Ok this is my first time trying a weather based team so here it is...
D (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Charizard x is my teams wall breaker. I usually set up late game for the sweep or use it to dent a threat if my team needs it. I have dd for setup and dragon claw for stab. I prefer flare blitz over fire punch because I usually sweep late game, and have roost over EQ. Now that means that heatran can switch in but I have excadrill for him.
Mole'a'hole (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Iron Head
- Rapid Spin
I need excadrill on the team for the obvious rapid spin but he turns into a utility when combined with t-tar. Air ballon over a choice item or leftovers is to take on excadrill better on. EQ is for stab. Rock slide for talonflame and bird spam. Iron head is a reliable stab which I use over SD because I don't think that it can set up without losing a large amt. of hp.
Gengar @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SpA / 80 SpD / 252 Spe
Timid Nature
- Substitute
- Taunt
- Shadow Ball
- Will-O-Wisp
Gengar is basically a glue for this team. Taunt helps against any setup pokes and with that speed it ensures that it goes first. It is also capable of stalling mega venasaur and amoongus. Substitute isn't broken by their stab an can chip away with w-wisp before shadow balling them to death. It is also my spin blocker, so if they want to get rid of rocks they will have to defogg. Latios and latias will die to shadow ball. Scizor will get burned. And a free sub against mandibuzz. With Gengar I am ensuring that my rocks are ALMOST here to stay. It can also finish off weakened pokes.
Blackjack (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Sacred Sword
- Earthquake
- X-Scissor
Terrakion works well with Gengar as dark types are easily countered by Terrakion. Stone edge is a strong stab. I prefer sacred sword over CC because I dont appreciate lowered defences and sacred sword ignores defensive boost. I ru EQ only for aegislash and if it's banned I can run zen headbutt for fighting types. X scissor is for latios and latias as they think that it is a free switch in.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Fire Blast
- Stealth Rock
- Ice Beam
- Dark Pulse
Tyranitar is my sand provider for excadrill and sets up rocks. T-tar, Gengar an Terrakion form an excellent trio with good synergy as they are able to handle each other's treats to an extent. I ment to make this my sp.def wall. I run special to get rid of treats like ferrothorn, scizor, gliscor lando, dragonite, garchomp. It has good coverage and can wall special hits all day.
M.O.D.O.K (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
This is the standard set for rotom-w with the evs allowing it to out speed belly drum azumarill. I can use it as a defensive pivot into t-tar to keep the sand up while trying to get things going with excadrill. It also conters Landorus-T which is a threat to the team.
Review: I feel that this team can do well with the weather and the hazard controll but lacks flexibility. I feel that the defensive core works out very well but lack of a good and reliable set up sweeper does hurt me. If there is one poke that I do not want to face is conkeldurr, I will have to sacrifice one of my pokes or take damage on my Zard to kill that beast.
Any kind of support or suggestions are greatly appreciated :]
Importable:-
Helium_ (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Mole'a'hole (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
III (Gengar) @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SpA / 80 SpD / 252 Spe
Timid Nature
- Taunt
- Substitute
- Will-O-Wisp
- Shadow Ball
Aim :] (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off
<KART> (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 164 SpD / 92 Spe
- Crunch
- Stealth Rock
- Earthquake
- Ice Beam
M.O.D.O.K (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
D (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Charizard x is my teams wall breaker. I usually set up late game for the sweep or use it to dent a threat if my team needs it. I have dd for setup and dragon claw for stab. I prefer flare blitz over fire punch because I usually sweep late game, and have roost over EQ. Now that means that heatran can switch in but I have excadrill for him.
Mole'a'hole (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Iron Head
- Rapid Spin
I need excadrill on the team for the obvious rapid spin but he turns into a utility when combined with t-tar. Air ballon over a choice item or leftovers is to take on excadrill better on. EQ is for stab. Rock slide for talonflame and bird spam. Iron head is a reliable stab which I use over SD because I don't think that it can set up without losing a large amt. of hp.
Gengar @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SpA / 80 SpD / 252 Spe
Timid Nature
- Substitute
- Taunt
- Shadow Ball
- Will-O-Wisp
Gengar is basically a glue for this team. Taunt helps against any setup pokes and with that speed it ensures that it goes first. It is also capable of stalling mega venasaur and amoongus. Substitute isn't broken by their stab an can chip away with w-wisp before shadow balling them to death. It is also my spin blocker, so if they want to get rid of rocks they will have to defogg. Latios and latias will die to shadow ball. Scizor will get burned. And a free sub against mandibuzz. With Gengar I am ensuring that my rocks are ALMOST here to stay. It can also finish off weakened pokes.
Blackjack (Terrakion) @ Choice Scarf
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Sacred Sword
- Earthquake
- X-Scissor
Terrakion works well with Gengar as dark types are easily countered by Terrakion. Stone edge is a strong stab. I prefer sacred sword over CC because I dont appreciate lowered defences and sacred sword ignores defensive boost. I ru EQ only for aegislash and if it's banned I can run zen headbutt for fighting types. X scissor is for latios and latias as they think that it is a free switch in.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Fire Blast
- Stealth Rock
- Ice Beam
- Dark Pulse
Tyranitar is my sand provider for excadrill and sets up rocks. T-tar, Gengar an Terrakion form an excellent trio with good synergy as they are able to handle each other's treats to an extent. I ment to make this my sp.def wall. I run special to get rid of treats like ferrothorn, scizor, gliscor lando, dragonite, garchomp. It has good coverage and can wall special hits all day.
M.O.D.O.K (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
This is the standard set for rotom-w with the evs allowing it to out speed belly drum azumarill. I can use it as a defensive pivot into t-tar to keep the sand up while trying to get things going with excadrill. It also conters Landorus-T which is a threat to the team.
Review: I feel that this team can do well with the weather and the hazard controll but lacks flexibility. I feel that the defensive core works out very well but lack of a good and reliable set up sweeper does hurt me. If there is one poke that I do not want to face is conkeldurr, I will have to sacrifice one of my pokes or take damage on my Zard to kill that beast.
Any kind of support or suggestions are greatly appreciated :]
Importable:-
Helium_ (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
Mole'a'hole (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
III (Gengar) @ Black Sludge
Ability: Levitate
EVs: 28 HP / 148 SpA / 80 SpD / 252 Spe
Timid Nature
- Taunt
- Substitute
- Will-O-Wisp
- Shadow Ball
Aim :] (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Waterfall
- Aqua Jet
- Play Rough
- Knock Off
<KART> (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 164 SpD / 92 Spe
- Crunch
- Stealth Rock
- Earthquake
- Ice Beam
M.O.D.O.K (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
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