National Dex Everybody Loves Charizard (1300+)

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Everybody Loves Charizard
Hi! Kapiepon here. Like most people, I recently started playing in the OU metagame, but National Dex has the wildcard factors in it I really, really love. Charmander was my first ever Pokemon (hello fellow genwunners) so I wanted to base a team around it, and I've had some success. This is one of my first teams ever, and especially in NatDex, I'd love any criticism or feedback you have.

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As the title may have suggested, this team is based around Charizard-X, one of the tiers most potent and terrifying sweepers in NatDex and probably one of my favorite Pokemon, ever. With a fantastic Earthquake + Flare Blitz combination, Charizard makes short work of most of the tiers defensive staples, such as Toxapex, Ferrothorn, and Heatran, while threatening to OHKO any offensive Pokemon slower than it. It dovetails fantastically off of Tapu Fini, who protects it from status, staples of a metagame tailored around Pokemon as powerful as Megas. The rising star Nidoking makes short work of Fairy-types, such as Clefable, and synergizes well with Zapdos, who acts as the team's Ground immunity and check to the mighty Landorus-T.

Kartana makes the offensive Kart-Fini-Fire core, a staple on a hyper offense team like this, and makes a potent late-game sweeper with excellent coverage and a fantastic Beast Boost. Grimmsnarl's place on this team was a little bit harder to pick, and I experimented with tank Chomp, Heatran, and Clefable to give this team Stealth Rocks, but Screens is definitely the best choice for this team, as it allows Charizard to set up on opposing offense teams.


In-Depth
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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Flare Blitz
- Dragon Claw​
Charizard is the main attacker and wins condition of this team. With a terrifying 130 Attacking stat and a respectable 100 Speed, Charizard is definitely a loaded cannon -- albeit, a glass one. By embracing its inner dragon, Charizard gains a weakness to one of the most common moves in the game, Earthquake. This is where it's partners-in-crime, Tapu Fini and Zapdos, come in, by luring and checking it's most common switch-ins. Charizard does fantastic against stall teams in particular, as it straight-up wins against common "walls" such as Ferrothorn, Toxapex, and Blissey. While it hates its Earthquake getting neutered with Grassy Terrain, and can sometimes struggle against Rillaboom + Heatran cores, Adamant nature helps it beat Heatran at +2 with Dragon Claw. While Flare Blitz's massive power is indisputable, it needs to be used sparingly because Charizard lacks any form of reliable recovery. For example, don't use Flare Blitz on a Magearna when an Earthquake would suffice, because the recoil from OHKOing them wouldn't be worth them maybe living an Earthquake with a Shuca Berry.

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Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Surf
- Moonblast​
Tapu Fini is definitely one of the most overlooked threatens in the current meta. I got the idea for using it after Charizard had died from Toxic poisoning one too many times, and it does its job beautifully. While I thought about running Defog support to help remove Stealth Rocks for Charizard's benefit, Defog also removes terrain, which makes it sort of counterproductive, and Tapu Fini scares off the majority of hazard setters. So, I decided to run a Substitute + Calm Mind set, with passive recovery in Leftovers that helps ease the matchup against Mega Scizor (2HKO'd at +2), Mega Aerodactyl, as well as a bunch of other Pokemon, as Fairy + Water is a fantastic offensive typing. The EVs are pretty standard, with max Special Attack, and investment in HP and Defense as Calm Mind already buffs the Special Defense stat. I've thought about running Scald, but with Misty Terrain up, the immediate firepower is definitely more useful.

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Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Leaf Blade
- Sacred Sword
- Smart Strike
- Knock Off​
Kartana provides some speed control with the Choice Scarf, and the ability to revenge kill Pokemon like Ash-Greninja. Leaf Blade is the standard STAB that helps the team considerably against Mega Swampert and co., being the team's main offensive present to counter Rain teams. Knock Off is useful utility that also OHKO's Tapu Lele, and does a good job at spreading chip damage on offensive teams who often rely on their items, like Choice Band users. While this team was designed around a Charizard + Fini endgame, Kartana actually does the majority of the end-game sweeping, as it straight-up decimates weakened foes with it's Choice Scarf and Beast Boost. Again, the spread is pretty standard, as with Screen support it can live the majority of non-supereffective moves. Adamant helps it pick up the KO on Pokemon it wouldn't otherwise, like Ferrothorn, as there's nothing in its speed tier it needs to creep on.

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Nidoking (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Thunderbolt
- Flamethrower
- Ice Beam​
Ah, Nidoking. The rising star of the OU metagame makes another appearance in NatDex, where it checks common threats like Magearna, Heatran, and Rillaboom. While I started off using an Earth Power + Sludge Wave combo, the most common Fairy-type I've seen yet is Magearna, who is immune to it, so I decided to swap Sludge Wave for Flamethrower and BoltBeam coverage that helps it decimate the majority of foes on the switch-in. Nidoking is my usual lead against weather teams, as Earth Power + Thunderbolt kills the majority of weather leads. Nidoking probably picks up the most KO's against unsuspecting Ferrothorn, as they're naturally wary of Charizard and Kartana, as well as dragons on the switch-in.

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Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 248 HP / 188 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Discharge
- Hidden Power [Ice]
- Defog
- Roost​
Zapdos is the other star of the show, being the primary defogger and check to the host of Dragon-types in the tier with Hidden Power Ice. It also provides an amazing defensive backbone in conjunction with Tapu Fini, and it's ability Static, which often gets the better of U-turn users like the Mega bugs. Zapdos is a great switch-in to Landorus-T, who can't hurt it outside of Stone Edge, and Zap can OHKO it back with HP Ice. The 72 Speed investment allows it to outspeed Landorus-T, due to it's already impressive 100 base Speed. Defog + Roost is fairly standard for a bulky defogger like Zapdos, and due to it's lack of reliable switch-ins, provide it the longevity it needs to support Charizard throughout the entire game. This set can struggle against Heatran, which Charizard and Tapu Fini happily check, and they appreciate Zapdos's ability to scare off U-turn generated momentum.

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Grimmsnarl (M) @ Light Clay
Ability: Prankster
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Light Screen
- Reflect
- Play Rough
- Taunt​
Grimmsnarl -- the weakest member of the team provides some of the best support, in dual Screens, which allows it's teammates to decimate. Grimmsnarl is generally my go-to lead, and the majority of battles I win are due to Screens and Charizard setting up and sweeping. Due to Prankster, Grimmsnarl is uninvested in Speed and instead runs mixed bulk to better fair against foes like Gunk Shot Cinderace. Taunt also acts as Stealth Rock repellent, which Charizard greatly appreciates, and negates Shuckle as a lead. Due to the polarizing presence of Ash-Greninja, Grimmsnarl pairs well with Kartana, who can threaten all of the common Dark-types that can neuter Grimmsnarl. Play Rough can be used in an emergency, and Spirit Shackle was considered although the one time I used it a Contrary Serperior swept me.

As stated before, I'm incredibly new to teambuilding, so I would love any and all advice you may have. One issue I've run into is the lack of a Z-move, and due to how important each Pokemon's item is, I don't know where to put it. This team can struggle against weather, which requires smart playing around, but I feel like the team itself is pretty solid. Nidoking and Grimmsnarl are the newest members of the team, so I feel they're the most expendable for any recommendations.

Click here for an importable!
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edit: found where the moving sprites were lmao
edit 2: props to FireFern for bringing up lots of good points. check their comment!
 
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So since I'm bored enough to give teams a rate on this forum, I'm gonna give my thoughts on this team. Hopefully this post won't break any rules or something.

First off, a hyper offense team should not have any defensive mons. This means that Tapu Fini and Zapdos should not be on the team and hazards are mandatory. Therefore, if you want a hyper offense team some big changes need to be made. This team also looks more like bulky offense than hyper offense. If you want a hyper offense you would probably want to replace Zapdos and Tapu FIni with Mew and Bisharp since they're great on hyper offense. If your team was hyper offense, Nidoking and Choice Csarf Kartana probably wouldn't be a good choices but if I suggested you to replace it, then the team would practically be a whole new one.

Now on to the mons. A jolly nature is typically better on Zard X because it allows it to outspeed a bunch of stuff without boosting. The "stuff" includes Landorus-T, Tapu Lele, Hydreigon, and everything else around the base 90 speed tier. Roost can also be run on Zard X over Dragon Claw for some added longevity. Jolly on Kartana is also better for similar reasons to Charizard. It allows Kartana to outspeed +1 Volcarona and scarfed Victini and the occasional Hydreigon. For Tapu Fini, a standard Defog set is definitely preferred as it allows Zapdos to run 3 attacks or be replaced altogether to fill in another role with a different mon. I don't really think Calm Mind Tapu Fini is good at all since pretty much every other Calm Mind user is better and because it stalls Misty Terrain turns. Also Scald is better than Surf because it can burn Landorus-T, Corviknight, and Rillabooms that try to switch in. For Nidoking, the set looks fine though I probably wouldn't run those moves. The thing I do have against Nidoking though, is that it appears you are using it to kill fairies, which your team doesn't really struggle all that much against. Heatran also kills fairies better while being able to set Stealth Rock and a bunch more stuff. The Zapdos set needs some changing though. You should put the SpAtk investment and put it into Def and give Zapdos a bold nature. This is because Zapdos is very useful defensively. The Grimmsnarl set looks mostly fine, though I don't know what the EVs do. If they're just random, you should probably make it hit a benchmark or just do max max. Also Spirit Break or Thunder Wave are better on it because of their effects. I don't think Serperior is really that important of a target that you have to run Play Rough.

Now for some random comments that are probably not very helpful:
  • Zard X does not destroy stall since it just kills itself using Flare Blitz recoil and because Alomomola exists.
  • The team does not have a good Cinderace switch in which is not good. This can be fixed by replacing Grimmsnarl, as it already does not really fit on a BO team (unless you still want to do HO).
  • Whether or not you're running HO or Bo, you should always have Stealth Rocks.
  • Unless I'm being delusional, you said that Knock Off from Kartana can OHKO Tapu Lele which it can't so I'm going to assume you meant Smart Strike.
  • Zapdos running 72 speed is for Heatran, not Landorus-T and Garchomp.
Welp, that's the end of this post. I hope it was helpful and sorry if it wasn't visually appealing enough for anybody to pay attention.
 
So since I'm bored enough to give teams a rate on this forum, I'm gonna give my thoughts on this team. Hopefully this post won't break any rules or something.

First off, a hyper offense team should not have any defensive mons. This means that Tapu Fini and Zapdos should not be on the team and hazards are mandatory. Therefore, if you want a hyper offense team some big changes need to be made. This team also looks more like bulky offense than hyper offense. If you want a hyper offense you would probably want to replace Zapdos and Tapu FIni with Mew and Bisharp since they're great on hyper offense. If your team was hyper offense, Nidoking and Choice Csarf Kartana probably wouldn't be a good choices but if I suggested you to replace it, then the team would practically be a whole new one.

Now on to the mons. A jolly nature is typically better on Zard X because it allows it to outspeed a bunch of stuff without boosting. The "stuff" includes Landorus-T, Tapu Lele, Hydreigon, and everything else around the base 90 speed tier. Roost can also be run on Zard X over Dragon Claw for some added longevity. Jolly on Kartana is also better for similar reasons to Charizard. It allows Kartana to outspeed +1 Volcarona and scarfed Victini and the occasional Hydreigon. For Tapu Fini, a standard Defog set is definitely preferred as it allows Zapdos to run 3 attacks or be replaced altogether to fill in another role with a different mon. I don't really think Calm Mind Tapu Fini is good at all since pretty much every other Calm Mind user is better and because it stalls Misty Terrain turns. Also Scald is better than Surf because it can burn Landorus-T, Corviknight, and Rillabooms that try to switch in. For Nidoking, the set looks fine though I probably wouldn't run those moves. The thing I do have against Nidoking though, is that it appears you are using it to kill fairies, which your team doesn't really struggle all that much against. Heatran also kills fairies better while being able to set Stealth Rock and a bunch more stuff. The Zapdos set needs some changing though. You should put the SpAtk investment and put it into Def and give Zapdos a bold nature. This is because Zapdos is very useful defensively. The Grimmsnarl set looks mostly fine, though I don't know what the EVs do. If they're just random, you should probably make it hit a benchmark or just do max max. Also Spirit Break or Thunder Wave are better on it because of their effects. I don't think Serperior is really that important of a target that you have to run Play Rough.

Now for some random comments that are probably not very helpful:
  • Zard X does not destroy stall since it just kills itself using Flare Blitz recoil and because Alomomola exists.
  • The team does not have a good Cinderace switch in which is not good. This can be fixed by replacing Grimmsnarl, as it already does not really fit on a BO team (unless you still want to do HO).
  • Whether or not you're running HO or Bo, you should always have Stealth Rocks.
  • Unless I'm being delusional, you said that Knock Off from Kartana can OHKO Tapu Lele which it can't so I'm going to assume you meant Smart Strike.
  • Zapdos running 72 speed is for Heatran, not Landorus-T and Garchomp.
Welp, that's the end of this post. I hope it was helpful and sorry if it wasn't visually appealing enough for anybody to pay attention.
Hey! Thank you so much for replying, your comment raised a lot of good points. Firstly, I do think Bulky Offense is probably the correct term for my team, imo "Hyper Offense" means "a team that's centered around one or two designated sweepers (Charizard and Fini) with offensive backup (Kartana and Nidoking)", but the official description agrees with you, so thank you for pointing that out!

Charizard at +2 can kill 2HKO Alomomola with Dragon Claw, and while I like the idea of Roost, Dragon Claw is excellent Tough Claws boosted STAB that doesn't give recoil, so I feel it's needed to hit Pokemon like Landorus-T without recoiling myself into the oblivion. I do really agree with you about the Nidoking point, Nido is kind of redundant with Smart Strike Kartana, but he also has a lot of good coverage. Heatran is a really interesting idea, I'll definitely give him a whirl! Tank Chomp might be another good idea to help set up rocks and chip damage with Rocky Helmet + Rough Skin.

Cinderace can be a bit of an issue, especially if it has Gunk Shot to hit Fini and Charizard for neutral. The way I tend to deal with it is to set up at least a Reflect, switch to Charizard, and Earthquake the crispy critter, but it can still sting. If Cinderace doesn't have Gunk Shot, Fini is also a reliable check, due to Surf. Zapdos's EV's also are kind of wonky, Defense would probably be best to help it stick around long enough to activate Static. Grimmsnarl's EV's are also random, I just ran both the defenses so it doesn't get OHKO'd by something due to it's... unimpressive bulk, to say the least.

I do really like Fini's place on the team, I personally think it does a great job as a Calm Mind user that doesn't screw over the balance of the team, but I can see the point of using a utility set with Knock Off and Defog to relieve some pressure from Zapdos. I tried using the Knock Off / Defog / Nature's Madness / Scald set for a while, but I really missed the presence of an offensive Fairy-type, and especially one that deals with Specs Greninja while offensively pressuring it too. Scald is a good idea, especially since Fini is stalling out the terrain. While the firepower (waterpower?) with Surf is nice, I'll see what running Scald can do.

I don't think you're breaking any rules lmao, you're being helpful and respectful with constructive criticism, and I really appreciate all of your insight, it'll definitely help me further the team. Have a good day!
  • +2 252+ Atk Tough Claws Charizard-Mega-X Dragon Claw vs. 40 HP / 216+ Def Alomomola: 321-378 (66.7 - 78.5%) -- guaranteed 2HKO after Leftovers recovery
  • 252+ Atk Kartana Knock Off (97.5 BP) vs. 0 HP / 0 Def Tapu Lele: 190-224 (67.6 - 79.7%) -- guaranteed 2HKO
    • yeah, gotta hand this one to you, I was probably at +1 or used Smart Strike and am completely fabricating the event lmao. I'll edit that now, thank you for catching that! Either way, Lele can't switch into any attacks, that's for sure.
 
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Ifyou want to play this team more towards bulky offense, you might want to drop dragon claw for roost so that charizard won’t kill itself in longer battles, and I’m pretty sure nidoking can learn stealth rocks, which would help with flying types that resist flare blitz as well as putting more Pokémon in ko range for kartana to sweep late game. Also, I recommend spirit break over play rough on grimmsnarl because it adds more survivability and power isn’t really what grimmsnarl is for.
 
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