Hello, this is my very first RMT. I originally put this team together hastily to have a match against against a friend, thinking it would just be fun and that this team would be doo doo. However, I found myself really liking it and actually managed to hit mid 1700s or so in OU. However, this was all back in September, before the new ORAS stuff. I haven't seriously sat down and played hard in a while, and I found myself come back to this team when I used it in a small tournament at my school, where I lost in the finals. There definitely seem to be some problems facing some of the newer threats. I'm just wondering if there are slight tweaks to be made that can make this team viable again.
Here's a screenie I dug up from when I first noticed I'd hit the ladder, date was Sept. 18, 2014:
Now for the team breakdown:
Charblazer (Charizard) @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz
Here we have the Bulky Dragon Dance Mega Charizard X spread. I opted for X over Y because I like it's ability to come in and set up, letting it outspeed faster threats that might come out late game. With dual screen support, the bulkier Charizard is able to set up Dragon Dances on pretty much anything that isn't nailing it with SE hits. Roost is there for recovery, and I opted for Flare Blitz over EQ or Fire Punch because I honestly found myself able to handle Heatran with other team members, or with highly set up D Claws and Flare Blitz just hits so hard that after even one dance, even things like Azumarill don't want to switch in on it.
It's on like espe (Espeon) @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Light Screen
- Reflect
- Psyshock
- Morning Sun
Espeon is here to provide dual screen support and has Light Clay because of this. Screens help Charizard set up and just help out in general. Magic Bounce lets me avoid hazards. Psyshock is there to pick up the occasional KO on weakened foes and Morning Sun helps Espeon stick around.
Mewone (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 104 Def / 152 Spe
Impish Nature
- Defog
- Will-O-Wisp
- Soft-Boiled
- Knock Off
This is the entry hazard control Mew. In the event that Espeon goes down or I just don't make the right prediction and end up with hazards on my side of the field, I have Mew to Defog things away. Keeping my side of the field Stealth Rock free is important because I have a Charizard and a Talonflame. Knock Off gets rid of scarfs, leftovers, specs, etc., while Will-O-Wisp weakens physical attackers and provides whittling in general.
TBlame (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Overheat
- Flare Blitz
- Brave Bird
- U-turn
Standard Choice Band Talonflame. U-turn if expecting a switch to something unfavorable, Flare Blitz the Steel types, otherwise click Brave Bird. Overheat is literally just for giggles. Not much else to say, Talonflame is Talonflame.
Gad (Nidoking) (M) @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Earth Power
- Flamethrower
Nidoking is such a cool pokemon to me. It's coverage is amazing and Sheer Force really helps it hit nicely, despite a mere 85 Base Sp. Atk. I slapped a Choice Scarf on with a Timid nature to let it hit 443 speed, which outspeeds basically anything that isn't scarfed, allowing me to revenge kill a lot and clean up late game. The King is also pretty good at launching Ice Beam on a predicted Landorus switch in expecting Earth Power. Flamethrower picks off Scizor and Ferrothorn.
Voldemort (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Stone Edge
- Crunch
Tyranitar was really just a random last addition. With screens, it can sometimes come in and set up and do a lot of work, or it might just help to bring down one opposing Pokemon. Generally does a great job taking on Heatran.
So that's it. Please let me know if I should scrap some of these mons or just mix up the sets. Thanks!
Here's a screenie I dug up from when I first noticed I'd hit the ladder, date was Sept. 18, 2014:

Now for the team breakdown:
Charblazer (Charizard) @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz
Here we have the Bulky Dragon Dance Mega Charizard X spread. I opted for X over Y because I like it's ability to come in and set up, letting it outspeed faster threats that might come out late game. With dual screen support, the bulkier Charizard is able to set up Dragon Dances on pretty much anything that isn't nailing it with SE hits. Roost is there for recovery, and I opted for Flare Blitz over EQ or Fire Punch because I honestly found myself able to handle Heatran with other team members, or with highly set up D Claws and Flare Blitz just hits so hard that after even one dance, even things like Azumarill don't want to switch in on it.
It's on like espe (Espeon) @ Light Clay
Ability: Magic Bounce
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Light Screen
- Reflect
- Psyshock
- Morning Sun
Espeon is here to provide dual screen support and has Light Clay because of this. Screens help Charizard set up and just help out in general. Magic Bounce lets me avoid hazards. Psyshock is there to pick up the occasional KO on weakened foes and Morning Sun helps Espeon stick around.
Mewone (Mew) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 104 Def / 152 Spe
Impish Nature
- Defog
- Will-O-Wisp
- Soft-Boiled
- Knock Off
This is the entry hazard control Mew. In the event that Espeon goes down or I just don't make the right prediction and end up with hazards on my side of the field, I have Mew to Defog things away. Keeping my side of the field Stealth Rock free is important because I have a Charizard and a Talonflame. Knock Off gets rid of scarfs, leftovers, specs, etc., while Will-O-Wisp weakens physical attackers and provides whittling in general.
TBlame (Talonflame) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Overheat
- Flare Blitz
- Brave Bird
- U-turn
Standard Choice Band Talonflame. U-turn if expecting a switch to something unfavorable, Flare Blitz the Steel types, otherwise click Brave Bird. Overheat is literally just for giggles. Not much else to say, Talonflame is Talonflame.
Gad (Nidoking) (M) @ Choice Scarf
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunderbolt
- Earth Power
- Flamethrower
Nidoking is such a cool pokemon to me. It's coverage is amazing and Sheer Force really helps it hit nicely, despite a mere 85 Base Sp. Atk. I slapped a Choice Scarf on with a Timid nature to let it hit 443 speed, which outspeeds basically anything that isn't scarfed, allowing me to revenge kill a lot and clean up late game. The King is also pretty good at launching Ice Beam on a predicted Landorus switch in expecting Earth Power. Flamethrower picks off Scizor and Ferrothorn.
Voldemort (Tyranitar) @ Leftovers
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Stone Edge
- Crunch
Tyranitar was really just a random last addition. With screens, it can sometimes come in and set up and do a lot of work, or it might just help to bring down one opposing Pokemon. Generally does a great job taking on Heatran.
So that's it. Please let me know if I should scrap some of these mons or just mix up the sets. Thanks!