an easier time with Stealth Rock, as it can theoretically switch into it up to 4 times (hence no HP EVs).
Speaking of the moveset, Fire Blast and Shadow Ball are self-explanatory and are the things Chandelure is designed to spam. Energy Ball is technically for Water-types in general and to get a guaranteed KO on Quagsire in particular, but I don't think I've used it once throuhgout all my time with this team. Still, Energy Ball on Chandelure is common enough to be pretty much self-explanatory just as Fire Blast and Shadow Ball are.
HP Fighting is used for one purpose: to 2HKO Tyranitar on the switch. I used to run Overheat (in order to hurt something early-game; didn't work out as Chandelure rarely does any early-game work) and Trick (initially for Gothitelle, but Gothitelles never try to trap Chandelure
In addition, I also plan on trying Infiltrator instead of Flash Fire in order better deal with Sub sets for Kyurem-B, Gliscor, and Raikou (especially the latter).
Overall, Chandelure has a more spammable and reliable STAB than YZard in Shadow Ball, but has to lock itself into something and therefore better off cleaning after Charizard. As an example of a scenario, if we have a weakened (courtesy of Charizard's EQ) Heatran on field and a healthy Tyranitar in opponent's backburner, we can safely go for HP Fighting and either get rid of Heatran or 2HKO the Tyranitar.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Protect
- Knock Off
- Leech Seed
This Ferrothorn's primary functions are to be a general Special wall and to absorb Stone Edges. It has good defensive synergy with YZard, taking a pittance from any move that could hurt Charizard Y apart from STAB Knock Offs. It is often switched in simply to eat up a Draco Meteor from Lati@s and set up either rocks or Leech Seed on the switch. In addition, it can easily eat most Water hits (especially when they're weakened in the sun), which would hurt both Charizard and Chandelure. Both also fear many neutral special STABs, including Dark Pulses from Greninja, Shadow Balls from Gengar, and Thunderbolts from Thundurus. Ferrothorn can eat them all easily. However, it should be wary of HP Fire on Gengar (it can survive one apart from Specs-boosted and KO or bring to near-death, depending on the set, with Knock Off, or I could just scout it with Protect and try to switch Chandelure in) and Greninja, and this is why Protect is a must. This is especially true with Greninja, as it allows to scout whether it runs HP Fire or HP Grass/Grass Knot in the fourth moveslot and, therfore, whether it is safe to use Quagsire (although it isn't to be switched into anything, obviously) against it.
Finally, Leech Seed is necessary, not so much for damage, but for durability. Leftovers+Leech Seed+Protect does greatly increase Ferro's survivability, and I really need it, as taking Stone Edges, Hydro Pumps, and Draco Meteors to preserve the fire core is a lot more important than hitting things with Gyro Ball. So is Knock Off, as it taking out some more.... annoying items can help me greatly (most importantly, Politoed's Damp Rock, Chansey's Eviolite, and Terrakion's Choice Scarf). I would definitely run Gyro Ball if I had 5 moveslots, but Ferro fulfills a role that needs the other 4 moves more than it needs Gyro Ball.
So yeah, no Gyro Ball.

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Draco Meteor
- Psyshock
- Defog
The need to remove entry hazards and especially Stealth Rock for such a team is so obvious that I wouldn't write it in even if I needed it to fit into the 3-line rule. While I would definitely have preferred Rapid Spin to preserve Stealth Rock I set up with Ferrothorn, I also need something that can outspeed a lot of things (which Charizard can't always do because 100 Speed is not that high, and Chandelure can because it is Scarfed, but can't always OHKO when the opponent is at full health) and do damage. Damage is good. I'm deep. Whatever. :D
The positive that Latios has over other hazard removers apart from Latias is its speed, as it is the fastest hazard remover in the tier apart from Sand Rush Excadrill (and I, obviously, don't enjoy sand) and can severely dent some things that need removal asap or at least weakening, hence Draco Meteor (obvious choice), Psyshock (even more obvious), and Ice Beam. Ice Beam doesn't target Mandibuzz or Skarmory, as one might think, but, rather, is an extra weapon against Gliscor, opposing dragons, and, especially, both Landorus formes (except Scarfed Lando-T and dragons, which screws me over). Fire Blasts deal with both Skarmory and Mandibuzz pretty well as it is (Charizard prefers to take out Mandibuzz due to its Knock Off/Foul Play pseudo-resistance, and Chandelure prefers to take out Skarmory because it can spam Shadow Ball instead of Fire Blast, which is a 2HKO either way, even though technically outdamaged by Fire Blast). Ice Beam can also hit Thundurus if I really have to take it out and have nothing else left, although that would make me risk taking either a Thunder Wave or an HP Ice, neither of which Latios enjoys.
Extra offensive presence is also the reason why I chose Latios over Latias and its Healing Wish (I do need that Ice-Psychic coverage on something that has good Speed, because Dragons are a thing. Also, I do know that 2x SE Draco Meteor outdamages non-STAB quad effective Ice Beam, but Draco Meteor does lower SpAtk).

Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Recover
- Scald
- Toxic
- Stockpile
This thing is a God. Fantastic synergy with both Ferrothorn and Chandezard (I have one thing to wall Grass-types and Grass moves and two to destroy them), ability to take most neutral physical hits, and a godsend in Stockpile/Recover. Quagsire can pretty much tank anything that Ferrothorn and Chandezard cannot, and burn or Toxic in return.
Now, I know that Stockpile is generally overlooked in favor of Earthquake or Yawn, however, Stockpile is a tool much more useful than it seems at first. A typical Quagsire set easily falls to any average-and-above-powered Special hits. Stockpile allows it, usually after just one boost, and sometimes after 2, to shut down most non-Specs special attackers (e.g. after one boost it completely shuts down Thundurus, as it no longer can 2HKO it with Focus Blast) and wall those physical attackers that it normally can only handle if it luckily burns them with a Scald on the switch, such as Choice Band Dragonite, Mega Mawile, and any offensive Azumarill. It also gets a fighting chance against Mold Breaker set-up sweepers (MGyarados and Haxorus), but it's only a chance and requires that the sweeper is Toxic'd ASAP and that Quagsire has Def boosts before they come in.
Another notable mention is the Quagsire v Keldeo matchup. Usually Keldeo can 2HKO Quagsire with Hydro Pump. However, with sun (which is why sun is so important) and SpDef boosts Quagsire has no problem toxic stalling it to death and coming unscathed. Except maybe a burn...
...but this Quagsire is also a status absorber, of all things. While Quagsire generally despises status, this set (as it has more durability and doesn't need attack) welcomes burn, as burn doesn't cripple it in the slightest. Instead, it prevents any other status (and any status except burn and non-Toxic poison still shuts Quagsire down and is an effective KO) from being inflicted on it, which increases its walling capabilities.
Scald, Toxic, and Recover are self-explanatory, I believe.

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Claw/Outrage
- Earthquake
- Fire Blast
- Rock Slide
The final component, and the one I've had the most trouble with. At first I've had a scarfed and a bulky Lando-T, a Bisharp, a Klefki, and something else that I can no longer remember in the slot. The basic premise is that the team leans very heavily on the special side, and I can't win without a physical attacker (or else I would be a victim of Chansey sweeps). In addition, I lacked speed outside of scarfed Chandelure, and I was almost defenseless against scarfers with base Speed higher than 80. So I ended up with Scarfchomp, as all it cannot dent, such as Skarmory and Lando-T, is already covered by Special attackers (the type coverage, sun, and gargantuan SpAtk stats of both YZard and Chandelure allow to hurt even things that are specially bulky, except Chansey). Garchomp's purpose is taking out or at least weakening dedicated special walls (unless they're Mega Venusaur, that one I can handle) and fast frail sweepers, be they physical or special.
Rock Slide is chosen over Stone Edge because I don't hit with Stone Edge, and Rough Skin over Sand Veil to give some form punishment to any random Talonflames that decide to KO Garchomp and because I detest Sand Veil, even though it is legal.
-------------------
One more general note in the end: the team lacks priority (which I absolutely do not like), but surpirisngly has at least some form of an answer to all priority users.

All sets are wrecked by my Chandezard core, Swords Dance set is, in addition to that, shut down by Quagsire.

Walled by Quagsire

Ferrothorn can switch into anything except Focus Blast, and Chandelure can switch into a Focus Blast and OHKO it with a Shadow Ball

This is a tricky one, as I have to work around Explosion when it is a lead. Although I have an immunity, Chandelure doesn't ike switching into Shadow Balls and Stealth Rocks, so I'd usually better of just leading with Ferrothorn, Knocking Off on turn 1, and Protecting against the Explosion.

All sets are shut down by Quagsire; sets lacking Belly Drun and/or Superpower are also shut down by Ferrothorn. Solar Beam on Charizard is also a thing

I have a Quagsire.

If I have managed to set up Stickpilews with Quagsire, I have no problem against it. If not, I have to predict around Dark Pulse/Rapid Spin/Aura Sphere with Ferro and Chandelure and try to take it out before it KOes something. In the worst case scenario I can always revenge kill it with Solar Beam or Energy Ball.

I have a lot of Fire to deal with it. The only problematic set is SubPunch, as I don't want it setting up a Sub. Latios is usually the one to take care of this.

Quaaaaaaagsiiiiiiire

Gotta keep my Rocks up for this one. Worst case scanario - I revenge kill it with Shadow Ball.

Quagsire has no trouble setting up 2 Stockpiles on Conkeldurr, and after 2 Stockpiles it doesn't fear even a Guts-boosted Drain Punch and can safely Toxic stall.

Gotta keep rocks and sun up as much as possible. If the sash is broken, it is no longer a serious threat expect very late-game, as Latios, Chandelure, and Garchomp can all outspeed. Also, Quagsire.

Quagsire, Solar Beams, Ice Beams

Can this thing even have an actual counter or check as we understand it? O_o

Quagsire takes out all sets, Choice Band being the most troublesome because it requires a Stockpile up. But it's doable. In addition, if the Multiscale is broken, can be revenge killed by Latios, Garchomp, or Chandelure.

Have to sack something to bring it to sash, and then KO. No other option.

Quagsire

Quagsire will end up burning it with Scald after a couple of Stockpiles. Ferrothorn also walls it unless it runs HP Fire.

The Sand Rush set is the most problematic, as I have to worry about keeping sand off the field. Other can be handled either through power of fire, or through working around it choice-locking itself into certain moves.

KO it with Garchomp, then Defog.

Every set is shut down by Quagsire


Shut down after a Stockpile by Quagsire, shut down by Ferrothorn if doesn't have Focus Blast/locked into something else. Also OHKOed by both YZard and Chandelure, the latter even without sun.

Same here, only that YZard will have a speedtie and therefore doesn't want to deal with it.

See Ferro description. Non-scarfed/sashed sets are outsped and OHKOed by Chandelure

Scarfchomp is a thing, also walled by either Ferro or Quagsire depending on whether the 4th moveslot is filled with HP Fire or Grass Knot/HP Grass

This thing gives me trouble. I generally want to hit it with a Draco Meteor and then finish off with Scarfchomp before it has a chance to set up. Plus I have a chance if Quagsire has stockpiles up and doesn't miss Toxic

Same here

Quagsire walls it, all my attackers outspeed it

If it is Scarfed, I'm screwed
If it is not, I hit it with EQs and finish off with either something else of another EQ

It can't safely switch into anything my attackers have apart from Garchomp's EQ, but I can't switch anything into this thing as well.
I must always have one of my Fire-types or Latios up against it

Scarfchomp takes care of it

If I keep the rain off the field, I can do whatever I want with it.
If I don't manage to keep the rain off the field, it can do whatever it wants with me.

Latios and the Stockpile Quagsire + Sun combo

Keep the rain off the field

If it is scarfed, it's Garchomp who takes care of it
If it is not... still Garchomp

Chandelure or Latios. Also cannot switch into Fire Blast from YZard

Same

Dragon Pulse on the switch, Scarfchomp

Same

This thing is not a threat to me

Kill it before it sets the rain up...

If I keep Ferro out of its way I can safely take it out with Chandelure or wall to hell and back with Quagsire

The most dangerous lead for me. I start off with Ferrothorn to break the possible sash and then go into Quagsire, praying that it doesn't have Freeze-Dry

Gotta either kill it before it kills me or get the Stockpiles up before it Tail Glows and takes me out

Set-up fodder for Quagsire, shakily checked by Scarfchomp (the latter has to be wary of HP Ice)

Quaaaaagsiiiiiire

Quaaaaagsiiiiiire

Chandelure's the tool to deal with it. Unfortunately, I can't OHKO it, so it will be a pain in the ass to deal with.

If it is Scarfed, I'm doomed
If it is not, Scarfchomp can deal with it

Quaaaagsiiiiire

Have to be extremely careful and play around with Charizard MEvolving only at the correct turn to take out either itself or the accompanying Ferrothorn which will inevitably switch in to take a Solar Beam

All sets bar TrickScarf sets are set-up fodder for Quagsire.
It will even burn me and thus protect from Toxics :D
If it tricks a Scarf onto Quagsire, I'm screwed.
Also, Solarbeam and Scarfchomp's Dragon Claw/Outrage/Rock Slide

Ice Beam, Dragon Pulse, Scarfchomp, Quagsire

All sets are walled by Quagsire

So are these

Quagsire is the only thing that could prevent me from being swept by this. Or I could hit it on the switch with right prediction.

Scarfchomp, Latios, Quagsire all can handle it, although only Quagsire is an actual counter.

Kill it and remove hazards. Or send in Quagsire and don't care about the Baton Passed boosts.

Scarfchomp and Chandelure are the remedy

Can either hit it hard with a Solar Beam, or just PP stall it with Quagsire

Gets 2HKOed by Charizard after rocks; I can also set up Stockpiles

Quaaaaaagsiiiiiire

Solar Beam for leads, Quagsire for all other sets

Quagsire and Ferro (the latter if it doesn't carry Focus Blast). Once it is withered down a bit, can be KOed by a Shadow Ball.

2HKOed by a Fire Blast. Shut down by Quagsire after a Stockpile

Gotta keep rain off and Ferro in. And it is veeeery difficult.

Quaaaaaagsire. Just gotta watch out for the Pursuit if it switches into Latios

Same

2HKO by Fire Blast in the sun.

Gotta keep rocks up. If the sash is broken, Scarfchomp can Rock Slide.
Standard OU Defensive Threats

I have enough Special fire to deal with this thing

No definite counter, have to widdle it down

Shadow Balls and Fire Blasts will do the trick

Have to Knock the Eviolite off and/or wither it down with EQs from Scarfchomp to about 1/3, from where a Fire Blast can take it out

Fire Blasts and Ice Beams are my friend

Toxicstall with Quagsire for life!

Fire, fire, fire

Fire, fire, fire

This is why I carry Ice Beam. It does get 2HKOed at worst by a Fire Blast in the Sun, but if it manages to Toxic Charizard, that's really painful.

EQs for life!

It doesn't want to switch into Charizard prior to it MEvolving, plus I have Ice Beam and Draco Meteor

Dragon Pulse, Knock Off, and then it will kill itself with Healing Wish and heal a Scizor or something ><


I have a lot of Grass moves. Also, with right prediction I can sometimes Toxic it

Set-up fodder for Quagsire, 2HKOed by Solar Beam

Must get rid of this asap. And Fire Blasts are my best bet

I have a lot of Fire

I technically carry all kinds of SE moves against it, but as it is a freaking Slowbro, I have to be extra careful with predictions

Gets 2HKOed by Fire Blast in the sun; set-up fodder for Quagsire

Gotta manage the weather, get scald burns, and in general use Quagsire to the max.

Solar Beam is a 2HKO

Solar Beam is a 2HKO

Charizard @ Charizardite Y
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Dragon Pulse
- Solar Beam
- Earthquake
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Hidden Power [Fighting]
- Shadow Ball
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Protect
- Knock Off
- Leech Seed
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Draco Meteor
- Psyshock
- Defog
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Recover
- Scald
- Toxic
- Stockpile
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Claw
- Earthquake
- Fire Blast
- Rock Slide
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Dragon Pulse
- Solar Beam
- Earthquake
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Energy Ball
- Hidden Power [Fighting]
- Shadow Ball
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Protect
- Knock Off
- Leech Seed
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Draco Meteor
- Psyshock
- Defog
Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Recover
- Scald
- Toxic
- Stockpile
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Dragon Claw
- Earthquake
- Fire Blast
- Rock Slide
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