Alright. Here's my first 6th Gen RMT. Since gen 4, I've been an avid user of the DragMag combos because of its solid defensive synergy and because magnezone and almost every dragon have always been some of my favorite pokemon. With the introduction of Fairy types and a slew of other pokemon in X and y, the potency of dragons on their own has faltered a tad and I think that magnezone has become an even more valuable asset to any team running a dragon type sweeper in this generation.
I like the way the team flows a lot but feel like there's some room for improvement to optimize it offensively. I would appreciate any suggestions to help improve the team.
Dragonite (M) @ Weakness Policy
I like the way the team flows a lot but feel like there's some room for improvement to optimize it offensively. I would appreciate any suggestions to help improve the team.

Dragonite (M) @ Weakness Policy
Trait: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Fire Punch
- Extreme Speed
- Dragon Claw
Dragonite is my Dragon-type and physical sweeper of choice (as well as favorite pokemon). One of this generation's more promising new items, Weakness Policy, is probably more dangerous on dragonite than it is on any other Pokemon I can think of off the top of my head. Provided I keep Rocks off the field, I can be practically guaranteed a turn of setup that will net me +1-3 attack and +1 speed. After a dragon dance with weakness policy activated, not much at all can stop Dragonite late-game. Dragon claw is used over outrage to avoid getting checked by fairies after a kill. Dragon claw will OHKO anything it needs to after a dragon dance+ weakness policy activation anyway.
Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Naturally follows the second half of the DragMag core. This is the standard BW magnezone set. I've been considering running a timid scarf over specs on it to be able to outspeed and kill talonflame before it can flare blitz me to pieces. Specs, however, lets me OHKO scizor and ferrothorn which helps but the low speed on this set can be a pain sometimes. Flash cannon is amazing this gen with clefable and togekiss running rampant (at least on showdown).
Excadrill (M) @ Air Balloon
Trait: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Earthquake
- Shadow Claw
- Rapid Spin
With Dragonite being the primary win condition, keeping stealth rock off the field is vital to my gameplay to keep multiscale in tact to allow Dragonite a free turn of setup. Excadrill wrecks non-scarfed Rotom-W which can be a thorn in my team's side, especially when it's part of a volt-turn core. Shadow Claw kills ghosts trying to spinblock me, namely Trevenant and Gourgeist who would otherwise wall me. I've considered running a scarf on Excadrill with an all-out attacking set to beat talonflame, Volcarona and the 'zards as they are major threats to my team that are difficult to get around.
Garchomp (M) @ Garchompite
Trait: Rough Skin
EVs: 224 Atk / 32 SAtk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Earthquake
- Draco Meteor
- Fire Blast
- Stone Edge
Mega Garchomp's wallbreaking is incredible and this moveset makes the most of its capabilities. I check and counter numerous things with Garchomp, including Heatran which would otherwise be difficult for my team to deal with. Draco and fire blast are usually unexpected, letting me take down ferrothorns and trevenants that think they can set up on or wall me. (Mega) Garchomp's superb bulk lets it usually live most attacks, barring boosted Super-Effective hits or 4x Effective hits, and respond with one of its four moves to net a KO or take off the majority of the opposing 'mons health.
Azumarill (F) @ Choice Band
Trait: Huge Power
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature (+Atk, -SAtk)
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
With its added fairy typing, Azumarill becomes a nearly invaluable member to have on many teams, being able to switch in on Outrage-locked dragons and have amazing coverage that it lacked in gen 4 and 5. As mentioned above, talonflame is a problem for me and Azumarill checks it effectively. My choice band lets me seriously dent anything that switches into me, but I've considered running a Belly Drum set with a sitrus berry for added sweeping potential since Azumarill forces so many switches.
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Focus Blast
- Destiny Bond
Gengar covers my weaknesses to fighting and ground, pairing extremely well with excadrill and magnezone. Ghost typing also lets him be a spinblocker for me, and dragonite really appreciates stealth rock damage racking up so he can ohko nearly everything after a dragon dance/ weakness policy activation. As I usually end up forcing switches with gengar, I set up a sub and can usually take down a pokemon with it still up and destiny bond for another knock-out later in the game. Almost always generates a huge advantage for me.
Well that's the team after a few modifications. It's been performing well on showdown and has favorable matchups against most of the teams I play against. I've considered running latios over hydreigon, but fire blast and U-turn have been great assets and I'd hate to lose them. With a few changes, I feel like swapping the scarf and specs on Magnezone and Hydreigon could give me a better general offense, but I'm still undecided after testing both ways.EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Fire Punch
- Extreme Speed
- Dragon Claw
Dragonite is my Dragon-type and physical sweeper of choice (as well as favorite pokemon). One of this generation's more promising new items, Weakness Policy, is probably more dangerous on dragonite than it is on any other Pokemon I can think of off the top of my head. Provided I keep Rocks off the field, I can be practically guaranteed a turn of setup that will net me +1-3 attack and +1 speed. After a dragon dance with weakness policy activated, not much at all can stop Dragonite late-game. Dragon claw is used over outrage to avoid getting checked by fairies after a kill. Dragon claw will OHKO anything it needs to after a dragon dance+ weakness policy activation anyway.

Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Naturally follows the second half of the DragMag core. This is the standard BW magnezone set. I've been considering running a timid scarf over specs on it to be able to outspeed and kill talonflame before it can flare blitz me to pieces. Specs, however, lets me OHKO scizor and ferrothorn which helps but the low speed on this set can be a pain sometimes. Flash cannon is amazing this gen with clefable and togekiss running rampant (at least on showdown).

Excadrill (M) @ Air Balloon
Trait: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Earthquake
- Shadow Claw
- Rapid Spin
With Dragonite being the primary win condition, keeping stealth rock off the field is vital to my gameplay to keep multiscale in tact to allow Dragonite a free turn of setup. Excadrill wrecks non-scarfed Rotom-W which can be a thorn in my team's side, especially when it's part of a volt-turn core. Shadow Claw kills ghosts trying to spinblock me, namely Trevenant and Gourgeist who would otherwise wall me. I've considered running a scarf on Excadrill with an all-out attacking set to beat talonflame, Volcarona and the 'zards as they are major threats to my team that are difficult to get around.

Garchomp (M) @ Garchompite
Trait: Rough Skin
EVs: 224 Atk / 32 SAtk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Earthquake
- Draco Meteor
- Fire Blast
- Stone Edge
Mega Garchomp's wallbreaking is incredible and this moveset makes the most of its capabilities. I check and counter numerous things with Garchomp, including Heatran which would otherwise be difficult for my team to deal with. Draco and fire blast are usually unexpected, letting me take down ferrothorns and trevenants that think they can set up on or wall me. (Mega) Garchomp's superb bulk lets it usually live most attacks, barring boosted Super-Effective hits or 4x Effective hits, and respond with one of its four moves to net a KO or take off the majority of the opposing 'mons health.

Azumarill (F) @ Choice Band
Trait: Huge Power
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature (+Atk, -SAtk)
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
With its added fairy typing, Azumarill becomes a nearly invaluable member to have on many teams, being able to switch in on Outrage-locked dragons and have amazing coverage that it lacked in gen 4 and 5. As mentioned above, talonflame is a problem for me and Azumarill checks it effectively. My choice band lets me seriously dent anything that switches into me, but I've considered running a Belly Drum set with a sitrus berry for added sweeping potential since Azumarill forces so many switches.

Gengar (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Focus Blast
- Destiny Bond
Gengar covers my weaknesses to fighting and ground, pairing extremely well with excadrill and magnezone. Ghost typing also lets him be a spinblocker for me, and dragonite really appreciates stealth rock damage racking up so he can ohko nearly everything after a dragon dance/ weakness policy activation. As I usually end up forcing switches with gengar, I set up a sub and can usually take down a pokemon with it still up and destiny bond for another knock-out later in the game. Almost always generates a huge advantage for me.
Notable Threats:
Mega Kangaskhan - Mega Kang is generally a huge threat to any team, but this is especially true for this team as I don't run a ghost-type and have a good amount of fighting-type weaknesses. I'm not too concerned with changing my team for it as I expect it to be banished to Ubers soon.
Gliscor - Having magnezone out and my opponent switching into a ground type on the volt switch is a huge pain for my team and Sub-Toxic gliscor is one of the most annoying things this team has to deal with. With my recent addition of venusaur, however, this problem is lessened.
Breloom - With no grass types on the team to absorb a spore, I'll almost always be put at a disadvantage against breloom. My only way to beat it is to weaken it with something else, and revenge kill it with gengar. Smeargle also gives me trouble in this respect.
Mega Abomasnow - Grass and Ice has amazing coverage against the majority of my team and this thing is usually bulky enough to live at least one hit. Many run earthquake, which seriously threatens my ability to use magnezone's HP fire to kill it. Although uncommon, this is one of the hardest thing I have to play against.
Importable:
Dragonite (M) @ Weakness Policy
Trait: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Fire Punch
- Extreme Speed
- Dragon Claw
Azumarill (F) @ Choice Band
Trait: Huge Power
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature (+Atk, -SAtk)
- Aqua Jet
- Waterfall
- Play Rough
- Superpower
Garchomp (M) @ Garchompite
Trait: Rough Skin
EVs: 224 Atk / 32 SAtk / 252 Spd
Naughty Nature (+Atk, -SDef)
- Earthquake
- Draco Meteor
- Fire Blast
- Stone Edge
Excadrill (M) @ Air Balloon
Trait: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Earthquake
- Shadow Claw
- Rapid Spin
Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 172 HP / 252 SAtk / 84 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Gengar (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Shadow Ball
- Focus Blast
- Destiny Bond
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