XY OU Don't Let the Emblem Burn Too Hot Fire Emblem Themed RMT

How good is this team on a 1-5 scale? Criticism is appreciated. Don't Vote if your a hater.


  • Total voters
    15
  • Poll closed .
Cap is 1520 so far (Still Laddering) Just School is in way



Introduction: Hello people im back with my second RMT this time based around DD Zard-X it is doing decent on the ladder I just want to improve this team as I need to make edits I know just can’t find them I need help from people. Also looking to turn this into a Tournament team.



The Team At A Glance






The Team




Medeus (Charizard) @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Flare Blitz
- Outrage
- Roost
- Dragon Dance

Here is the star of the show I have been using quite a few variants of this set as I will put them down below. But anyways Zard-X is an amazing mon that just sets up on so many things. I usually use him as an early game cleaner or a late game sweeper. He also just kills so many things at +1 and at +2 it usually gg. (He reaches 465 Speed at +1) Basically he will set up on most stall mons and things like bulky M-Scizor

Charizard (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 120 HP / 208 Atk / 180 Spe
Adamant Nature
- Flare Blitz
- Dragon Dance
- Roost
- Dragon Claw

Charizard (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 88 HP / 216 Atk / 204 Spe
Adamant Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz





Heath (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Part of the volt-turn core of this team Landorus Therian is my scarfer also suggested by jirachee and he usually does his job well. I have considered Gliscor but I think I just want some extra offense as this is a bulky-offense team and I usually like 3 defense mons and 3 offense mons. He stops physical threats from sweeping with intimidate . U-Turn is for momentum. Knock off to get rid of eviolite users. pretty standard.




.
Nils (Rotom-Wash)
@ Leftovers
Ability: Levitate
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Meet the supporting unit Nils! Nils here was recommended by Jirachee and after testing I found it more useful as a wall/pivot than Azumarill even if I lose aqua jet. This set can be run specially defensive but you already have Garret for a special wall so you don't need to. He forms a nice volt-turn core with Lando-t and also gives my team a bit more bulk.




Garett (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic/Flash Cannon
- Stealth Rock
- Roar/Taunt

Meet the newest member of the team Heatran suggested by Iridiscent97. Heatran is the replacement for Ferrothorn as it is faster and can be used on this team which has really turned out out be a bulky offense. Stealth Rock is on because almost every team needs SR and Heatran does that well. Lava Plume is there for stab and the 30% burn chance on it. Toxic prevents setup sweepers from coming in and beating my team except clef.




Tiki (Latias) (F) @ Leftovers/Life Orb
Ability: Levitate
EVs: 160 HP / 96 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Healing Wish
- Defog
- Thunderbolt/Psyshock

Okay so Tiki is really a support and hazard control mon. Draco meteor is on this set to hit things hard and thunderbolt to hit keldeo and Azu as they can hit a good majority of my team hard and this can pivot in to anything except play rough's from Azu. Max speed is to speed ties other max speed latios/latias . Life orb or lefties is up to you

Bantu (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Defog
- Thunderbolt
- Draco Meteor
- Psyshock




Rath (Keldeo) @ Choice Specs

Ability: Justified

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

- Hydro Pump

- Scald

- Secret Sword

- Hidden Power [Flying]


Meet my main stallbreaker for killing stall mons obviously helps deal with Quagsire. The rest is stab to kill things with Hydro Pump and Secret Sword and Scald. HP flying is to go off and kill mega-venu as it does gives my team a little bit of trouble in the annoyance category.


Conclusion

Thank you everyone and I hope you can help me get higher on the ladder as I am shooting for top 100 and I want to make this team as successful as possible and turn it into a tourney team for things like smog tour tournaments that are XY OU.


Until my next RMT which will be on a Mega Sceptile Team ive been testing it will be around ORAS when it first comes out.


Medeus (Charizard) @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Flare Blitz
- Outrage
- Roost
- Dragon Dance

Rath (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Hidden Power [Flying]
- Secret Sword
- Scald

Tiki (Latias) (F) @ Leftovers
Ability: Levitate
EVs: 160 HP / 96 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Healing Wish
- Defog
- Thunderbolt

Heath (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Nils (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Garett (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Stealth Rock
- Roar





S Rank

-Azumarill Ferrothorn so long as it doesn’t have superpower


Landorus handles this most of the time, If not Azumarill checks this


Azumarill Counters even Hp electric variants, Ferrothorn Checks

Thundurus-Ferro will take most things from it, Azumarill checks it, Latias counters it, Charizard Checks it but is a last resort not wanting to get hit by t-wave


A+ Rank



Charizard (Mega-Y)-Latias is my main check to this thing ,Landorus can take one hit and kill with Stone edge. Keldeo kills it at 79%-94% with hydro depending on role. Zard-X can take 1 dragon pulse or focus blast


Clefable- Keldeo Two shots it so if you see this preserve keldeo or set up to +4 to two hit ko this (+5 Moonblast two shots zard x)


Excadrill-Landorus Therian, Ferrothorn, Azumarill Checks, Zard-X at +1 (When Not in sand.)Keldeo one shots


Greninja-Azumarill can switch into HP grass and Grass Knot Variants,Keldeo not on switch-in to HP grass variants, Ferrothorn counters if no hp fire is involved. Zard can take on hydro


Gyarados (Mega)-Keldeo do not let it set up +1 and be behind sub, Ferrothorn is my best answer, Azumarill is #2 can’t switch into +1



Heatran- Azumarill, Zard-x ,Keldeo,Landorus-T



Heracross (Mega)Landorus-T, Zard-X bluffing F-Blitz, Latias can’t switch in but one shots after rocks. (216 speed variants), Keldeo Kills after rocks damage



Landorus-T

Keldeo,

Azumarill,

My lando checks scarf variants


Keldeo,

Azumarill,

My lando checks scarf variants



Azumarill,

Keldeo,

Latias can survive knock off if it carries it.



Azumarill,

Keldeo Kills with icy wind after rocks,



Azumarill(Do not switch in on psyshock)

Ferro-If not hp fire variant,Keldeo kills after rocks,



Landorus stone edge or stealth rocks

Ferrothorn on Variants without CC

Charizard takes one hit even after rocks but don’t switch in anyways to this thing.

This thing hurts my team for a lot if its running CC over EQ



Landorus Therian walls

Zard Takes one hit from banded or sd unboosted or boosted.

Azumarill-Takes one hit from neutral SD or Banded not factoring in rocks.



Landorus-T walls

Latias can switch in once to LO variants or scarf variants depending on move.

Keldeo speed ties LO and Banded Variants so use wisely.



Latias has psyshock so this won’t 1v6 my team

A Rank




Ferrothorn

Zard-X



Landorus-Sets up rocks

Azumarill



keldeo

Azumarill-Superpower to help deal with this.



Ferrothorn against variants without fire blast.

Landorus-T against variants without ice beam

Keldeo

Azumarill



Azumarill (not on switch in)


Ferrothorn, still handled pretty easily

Keldeo,Azu

keldeo,Azumarill

This thing makes me mad as it threatens this team badly I need something against this aside from being able to play around it

This is handled but is a bit annoying.

Not a big problem as its a free DD for Zard if not 252 sp.atk, Latias, Ferrothorn

Really not a big threat as Zard and Ferrothorn can come in

Keldeo


Tyranitar-Keldeo, Azu






Celica (Azumarill) @ Assault Vest

Ability: Huge Power

EVs: 240 HP / 252 Atk / 16 SpD

Adamant Nature

- Play Rough

- Waterfall

- Aqua Jet

- Superpower

Meet the not red haired Celica! Azu here is usually used as a pivot and a revenge killer as she is my only mon with priority on this team. It is so powerful and it is just the standard AV Azumarill set. It just cleans up things and it my fairy to be immune because I need one aside from Ferrothorn’s resistance. I carry superpower over knock off to deal with Ferrothorns that want to switch in to a Waterfall.



Counter God (Ferrothorn) @ Leftovers

Ability: Iron Barbs

EVs: 252 HP / 88 Def / 168 SpD

Relaxed Nature

IVs: 0 Spe

- Power Whip

- Gyro Ball

- Leech Seed

- Protect


Meet the god who punishes direct attackers. he is the other part of my defensive core I chose a mixed spread because I wanted special bulk and I use him mainly to stop incoming toxics and thunder waves as it makes gyro ball more powerful. he makes you life miserable the slower he gets. Also I decided that I would carry power whip to kill stuff like keldeo that want to switch in but I also just felt I needed a grass move.
 
Last edited:

Jirachee

phoenix reborn
is a Forum Moderatoris a Tiering Contributoris a Top Tutor Alumnusis a Tournament Director Alumnusis a Top Team Rater Alumnusis a Super Moderator Alumnusis a Community Contributor Alumnus
Hey Shadow_Sneak, pretty interesting team! However, I see a few problems with it that I'd like to address.

1) Lack of revenge killing options. You'll have a rough time facing teams with strong wallbreaking cores as well as fast set up sweepers because your team is slow overall, and your best way to revenge anything faster than Latias is Azumarill's Aqua Jet, which is not that strong, and resisted by a lot of common Pokemon.

2) Clefable weakness. It's pretty easy for Calm Mind Clefable to sweep your team. You lack a very strong hit on it and you give it plenty of easy set up opportinities. You can't really wear it down because of Magic Guard. Your only Fairy resist is set up fodder. Unless you play like an absolute god it's not going to be hard for it to clean you.

3) I think you could optimize your team a little bit. Some sets feel redundant, and some others could be better optimized for the most recent metagame.

To first thing I would do would be putting Stealth Rock on Ferrothorn over Protect. I think Ferrothorn is currently not super useful for your team especially since you're kinda on the bulky offense side, and you can't really afford having walls that don't contribute to the team. That also frees up Landorus-T's moveset. That wat, you can change it to a Choice Scarf set that fixes the first issue I mentioned. With a set of Earthquake / Stone Edge / U-Turn / Knock Off, you'll be able to take care of most faster things. Knock Off is important because Gengar is a very big threat to your team otherwise.

The second thing I would change would be Charizard's moveset. I don't think Bulky DD is very good in this meta because of the prevalence of Choice Scarfed Landorus-T. You should opt for a Jolly set, with Outrage / Flare Blitz / Roost / Dragon Dance. With Flare Blitz, you can check Clefable which, as I mentioned earlier, you are very weak to. I don't think you need Earthquake with so many Heatran switch ins.

After that, I think your think would benefit from changing Azumarill to Rotom-W. With Landorus-T being a scarfer you will need more insurance against Talonflame and Pinsir, and to be frank Landorus-T has a hard time checking Hyper Cutter Pinsir anyway. Rotom-W and Landorus-T have pretty interesting synergy because they can beat a lot of each other's counters and create a pretty strong VoltTurn chain.

Latias really needs Draco Meteor in my opinion. The extra power is really appreciated when you're facing bulkier Pokemon in general and your team appreciates the ability to force them out. If you're really adamant on keeping Hidden Power Fire, you should do it over Healing Wish which is Latias's most expendable move. I don't think you need it though since you can simply set up Charizard on Steel types.

Lastly, I don't think you really need Hidden Power Electric on Keldeo. Scald is a much more useful move. Things like Alomomola and Slowbro have Regenerator to stay healthy anyway so you can't really chip them down with HP, and they really hate the Scald burn more. Scald is also a pretty reliable move to spam so you don't have to rely on Hydro Pump's shaky accuracy when you need to take down a Water weak threat.

Here are the sets I recommend:

Charizard @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Flare Blitz
- Outrage
- Roost
- Dragon Dance


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off
 
Hey Shadow_Sneak, pretty interesting team! However, I see a few problems with it that I'd like to address.

1) Lack of revenge killing options. You'll have a rough time facing teams with strong wallbreaking cores as well as fast set up sweepers because your team is slow overall, and your best way to revenge anything faster than Latias is Azumarill's Aqua Jet, which is not that strong, and resisted by a lot of common Pokemon.

2) Clefable weakness. It's pretty easy for Calm Mind Clefable to sweep your team. You lack a very strong hit on it and you give it plenty of easy set up opportinities. You can't really wear it down because of Magic Guard. Your only Fairy resist is set up fodder. Unless you play like an absolute god it's not going to be hard for it to clean you.

3) I think you could optimize your team a little bit. Some sets feel redundant, and some others could be better optimized for the most recent metagame.

To first thing I would do would be putting Stealth Rock on Ferrothorn over Protect. I think Ferrothorn is currently not super useful for your team especially since you're kinda on the bulky offense side, and you can't really afford having walls that don't contribute to the team. That also frees up Landorus-T's moveset. That wat, you can change it to a Choice Scarf set that fixes the first issue I mentioned. With a set of Earthquake / Stone Edge / U-Turn / Knock Off, you'll be able to take care of most faster things. Knock Off is important because Gengar is a very big threat to your team otherwise.

The second thing I would change would be Charizard's moveset. I don't think Bulky DD is very good in this meta because of the prevalence of Choice Scarfed Landorus-T. You should opt for a Jolly set, with Outrage / Flare Blitz / Roost / Dragon Dance. With Flare Blitz, you can check Clefable which, as I mentioned earlier, you are very weak to. I don't think you need Earthquake with so many Heatran switch ins.

After that, I think your think would benefit from changing Azumarill to Rotom-W. With Landorus-T being a scarfer you will need more insurance against Talonflame and Pinsir, and to be frank Landorus-T has a hard time checking Hyper Cutter Pinsir anyway. Rotom-W and Landorus-T have pretty interesting synergy because they can beat a lot of each other's counters and create a pretty strong VoltTurn chain.

Latias really needs Draco Meteor in my opinion. The extra power is really appreciated when you're facing bulkier Pokemon in general and your team appreciates the ability to force them out. If you're really adamant on keeping Hidden Power Fire, you should do it over Healing Wish which is Latias's most expendable move. I don't think you need it though since you can simply set up Charizard on Steel types.

Lastly, I don't think you really need Hidden Power Electric on Keldeo. Scald is a much more useful move. Things like Alomomola and Slowbro have Regenerator to stay healthy anyway so you can't really chip them down with HP, and they really hate the Scald burn more. Scald is also a pretty reliable move to spam so you don't have to rely on Hydro Pump's shaky accuracy when you need to take down a Water weak threat.

Here are the sets I recommend:

Charizard @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Flare Blitz
- Outrage
- Roost
- Dragon Dance


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 236 Def / 24 SpD
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Hey thanks Jirachee for looking at my thread and giving me your insight I am going to test your changes. The reason I had Dagon Pulse on Latias was because I didn't want to go to -2 when I used Draco Meteor but I will try DM out. I am not really that intent on keeping HP fire but I still have put it on and off over pyshock so I may keep rotating it over healing wish I don't know yet. As for the Zard-X set and CM Clefable weakness I am looking at my team and in hindsight you are right my team is slower then anything above 110 base speed so maybe Zard-X will appreciate the extra speed and the Flare blitz option as I do need a check to Clefable better then ferro as I myself found that gyro didn't do over half with gyro ball. I will test rotom-w as I actually based this off the rotom-w, Ferrothorn, Landorus core but then decided to use Azumarill over it. I will try out rocks on Ferrothorn over power whip. I am gonna try all of course. Then I am heavily biased on Scald over Hidden Power Electric on this team but I will try it to see if I still have problems with Bro and Mola but anyway thanks. I also did not expect the Rmt co-leader to come so dang. But thanks for the rate and thanks for taking a look.
 
As jirachee mentioned your team is really weak to clefable, and i fully agree with the charizard set. However, i actually think your team could benefit from running a dd dragonite alongside your charizard. You obviosly lack a teamslot, as neither showdown or ds appreciate the use of more than 6 mons, so we will have to make a few changes.

As you already have two dragon types, it would only be natural to remove on of them. this will leave you lacking a few things:
1. Hazard control
2. healing wish

I do not know any other pokemon that does these excatc two thins, but i think a choce scarfed excadrill can patch up some waenesses the team have, as it acts as hazard control, flying spam check and a revenge killer cabeable of revenging the entire unboosted meta, and some setup sweepers such as adamant charizard and mega gyarados. excadrill also offers rapid spin over defog, which might be better as charizard and drogonite absolutly HAVE to have hazard cleaned, as rapid spin only removes hazard from your side of the field, allowing you to easier keep rocks up.

excadrill also takes a teamslot, and i would suggest removing landorus, your ground type, and add stealth rocks onto ferrothorn.

I would also go more offensive with zard, as the meta is just getting stronger and stronger, and drop roost for thunderpunch or earthquake. I would also go with scald over icy wind on keldeo, nifty burn chance :]

As i told you earlier i think jirachee hit everyting on the spot, but i though you would like dragonite, as it basically does the same as your original zard X set ^^

Basically dragonite and zard X forms a mini drag-spam core, and seeing how you already had a fairy and a steel type, the core works very nicely on the team, i have tested it a bit and with rather good succes. it obviosly alternates a bit from the orriginal team, but i thought you might like it. Either one can wallbreak and open up for a sweep later for the other, fell free to change the sets, zards speed is to outspeed scarfed lando at plus one ^^

EDIT: after further testing i feel that keldeo could possibly be replaced by spikes greninja as hazard really helps the team sweeping, and greninjas speed and coverage is also well appreciated. The set would be the simple grass knot/ hydro miss/ ice beam/ spikes ^^ cheers

Medeus (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Thunder Punch
- Dragon Dance
- Flare Blitz
- Dragon Claw

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Celica (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Counter God (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect

Rath (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed
 
Last edited:
As jirachee mentioned your team is really weak to clefable, and i fully agree with the charizard set. However, i actually think your team could benefit from running a dd dragonite alongside your charizard. You obviosly lack a teamslot, as neither showdown or ds appreciate the use of more than 6 mons, so we will have to make a few changes.

As you already have two dragon types, it would only be natural to remove on of them. this will leave you lacking a few things:
1. Hazard control
2. healing wish

I do not know any other pokemon that does these excatc two thins, but i think a choce scarfed excadrill can patch up some waenesses the team have, as it acts as hazard control, flying spam check and a revenge killer cabeable of revenging the entire unboosted meta, and some setup sweepers such as adamant charizard and mega gyarados. excadrill also offers rapid spin over defog, which might be better as charizard and drogonite absolutly HAVE to have hazard cleaned, as rapid spin only removes hazard from your side of the field, allowing you to easier keep rocks up.

excadrill also takes a teamslot, and i would suggest removing landorus, your ground type, and add stealth rocks onto ferrothorn.

I would also go more offensive with zard, as the meta is just getting stronger and stronger, and drop roost for thunderpunch or earthquake. I would also go with scald over icy wind on keldeo, nifty burn chance :]

As i told you earlier i think jirachee hit everyting on the spot, but i though you would like dragonite, as it basically does the same as your original zard X set ^^

Basically dragonite and zard X forms a mini drag-spam core, and seeing how you already had a fairy and a steel type, the core works very nicely on the team, i have tested it a bit and with rather good succes. it obviosly alternates a bit from the orriginal team, but i thought you might like it. Either one can wallbreak and open up for a sweep later for the other, fell free to change the sets, zards speed is to outspeed scarfed lando at plus one ^^

EDIT: after further testing i feel that keldeo could possibly be replaced by spikes greninja as hazard really helps the team sweeping, and greninjas speed and coverage is also well appreciated. The set would be the simple grass knot/ hydro miss/ ice beam/ spikes ^^ cheers

Medeus (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Thunder Punch
- Dragon Dance
- Flare Blitz
- Dragon Claw

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Celica (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Counter God (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect

Rath (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed
Hey Wi de thanks for your rate but you are probably right when you said Jirachee got most of the things I have tried your suggestions to be ok I may post it as a variant of th team but still thanks will be updating RMT later.
 
Hi! I really like the twin FDS and FWG core you have going there. But if I might offer my suggestions:

1. Your Charizard X seems to want to be a bulky dragon dancer, but is somewhat crossed in that regard. My personal opinion is that a lack of fire moves really hurts, when compared to the rather situational Earthquake. May I suggest Fire Punch instead, as it provides a decent, non-recoil STAB with greater coverage alongside dragon moves. Also, I feel that 248 HP is too high; it seems to waste potential investment in attack. I feel an alternate spread of 144 HP / 252 Attack / 112 Speed might be better as it still avoids the 2HKO from Rotom-W's Hydro Pump and also maximises offensive potential. It should be noted that after two dragon dances (not too difficult since you have Roost) you outspeed every relevant threat, scarfed or otherwise.

2. As Jirachee rightly states, you lack any answer to revenge kill powerful wallbreakers like Mega Gyarados or Charizard Y. I suggest replacing a bulky Landorus-T with a Scarfed Landorus-T, or perhaps even a Scarfed Garchomp. Both can fire off potent earthquakes and can stop Kyurem-B, Gyarados, opposing Charizard-X and many others with their coverage moves. You might want to consider:

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion/Knock Off
- Stone Edge

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive/Naughty Nature
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw/Fire Blast

These add considerable offensive pressure on your team, while also checking the aforementioned threats. Garchomp also has the advantage of pulling a surprise Fire Blast on a Ferrothorn or Skarmory.

3. I'm afraid I can't agree with your Latias at all. If you must use it, it is absurd to not invest fully in speed, which is crucial for it to maintain. Also, Hidden Power Fire is redundant as you already have a powerful fire type on your team. Might I suggest an alternate spread of 72 HP / 184 SpAtk / 252 Speed with a Life Orb and a timid nature, with Draco Meteor, Thunderbolt, Defog and Healing Wish ? That way, it checks Keldeo and Azumarill while also having an important presence.

4. I question the need for Hidden Power Electric on Keldeo, especially if it runs a choice specs. I recommend Hidden Power Flying to maximize damage against Amoonguss or Mega Venusaur. Icy Wind is also less useful to be locked into; Scald is preferable.

5. Ferrothorn is used on balanced or stallish teams, not a bulky offense team such as yours. While it no doubt is an excellent supporter, I feel you might have better success with a Rock Setter such as Assault Vest Excadrill or Specially Defensive Heatran. Heatran has decent synergy with Keldeo and Garchomp. May I suggest:

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic/Flash Cannon
- Stealth Rock
- Roar/Taunt

It might be noted that Roar and Taunt in particular allow Heatran to check Calm Mind Clefable, which seems to walk all over your team otherwise.

That's all, and I really do like the way in which you brought out this team. I hope you can make some use of what I've said, and I wish you all success

 
Last edited:
Hi! I really like the twin FDS and FWG core you have going there. But if I might offer my suggestions:

1. Your Charizard X seems to want to be a bulky dragon dancer, but is somewhat crossed in that regard. My personal opinion is that a lack of fire moves really hurts, when compared to the rather situational Earthquake. May I suggest Fire Punch instead, as it provides a decent, non-recoil STAB with greater coverage alongside dragon moves. Also, I feel that 248 HP is too high; it seems to waste potential investment in attack. I feel an alternate spread of 144 HP / 252 Attack / 112 Speed might be better as it still avoids the 2HKO from Rotom-W's Hydro Pump and also maximises offensive potential. It should be noted that after two dragon dances (not too difficult since you have Roost) you outspeed every relevant threat, scarfed or otherwise.

2. As Jirachee rightly states, you lack any answer to revenge kill powerful wallbreakers like Mega Gyarados or Charizard Y. I suggest replacing a bulky Landorus-T with a Scarfed Landorus-T, or perhaps even a Scarfed Garchomp. Both can fire off potent earthquakes and can stop Kyurem-B, Gyarados, opposing Charizard-X and many others with their coverage moves. You might want to consider:

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Explosion/Knock Off
- Stone Edge

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Naive/Naughty Nature
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw/Fire Blast

These add considerable offensive pressure on your team, while also checking the aforementioned threats. Garchomp also has the advantage of pulling a surprise Fire Blast on a Ferrothorn or Skarmory.

3. I'm afraid I can't agree with your Latias at all. If you must use it, it is absurd to not invest fully in speed, which is crucial for it to maintain. Also, Hidden Power Fire is redundant as you already have a powerful fire type on your team. Might I suggest an alternate spread of 72 HP / 184 SpAtk / 252 Speed with a Life Orb and a timid nature, with Draco Meteor, Thunderbolt, Defog and Healing Wish ? That way, it checks Keldeo and Azumarill while also having an important presence.

4. I question the need for Hidden Power Electric on Keldeo, especially if it runs a choice specs. I recommend Hidden Power Flying to maximize damage against Amoonguss or Mega Venusaur. Icy Wind is also less useful to be locked into; Scald is preferable.

5. Ferrothorn is used on balanced or stallish teams, not a bulky offense team such as yours. While it no doubt is an excellent supporter, I feel you might have better success with a Rock Setter such as Assault Vest Excadrill or Specially Defensive Heatran. Heatran has decent synergy with Keldeo and Garchomp. May I suggest:

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic/Flash Cannon
- Stealth Rock
- Roar/Taunt

It might be noted that Roar and Taunt in particular allow Heatran to check Calm Mind Clefable, which seems to walk all over your team otherwise.

That's all, and I really do like the way in which you brought out this team. I hope you can make some use of what I've said, and I wish you all success
First off I have made the changes that Jirachee suggested just haven't edited RMT because of school and I have been considering heatran for quite a while now as I have tested it over ferro and it usually did the job better so I am considering replacing. I have made scarf lando-t a new member on my team and I will probably run your spread except I will probably keep the leftovers as I don't want recoil damage. I have changed the moveset To psyshock draco meteor but I will consider your thunderbolt suggestion.

I am going to make updates with what I have decided what will be best for my version of the team. HP flying may just come on and make it standard specs keldeo I am mostly thinking of keeping Jirachee's Zard-X ev spread but thank you for your will test
 
Great, I'm glad I could be of some help. Although, to be sure, life orb is essential on Latias; 184 EVs in Special Attack with a Life Orb equipped are enough for Latias to always OHKO Landorus with Draco Meteor after damage from Stealth Rock. If you want to avoid recoil and use leftovers instead, feel free, but it is more advisable to use an alternate spread of 160 HP / 96 SpA / 252 Spe to never be 2HKOed by Life Orb Thundurus's Hidden Power Ice. You will be missing out on the Landorus KO, but Leftovers does make latias more consistent.
 
fixed up the RMT so this may be the last part of the team as I decide to close it off soon. Testing Mega-Sceptile Team/ Mega Pidgeot Team tomorrow with Friends can't wiat until two weeks have passed so I can post the ORAS rmt.
 

TheEnder

a petal in the wind
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past WCoP Champion
Shadow_Sneak, here is my rate as promised :] This team is really cool, but most of the profitable changes have already been suggested, so I only have some minor changes to suggest. Seeing as how bulky Water-types are pretty hard to deal with for your team, especially Suicune and Slowbro, I'd suggest running Hidden Power Electric on Keldeo. This lets you hit them both for super-effective damage, dealing a lot of damage, if Suicune hasn't gotten a lot boosts. It also gives Keldeo the ability to OHKO Gyarados in its non-mega forme. Looking at it, Mega Gyarados has the potential to pretty much 6-0 your team, as you got no soild answers. Running HP Electric on Keldeo helps some, but it still comes down to predictions. Therefore, i think using Superpower over Knock Off on Landorus-T would be beneficial. It also lets you take on Chansey much more reliably, which your team really appreciates, as Charizard is your only mean at taking it down, and due to recoil it pretty much takes itself out in the process. Lastly, I think having a Life Orb equipped on Latias is necessary is this metagame, where damage output almost always is preferred over a tiny bit of recovery. However, due to Latias being a glue Pokemon on your team, if needs some recovery. When taking away its Leftovers, its longlivety is cut short. Therefore, I think Roost over Healing Wish would be a good change. That's all I had really, hope I helped n___n

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 12 Def / 244 Spe
Adamant Nature
- Earthquake
- Superpower
- U-turn
- Stone Edge


Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Roost
- Defog
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top