

Introduction



Team Building Process
I started out with Charizard and Dugtrio for obvious reasons. Because Zard has a huge stealth rock weakness and Dugtrio need its sash intact to be able to function well I needed some hazard control. I originally chose Deoxys-S because of its fast Taunt, access to Stealth Rock, and offensive presence which would make it easy for me to set up stealth rock, but not my opponent. After that I added in Talonflame because it would benefit from the removal of Heatran and Tyranitar. It could also help wear down other psychical walls and sweep late game. Finally, I chose Rotom-W and Aegilash to work as glue for my team with key resistances. Air Balloon Aegilash can also stop Excadrill from spinning rather well. Unfortunately, due to this team having no way of removing hazards, I was getting my ass kicked more often than not because 3 team members were dependent on stealth rock off my side of the field. So, I switched out Talonflame for a Scarf Excadrill to remove hazards while also being able to be a revenge killer and a backup win condition. Also, I changed Deoxys-S to Deoxys-D despite losing some initial offensive presence.Main Problems
While this may seem as an RMT intended to show-off my team, it is not. This team has a few crippling problems that I believe can be fixed with intelligent choices, I'm just having trouble coming up with them. The biggest problem is that this team struggles to maintain an offensive presence. Charizard-X is my primary win condition and/or wall breaker so i really can only send him in at the right times, especially considering his stealth rock weakness and Flare Blitz recoil. Therefore, I end up using Excadrill, Aegilash, and Rotom-W as my go to switch ins. Unfortunately, scarf excadrill loses so much momentum when i predict wrong. It has low base power moves besides Earthquake and so many things are immune to Earthquake so being locked into any of its moves is just terrible. The worst part is that many defogers and stealth rock setters can easily switch into it and gain an upperhand in the hazard war. This is arguably one of my biggest problems. My hazard remover not only creates oppurtunties for my opponent to remove my hazards, but it also undoes its own job by making it easier for stealth rock to be set up on my side of the field. I need to get rid of it or its scarf but that would leave me with a terribly slow team. Aegilash pulls its own weight, but doesnt provide too much offensive presence. It gets worn down easily and is slow and predictable with Kings Shield. Rotom-W is in the same boat as Aegilash, but probably doesnt pull its own weight, is extremely easily worn down, and has little offensive presence whatsoever. Due to these flaws in my team Deoxys-D's hazards can easily be removed and I almost auto lose to any team with Landorus-T. It checks Charizard, can threaten Aegilash, isnt trapped by Dugtrio, plays around Rotom-W with U-turn, and completely shuts down Excadrill and sets up hazards on it. The only way i can beat it is if I predict a switch with Rotom-Wash and Hydro Pump it or Will-O-Wisp it, or through exceptionally bad playing by my opponent; such as keeping it in on a Charizard X that hasnt been intimidated. Finally, this team really has no way to stop/punish defoggers from doing their job due to its slowness and Excadrill's problems.The Team
Without further ado here is my team, please keep in mind ways to fix the problems above and maybe on how to adjust this team to an era after the broken aliens. Thanks in advance.
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Flare Blitz
- Dragon Claw
- Thunder Punch
- Dragon Dance
My MVP and really the only member that can always due its job well. The moveset is pretty self explanatory, but I will reiterate my reasoning behind Thunder Punch. Dugtrio traps and kills Heatran and Tyranitar, the main targets of Earthquake on Zard X. Because Earthquake isnt necessary anymore, I chose Thunder Punch to beat Azumarill and make sweeping easier for this monster. I am considering roost though. I went with an adamant nature because I am dragon dancing most of the time anyways and would like to hit as hard as possible. Because Zard X is mainly wall breaking for itself to sweep later, it is also imperative that I can insure OHKO's on threats like Slyveon too. Once enough priority is gone and Dugtrio does its job, this set absolutely wrecks everything.

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Reversal
- Sucker Punch
- Memento
Dugtrio's main job is to trap Charizard's checks and counter such as Tyranitar and Heatran via earthquake (or reversal as at 1hp reversal > earthquake). It can also get rid of annoying threats to Zard X such as Bisharp, Mega-Mawile, and Mega-Manetric, or anything with low hp as long as its sash is intact. Sucker Punch is often useful, and Memento is amazing. After Dugtrio does its job it Mementos, giving Charizard X and easy opportunity to set up and sweep.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
At first I thought this was a great set due to being able to revenge kills and spin, but now ive learned that all of Exadrills moves suck to be locked into. Once the opponent learns that Excadrill is scarfed it is also so easy to take advantage of. The only time i ever benefit from this scard is when I take out something but suprise, or rarely sweep with it late game. The scarf needs to go, but, before that, I need another fast team member.
Aegislash @
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- Sacred Sword
- King's Shield
I really don't see any reason to explain this set, as it is one of the most common sets in the metagame so instead I will explain Aegilash's role. With an air balloon, Aegilash can stop any spinner cold to help my team make the best use of Deoxys-D's hazards. It's good typing and stats also allows it to switch on on many things and fire off strong Shadow Balls, which eases some of the wall breaking for Charizard X.
Deoxys-Defense @ Mental Herb
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave
While Deoxys-D might not have as much as an offensive presence as it's counterpart, it can almost always set up two layers of hazards while preventing my opponent from doing the same. Unfortunately, anything with substitute can take advantage of it and my team struggles to stop defoggers. But hey, this guy is as broken as shit so i shouldnt be complaining about it.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 28 Spd
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
Another original set here, so i feel no need to explain the moves lol. The 28 speed ivs is to insure that it always get the last volt switch vs. an opposing rotom-w. Why 28 is because I am paranoid people will try the same thing as me but with 29 or 30 ivs. Anyway, Rotoms job is basically switching into attacks nothing else can until it dies because it gets worn down easily. This guy needs to be replaced but if I get rid of him and Excadrill's scarf i will lose my fly-spam checks. Maybe Skarmory could replace both of them along with Deo-D so I can free up space to fix this team?
Thank you for reading, and I look forward to your suggestions.
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Flare Blitz
- Dragon Claw
- Thunder Punch
- Dragon Dance
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Reversal
- Sucker Punch
- Memento
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- Sacred Sword
- King's Shield
Deoxys-Defense @ Mental Herb
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 28 Spd
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
[\hide]
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Flare Blitz
- Dragon Claw
- Thunder Punch
- Dragon Dance
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Earthquake
- Reversal
- Sucker Punch
- Memento
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
IVs: 0 Spd
- Shadow Ball
- Shadow Sneak
- Sacred Sword
- King's Shield
Deoxys-Defense @ Mental Herb
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 28 Spd
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
[\hide]
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