Charizard is broken [Charizard-X Team]

Preface:

Hi, I'm brokenwings and as you can see, I'm fairly new here. :P This is my first attempt at making a team with Charizard-X, and it turned out to be one of the funnest teams I've made in gen 6. It feels pretty solid, but I kinda just threw this team together and I'm quite sure there are weaknesses / threats that I haven't considered yet.


The Team:
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Aegislash (Aegislash) @ Spooky Plate
Ability: Stance Change
EVs: 252 SAtk / 232 HP / 20 Spd
Quiet Nature
- Shadow Ball
- Iron Head
- Shadow Sneak
- King's Shield

Aegislash. This pokemon is just great for my team; not only can it switch into things that would give my other pokemon a hard time, it hits like a truck. I use Iron Head for fairies such as florges / CM sylveon / CM clefable who are otherwise annoying to my team. I've tried air balloon and leftovers, but I'm really liking the extra power of spooky plate. You may consider a weakness policy as well, Aegislash is definitely tanky enough in shield form to put it to good use. 20 speed EVs to beat other quiet aegislashes.

*Update* Changed flash cannon to iron head for CM sylveon / clefable, who, when played well were very dangerous to my team. Also changed from Mild to Quiet Nature and added 20 speed EVs to outspeed other quiet Aegislashes. Thanks shootingstarmie and jgj!



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Landorus-T (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Earthquake
- Superpower
- Stone Edge
- U-turn

Scarfed Landorus. I love this guy, he's extremely underrated and catches a lot of people off guard. I usually lead with him and bluff rocks. He forms a "volt-turn" core with rotom-W, which combined with intimidate can be very annoying to physical attackers. My team does miss rocks sometimes, but I really like the surprise factor of this set. I've considered using knock off over superpower also, maybe looking for second opinions on this. This is a lot of fun to use.



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i should be uber (Charizard) @ Charizardite X

Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Earthquake

My setup sweeper. This pokemon is terrifying. It's probably the best dragon dancer in OU right now, in addition to being immune to burn as a physical attacker, and making your opponents nervous since they don't know if you're X or Y. A lot of teams are unprepared for this threat. I like earthquake over roost for coverage, and because Heatran is so common. EVs are self explanatory.




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Rotom-W (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Rest

Textbook Rotom-W. This thing is so common I feel ashamed using it, but it fits in really well with my team. Volt-Turns, burns stuff, and checks some things that threaten landorus and charizard. You guys have seen this thing a hundred times by now, EVs are to outspeed jolly Azumarill which pretty much wrecks my team otherwise. Chesto/Resto because I'm unoriginal.




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Mandi (Mandibuzz) (F) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature
- Foul Play
- Taunt
- Defog
- Roost

This pokemon is great, I didn't think it would be as useful as it has been for this team. Pretty much does everything it needs to do; it taunts, it stops many physical attackers dead in their tracks, and it keeps hazards off the field. 248 HP EVs so I take 1% less damage from stealth rock, and the 4 extra speed EVs are to hopefully outspeed and taunt other Mandibuzzes x] She rarely disappoints me, unless crits are involved..





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Conkeldurr (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 248 SDef / 8 Spd
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

I've been seeing this thing a lot lately, and that's no surprise because it's so damn good. It loves getting status'd, and due to its great natural bulk / assault vest, laughs at most special attacks. I switch him into status users and get a free attack boost. Pretty standard stuff here, Mach/Drain punch for stab and priority, knock-off and ice punch for powerful coverage. 8 speed evs to win speed ties with other conks @_@

*Update* Changed my HP EVs to sp. def, helps to wall special attackers much better now, thanks jgj!


~ End ~
 
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Well after looking over it cant see anything that is wrong or out of place and no big weaknesses as well. So I think this pretty solid team and if your 16-3 it seems to be doing pretty well to. So unless you have any specific mons that counter your team their is not anything I notice that need changing.
 
Hi there, I'm here to rate your team.

So just looking over your 6 Pokemon, this looks like a solid team. I'd say it's generally a bulky offensive team, that utilises a Volt turn core (Rotom-W and Landorus-T) to gain momentum and allow your Charizard to switch in for free. Mandibuzz and Conkeldurr offer this team a great defensive back bone, allowing you check several threats, while Aegislash breaks Charizard's checks fairly nicely with it's strong Shadow Ball. However, I think I have a few suggestions that could make your team better.

The first thing I'm noticing is the lack of Stealth Rocks. Despite running Defog on Mandibuzz, Stealth Rock is still extremely important on nearly every team, and your team I think would really appreciate it, due to this team's Volt turn core (which forces switches, racking up a lot of damage over time). I think Hippowdon is probably your biggest enemy, as it can take on Conkeldurr, Aegislash, Landorus-T, and Charizard. I understand that Rotom-W is an awesome check, but it's some what easily worn down just because it's used to check so many other threats for your team, like Pinsir and Talonflame.

So here are my suggestions

1) Change Landorus-T to the standard defensive set with Stealth Rock. This change does a few things for your team. The biggest help is Stealth Rock, which is seriously important to have on this kind of team. The second reason is that to takes the pressure off of Rotom-W to wall Talonflame and Pinsir, since Landorus-T checks both pretty nicely, and wears them down very nicely with Stealth Rock.

2) Change Flash Cannon to Iron Head on Aegislash. Although this is only a small change, it stops Calm Mind Clefable and Calm Mind Sylevon cold, which is one of the key reasons to use Iron Head over say Sacred Sword.

3) You could possibly run Roost on Charizard X. This will allow you to check Charizard Y much more easily, and Earthquake's main purpose is to hit Heatran, and you have that covered easily with Conkeldurr, Rotom-W, and Landorus-T.

Well, there's my rate. I didn't change too much just because the team looks pretty solid, but I hope my suggestions help you out in some way. Good luck with the team n_n
 
Hi there, I'm here to rate your team.

So just looking over your 6 Pokemon, this looks like a solid team. I'd say it's generally a bulky offensive team, that utilises a Volt turn core (Rotom-W and Landorus-T) to gain momentum and allow your Charizard to switch in for free. Mandibuzz and Conkeldurr offer this team a great defensive back bone, allowing you check several threats, while Aegislash breaks Charizard's checks fairly nicely with it's strong Shadow Ball. However, I think I have a few suggestions that could make your team better.

The first thing I'm noticing is the lack of Stealth Rocks. Despite running Defog on Mandibuzz, Stealth Rock is still extremely important on nearly every team, and your team I think would really appreciate it, due to this team's Volt turn core (which forces switches, racking up a lot of damage over time). I think Hippowdon is probably your biggest enemy, as it can take on Conkeldurr, Aegislash, Landorus-T, and Charizard. I understand that Rotom-W is an awesome check, but it's some what easily worn down just because it's used to check so many other threats for your team, like Pinsir and Talonflame.

So here are my suggestions

1) Change Landorus-T to the standard defensive set with Stealth Rock. This change does a few things for your team. The biggest help is Stealth Rock, which is seriously important to have on this kind of team. The second reason is that to takes the pressure off of Rotom-W to wall Talonflame and Pinsir, since Landorus-T checks both pretty nicely, and wears them down very nicely with Stealth Rock.

2) Change Flash Cannon to Iron Head on Aegislash. Although this is only a small change, it stops Calm Mind Clefable and Calm Mind Sylevon cold, which is one of the key reasons to use Iron Head over say Sacred Sword.

3) You could possibly run Roost on Charizard X. This will allow you to check Charizard Y much more easily, and Earthquake's main purpose is to hit Heatran, and you have that covered easily with Conkeldurr, Rotom-W, and Landorus-T.

Well, there's my rate. I didn't change too much just because the team looks pretty solid, but I hope my suggestions help you out in some way. Good luck with the team n_n

Hey, thanks for the detailed rate. You're completely right, CM sylveon / clefable can be deadly to this team, and a well played hippowdon as well (but I don't see those very often) I'm going to give all of your suggestions a try and see how they do. Would you recommend changing aegislash's attack EVs if I use Iron Head over Flash Cannon?
 
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You should try out moving the HP evs on Conk into SpDef. This helps you with special attackers a lot more than the Hp investment would. Although Hp evs give you more bulk on the physical side, you already have 2 physical walls(3 if you change Land-T to a defensive set) and nothing too dedicated into SpDef. This should also help against Greninja since it seems fairly threatening to your team:
252 SpA Life Orb Greninja Hydro Pump vs. 244 HP / 4 SpD Assault Vest Conkeldurr: 187-222 (45.3 - 53.8%) -- 42.2% chance to 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 244 SpD Assault Vest Conkeldurr: 138-164 (39.3 - 46.7%) -- guaranteed 3HKO
You can probably play around with the Hp/SpDef evs a bit more so that you can avoid certain 2HKO's.

Mild isn't the best nature to run on Aegis(dropping def): try a Quiet nature with 20 speed evs to speed creep opposing Quiet Aegis(Hit them with a Shadow Ball before they hit you).

Anyways, its a really nice team. Hope this was helpful.
 
I'm posting here because I play almost THE FRIGGIN SAME TEAM in-game, the only difference is Conkeldurr, where I play Greninja (exactly the same Mandibuzz, almost the same Rotom, Aegislash, etc).

I feel the team overall is pretty solid, and I agree on putting SR on Lando, using him more as a pivot.
 
Uh, don't worry about running a lot of Atk EVs investment, the standard is to just run 4 Atk EVs.

Here's the standard

mindgames (Aegislash) @ Spooky Plate
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 Atk
Quiet Nature
- Shadow Ball
- Iron Head
- Shadow Sneak
- King's Shield
 
Small suggestion to add, You could possibly run Weakness Policy on Aegislash instead of Spooky plate. It has easily enough bulk to use it and it tends to attract super effective moves because of its bulk.
 
Aegislash @ Leftovers
Ability: Stance Change
EVs: 240 HP / 16 SDef / 252 SAtk
Quiet Nature
- Shadow Ball
- Shadow Sneak
- King's Shield
- Sacred Sword

^ Aegislash set, hp is SR number, I don't really know what the sp.def evs are for but this is the standard special aegislash.
 
Uh, don't worry about running a lot of Atk EVs investment, the standard is to just run 4 Atk EVs.

Here's the standard

mindgames (Aegislash) @ Spooky Plate
Ability: Stance Change
EVs: 252 SAtk / 252 HP / 4 Atk
Quiet Nature
- Shadow Ball
- Iron Head
- Shadow Sneak
- King's Shield

You should try out moving the HP evs on Conk into SpDef. This helps you with special attackers a lot more than the Hp investment would. Although Hp evs give you more bulk on the physical side, you already have 2 physical walls(3 if you change Land-T to a defensive set) and nothing too dedicated into SpDef. This should also help against Greninja since it seems fairly threatening to your team:
252 SpA Life Orb Greninja Hydro Pump vs. 244 HP / 4 SpD Assault Vest Conkeldurr: 187-222 (45.3 - 53.8%) -- 42.2% chance to 2HKO
252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 244 SpD Assault Vest Conkeldurr: 138-164 (39.3 - 46.7%) -- guaranteed 3HKO
You can probably play around with the Hp/SpDef evs a bit more so that you can avoid certain 2HKO's.

Mild isn't the best nature to run on Aegis(dropping def): try a Quiet nature with 20 speed evs to speed creep opposing Quiet Aegis(Hit them with a Shadow Ball before they hit you).

Anyways, its a really nice team. Hope this was helpful.

Thanks for the suggestions, I ended up using both of them. Conkeldurr does his job a lot better now.

Small suggestion to add, You could possibly run Weakness Policy on Aegislash instead of Spooky plate. It has easily enough bulk to use it and it tends to attract super effective moves because of its bulk.

Was actually considering this as well o.o
 
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