*scratches head ferociously*
Well, I have no idea what I'm doing. So lets get started!
This is my first RMT, only my 3rd post on Smogon iirc. The reason for the team name 1. Sounds AWESOME. 2. I named one of my other teams that was very good and had much success "Double Assassins" Due to having Zard X and Cube. This team has the same template to it. I found a lot of flaws, and finally came around to fixing those up. Btw, any suggestions for the layout, general stuff I should do, let me know :)

Killing with FAAAR
Charizard Charizardite X
Ability: Blaze
252 Atk, 252 Speed, 4 Def, Adamant Nature
-Fire Punch
-Dragon Claw
-Earthquake
-Dragon Dance
This thing is a monster. Not just literally, it tears things apart like a fat kid tears through a Cookie Store. I usually start with Zard, even though it is then obvious what Zard I am. Our team is built around trying to have a way to safely switch into at least one Poke to beat another. On move choice, you might be wondering "Why Fire Punch?" I use FP because the recoil can screw you over when all you need is the move to NOT kill you. Such as Iron Barbs+Rocky Helm Ferro. The recoil added on is dumb. Fire Punch is perfectly fine IMO. Just a few things you need to know about Zard that will help you later.
+1 252+ Atk Mega Charizard X Earthquake vs. 252 HP / 0 Def Azumarill: 216-255 (53.4 - 63.1%) -- guaranteed 2HKO
(Banded Adamant Play Rough is also a Guaranteed 2HKO, and then Aqua Jet, just be aware of that.)
+2 252+ Atk Tough Claws Mega Charizard X Fire Punch vs. 252 HP / 252+ Def Rotom-W: 120-142 (39.4 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
Try and switch in on meh Rotom-W. (BTW, you are not hallucinating, that is FIRE PUNCH)

1.21 JigaWatts
Kyurem-B Leftovers
Ability: Teravolt
56 HP, 200 Sp. Atk, 252 Speed, Rash Nature
-Outrage
-Earth Power
-Ice Beam
-Substitute
Good old SubCube. If you didn't know, the 56 HP is so Seismic Toss/Night Shade doesn't break Sub. It is very basic, but works well in getting rid of Mega Venu, Heatran, Rotom-W, Dragonite, and Mandi just to name a few.

Manny
Mamoswine @Assault Vest
Ability: Thick Fat
168 HP, 88 Atk, 252 Def, Impish Nature
-Ice Shard
-Icicle Crash
-Earthquake
-Knock Off
One: MAMO GETS KNOCK OFF?! Two: AV Mamo?! You would be surprised how specially bulky it is. I messed around with it a bit, and found out with 168 HP and AV (Yes, I know it is kinda irrelevant) can take a Life Orb Fire Blast from Modest Infernape. 88 Atk is enough to be able to 2HKO using Icicle Crash and Ice Shard back-to-back on Lando-T at -1. This very nicely scares out Lando-T for Zard X, allowing Zard X to switch in and pull a double switch at times. Very nice overall.

Easter Bunny
Azumarill Mystic Water
Ability: Huge Powaaa
212 HP, 252 Atk, 44 Speed, Adamant Nature
-Aqua Jet
-Waterfall
-Play Rough
-Superpower
This thing is very, very, very good. The 44 speed is to outrun Blissey/Chansey, as well as itself with the 40 speed set to outspeed Chans/Bliss. Solid on many teams this Gen.

Zappy
Zapdos @Choice Scarf
Ability: Pressure (duh)
252 Sp. Atk, 252 Speed, 4 HP, Modest Nature
-Thunderbolt
-Heat Wave
-HP Ice
-Volt Switch
Scarfed Zappy is a mini version of Mega Manectric. It cleanly switches into Talonflame's BB, can VS on the switch, kill Scizor for Cube, take on CroCune before it boosts, and much more. Also, it easily kills Talonflame, which can be a threat to Zard X and can hit Cube fairly hard as well. It is definitely a fit on many teams that can fit many roles like Azu this Gen.

I'm A Derp
Conkeldurr @Assault Vest
Ability: Guts
184 HP, 188 Def, 136 Sp. Def, Relaxed Nature (0 Speed IV's)
-Mach Punch
-Drain Punch
-Knock Off
-Ice Punch
Just your everyday AV Conk set, sort of. The EV's allow Conk to live a LO Psyshock from Latios with much left, and then Knock Off to finish it off, or get rid of LO. The 136 Sp. Def allows the both defenses to be equal, making certain predictions slightly easier, and giving Conk very good balanced bulk. I also found in using Bisharp over Conk, I was getting destroyed by Weavile after the Dragons were killed. (ironic right?) So I decided to bring in something that was still bulky, has Mach Punch, but kept Knock Off. It has worked so far. (P.S. Conk is my counter attack to TR teams, hence the 0 Speed IV's and -Speed.)
Threats: The one thing Poke that can really put a beating on this team is Weavile, but ConkelDerp takes care of it easily. Tflame can hurt a lot if Zappy goes down, but Azu can clean up Tflame from full health. Otherwise, nothing much else can throw a huge wrench in this team. Stealth Rocks can hurt a bit with all of the switches, so you can throw Defog on Zapdos and get rid of Hazards.
So what do you guys think? Anything I could do to the format? I have had a ton of success with this team, getting to the highest rank on the ladder that I have ever been. (Not too impressive, but I am above 1400) IF you don't know me, I am a regular contributor to OU room on PS. Any questions? Leave'em below :)
Well, I have no idea what I'm doing. So lets get started!
This is my first RMT, only my 3rd post on Smogon iirc. The reason for the team name 1. Sounds AWESOME. 2. I named one of my other teams that was very good and had much success "Double Assassins" Due to having Zard X and Cube. This team has the same template to it. I found a lot of flaws, and finally came around to fixing those up. Btw, any suggestions for the layout, general stuff I should do, let me know :)
Killing with FAAAR
Charizard Charizardite X
Ability: Blaze
252 Atk, 252 Speed, 4 Def, Adamant Nature
-Fire Punch
-Dragon Claw
-Earthquake
-Dragon Dance
This thing is a monster. Not just literally, it tears things apart like a fat kid tears through a Cookie Store. I usually start with Zard, even though it is then obvious what Zard I am. Our team is built around trying to have a way to safely switch into at least one Poke to beat another. On move choice, you might be wondering "Why Fire Punch?" I use FP because the recoil can screw you over when all you need is the move to NOT kill you. Such as Iron Barbs+Rocky Helm Ferro. The recoil added on is dumb. Fire Punch is perfectly fine IMO. Just a few things you need to know about Zard that will help you later.
+1 252+ Atk Mega Charizard X Earthquake vs. 252 HP / 0 Def Azumarill: 216-255 (53.4 - 63.1%) -- guaranteed 2HKO
(Banded Adamant Play Rough is also a Guaranteed 2HKO, and then Aqua Jet, just be aware of that.)
+2 252+ Atk Tough Claws Mega Charizard X Fire Punch vs. 252 HP / 252+ Def Rotom-W: 120-142 (39.4 - 46.7%) -- guaranteed 3HKO after Leftovers recovery
Try and switch in on meh Rotom-W. (BTW, you are not hallucinating, that is FIRE PUNCH)
1.21 JigaWatts
Kyurem-B Leftovers
Ability: Teravolt
56 HP, 200 Sp. Atk, 252 Speed, Rash Nature
-Outrage
-Earth Power
-Ice Beam
-Substitute
Good old SubCube. If you didn't know, the 56 HP is so Seismic Toss/Night Shade doesn't break Sub. It is very basic, but works well in getting rid of Mega Venu, Heatran, Rotom-W, Dragonite, and Mandi just to name a few.
Manny
Mamoswine @Assault Vest
Ability: Thick Fat
168 HP, 88 Atk, 252 Def, Impish Nature
-Ice Shard
-Icicle Crash
-Earthquake
-Knock Off
One: MAMO GETS KNOCK OFF?! Two: AV Mamo?! You would be surprised how specially bulky it is. I messed around with it a bit, and found out with 168 HP and AV (Yes, I know it is kinda irrelevant) can take a Life Orb Fire Blast from Modest Infernape. 88 Atk is enough to be able to 2HKO using Icicle Crash and Ice Shard back-to-back on Lando-T at -1. This very nicely scares out Lando-T for Zard X, allowing Zard X to switch in and pull a double switch at times. Very nice overall.
Easter Bunny
Azumarill Mystic Water
Ability: Huge Powaaa
212 HP, 252 Atk, 44 Speed, Adamant Nature
-Aqua Jet
-Waterfall
-Play Rough
-Superpower
This thing is very, very, very good. The 44 speed is to outrun Blissey/Chansey, as well as itself with the 40 speed set to outspeed Chans/Bliss. Solid on many teams this Gen.
Zappy
Zapdos @Choice Scarf
Ability: Pressure (duh)
252 Sp. Atk, 252 Speed, 4 HP, Modest Nature
-Thunderbolt
-Heat Wave
-HP Ice
-Volt Switch
Scarfed Zappy is a mini version of Mega Manectric. It cleanly switches into Talonflame's BB, can VS on the switch, kill Scizor for Cube, take on CroCune before it boosts, and much more. Also, it easily kills Talonflame, which can be a threat to Zard X and can hit Cube fairly hard as well. It is definitely a fit on many teams that can fit many roles like Azu this Gen.
I'm A Derp
Conkeldurr @Assault Vest
Ability: Guts
184 HP, 188 Def, 136 Sp. Def, Relaxed Nature (0 Speed IV's)
-Mach Punch
-Drain Punch
-Knock Off
-Ice Punch
Just your everyday AV Conk set, sort of. The EV's allow Conk to live a LO Psyshock from Latios with much left, and then Knock Off to finish it off, or get rid of LO. The 136 Sp. Def allows the both defenses to be equal, making certain predictions slightly easier, and giving Conk very good balanced bulk. I also found in using Bisharp over Conk, I was getting destroyed by Weavile after the Dragons were killed. (ironic right?) So I decided to bring in something that was still bulky, has Mach Punch, but kept Knock Off. It has worked so far. (P.S. Conk is my counter attack to TR teams, hence the 0 Speed IV's and -Speed.)
Threats: The one thing Poke that can really put a beating on this team is Weavile, but ConkelDerp takes care of it easily. Tflame can hurt a lot if Zappy goes down, but Azu can clean up Tflame from full health. Otherwise, nothing much else can throw a huge wrench in this team. Stealth Rocks can hurt a bit with all of the switches, so you can throw Defog on Zapdos and get rid of Hazards.
So what do you guys think? Anything I could do to the format? I have had a ton of success with this team, getting to the highest rank on the ladder that I have ever been. (Not too impressive, but I am above 1400) IF you don't know me, I am a regular contributor to OU room on PS. Any questions? Leave'em below :)
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