ORAS OU First Team (Charizard Y)

Hey there! This is my first Competitive team so this team might not be too good.

Charizard
@ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Roost
Mega Charizard Y is what my team is centered around. It's mainly supposed to deal with physical tanks and to sweep. Fire Blast in sun can OHKO or 2HKO most things that are weak to or neutral to fire. Solar Beam can also deal with Charizard's water (if Charizard is still alive) such as Keldeo, Azumarill, and Rotom-W. Focus Blast, though unreliable, can deal with Tyranitar when they cancel out the sun. Finally, I have roost to heal the stealth rocks if Starmie hasn't spinned them away

Starmie
@ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Scald
- Psychic
- Ice Beam
It should be common knowledge that Charizard is weak to stealth rock and rock moves in general, which is why I have the obvious choice of Starmie. I shouldn't need to explain why Rapid Spin is on here. Scald is to deal with the crippling rock weakness and to deal lots of damage to anything non-resistant. Psychic is for things that do resist Scald like Venusaur or Rotom-W. Ice Beam is for Dragons or grass types if I can't switch to Charizard or Sylveon.

Garchomp
@ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast/Toxic
So far, my team can deal special damage, but I'm a bit weaker on the physical side. I decided on Garchomp because they have no shared weaknesses with Charizard. Millionsunz recommended to use the Tank Chomp build due to the lack of a check for Lando-T and Talonflame. Earthquake is for STAB. Dragon Tail is to phaze into entry hazards (I'm an asshole). Fire Blast is to deal with Steel Types or I could run Toxic to cripple things like Chansey, Clefable, and other Tanks.

Bisharp
@ BlackGlasses
Ability:Defiant
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Sucker Punch
Bisharp's job is to pursuit trap the Lati twins and kill fairies. Pursuit is to pursuit trap the previously mentioned Lati twins. Sucker Punch is to make up for Bisharp's low speed. Knock Off deals tons of damage (OHKO Latios and 3HKO Latias) and can take away Clefable's Leftovers. Iron Head is to take down Fairies.

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Iron Head
Terrakion's job is to take down Chansey and Thundurus. Close Combat is absolutely devastating and can OHKO Charizard's counters like Chansey and Goodra. Stone Edge gives Terrakion coverage and can take down Thundurus, Tornadus, and Mega Sableye. Rock Slide is for a more reliable hit. Iron Head, like on Bisharp, is to deal with Fairies.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 184 Def / 76 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave /Ice Beam (for surprise coverage)
Millionsunz also recommended Clef instead of Sylveon. Calm Mind is to step-up and Softboiled for healing. CM Moonblast can take down the Latis and Keldeo. Thunder Wave to slow down the enemy or Ice Beam for a surprise.


If anyone wants to see the Sylveon here it is
Sylveon
@ Choice Specs
Ability: Pixilate
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Hidden Power Ground
- Baton Pass
I didn't really know what this last slot would be for so I decided on something that can reliably kill dragon types. STAB Pixilate Hyper Voice can put a huge dent in the enemy's HP and can damage through substitutes. Psyshock and HP Ground is to attack poison types. Baton Pass is to pivot and lure out steel types and switch to Charizard.


I did a few test matches and found that Thundurus is a bit of a problem if Terrakion is down. Fairy types also are a problem due to Garchomp and Terrakion.

Edit:Starmie has Scald instead of Hydro Pump
Tank Chomp instead of Swords Dance
Faster Bisharp
EQ on Terra
Clef instead of Sylveon
 
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Hey tacobellrestroom cool team you have there! I really like the use of Terrakion, a Pokemon that is very strong yet underrated in the tier. Looking at your team, a few Pokemon have a positive matchup against it, like some variants of LandoT and Talonflame. Its good that you have a form of hazard control on your team, in Starmie, and its even better that you have a form of SR setting yourself in Garchomp. Overall, your team is very solidly built to begin with, but I would make a few suggestions.

Flamethrower
charizard-mega-y.png
or Fire Blast
charizard-mega-y.png

This isn't really a suggestion or even a change, but if you start to feel that Fire Blast misses too much, you can always run Flamethrower. It misses out on some KOs but it is more consistent that Fire Blast. Its personal preference really.

Scald
starmie.png
> HydroPump
starmie.png

This is a minor change to your Starmie set, but I would definitely run Scald over HydroPump. While HydroPump may do more damage, it is less accurate and isn't the most broken move in the game, like Scald is. Scald comes with the super clutch 30% chance to burn, allowing you to hinder strong, offensive Pokemon and even wear down walls easier. What it really boils down to (lol I made a pun) is that Scald will allow Starmie to be more constant in it's job of getting rid of Charizard's weaknesses.

TankChomp
garchomp.png
> SD
garchomp.png

Garchomp provides great SR support for your team, being one of the most consistent users of the move. However, because your team lacks a decent check to fast, physical attackers, using a bulkier version of Garchomp will help you in the long run. Three of your main offensive Pokemon (Charizard, Bisharp, and Terrakion) are weak to Landorus-T, whom Garchomp can soft check, getting 3HKOd by any non-LO or EarthPlate EQ. TankChomp also creates less of a Talonflame weakness on your team, who can outspeed Terrakion and OHKO it with Brave Bird.

Fast
bisharp.png
> Defensive (?)
bisharp.png

Bisharp fills a very good role on your, consistantly checking two of Charizard's larges checks, Latios and Latias. With Pursuit, Bisharp can OHKO on the withdraw and with Knock Off, OHKO on the stay in. I would however, recommend a faster set, allowing to you outspeed Pokemon like Jolly Tyranitar (can give your team some trouble) and speed tie with Breloom and other Max Speed Base 70s. I'm not quite sure what you were going for with your 52 Def EVs, but 252 Speed EVs in tangent with a Jolly Nature will be beneficial to the rest of your team.

EQ/QA
terrakion.png
> SE&RS
terrakion.png

This is also a minor change to the team, but imo you shouldn't run both Rock Slide and Stone Edge on the same set, just one or the other. It would probably be different if Rock Slide had 100% accuracy, but it doesn't, so you are probably better off running just Stone Edge. You can run Earthquake on Terrakion to deal with Jirachi and Mega Metagross harder, but you can also run Quick Attack to provide your team with some consistent priority.

CM
clefable.png
> Specs
sylveon.png

Sylveon may be a neat Pokemon, but it has fallen from the graces of the metagame. Sylveon is pretty much outclassed by Clef nowadays, who can fill variety of roles on teams. CM Clefable allows you to have a win-condition as well as a set-up sweeper, and can also provide speed control with access to Thunder Wave. Clefable also has the ability to set up on Charizard's checks and KO them with a SuperEffective Moonblast, specifically Lati@s and Keldeo (although some CM boosts are necessary). Overall, Clef allows your team to play more freely, knowing that you have a possible back-up win condition in the back.

Overall, your team is very solidly built overall, but I think that these changes will make your team an even more unstoppable force than it is right now. Take or leave whatever suggestions you wish, but make sure you just have fun battling :)

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Psychic
- Ice Beam / Thunderbolt

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast / Hidden Power Ice

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Iron Head
- Knock Off

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Close Combat
- Iron Head / Poison Jab

Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 184 Def / 76 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave / Flamethrower or Ice Beam (for surprise coverage)
 
Hey tacobellrestroom cool team you have there! I really like the use of Terrakion, a Pokemon that is very strong yet underrated in the tier. Looking at your team, a few Pokemon have a positive matchup against it, like some variants of LandoT and Talonflame. Its good that you have a form of hazard control on your team, in Starmie, and its even better that you have a form of SR setting yourself in Garchomp. Overall, your team is very solidly built to begin with, but I would make a few suggestions.

Flamethrower
charizard-mega-y.png
or Fire Blast
charizard-mega-y.png

This isn't really a suggestion or even a change, but if you start to feel that Fire Blast misses too much, you can always run Flamethrower. It misses out on some KOs but it is more consistent that Fire Blast. Its personal preference really.

Scald
starmie.png
> HydroPump
starmie.png

This is a minor change to your Starmie set, but I would definitely run Scald over HydroPump. While HydroPump may do more damage, it is less accurate and isn't the most broken move in the game, like Scald is. Scald comes with the super clutch 30% chance to burn, allowing you to hinder strong, offensive Pokemon and even wear down walls easier. What it really boils down to (lol I made a pun) is that Scald will allow Starmie to be more constant in it's job of getting rid of Charizard's weaknesses.

TankChomp
garchomp.png
> SD
garchomp.png

Garchomp provides great SR support for your team, being one of the most consistent users of the move. However, because your team lacks a decent check to fast, physical attackers, using a bulkier version of Garchomp will help you in the long run. Three of your main offensive Pokemon (Charizard, Bisharp, and Terrakion) are weak to Landorus-T, whom Garchomp can soft check, getting 3HKOd by any non-LO or EarthPlate EQ. TankChomp also creates less of a Talonflame weakness on your team, who can outspeed Terrakion and OHKO it with Brave Bird.

Fast
bisharp.png
> Defensive (?)
bisharp.png

Bisharp fills a very good role on your, consistantly checking two of Charizard's larges checks, Latios and Latias. With Pursuit, Bisharp can OHKO on the withdraw and with Knock Off, OHKO on the stay in. I would however, recommend a faster set, allowing to you outspeed Pokemon like Jolly Tyranitar (can give your team some trouble) and speed tie with Breloom and other Max Speed Base 70s. I'm not quite sure what you were going for with your 52 Def EVs, but 252 Speed EVs in tangent with a Jolly Nature will be beneficial to the rest of your team.

EQ/QA
terrakion.png
> SE&RS
terrakion.png

This is also a minor change to the team, but imo you shouldn't run both Rock Slide and Stone Edge on the same set, just one or the other. It would probably be different if Rock Slide had 100% accuracy, but it doesn't, so you are probably better off running just Stone Edge. You can run Earthquake on Terrakion to deal with Jirachi and Mega Metagross harder, but you can also run Quick Attack to provide your team with some consistent priority.

CM
clefable.png
> Specs
sylveon.png

Sylveon may be a neat Pokemon, but it has fallen from the graces of the metagame. Sylveon is pretty much outclassed by Clef nowadays, who can fill variety of roles on teams. CM Clefable allows you to have a win-condition as well as a set-up sweeper, and can also provide speed control with access to Thunder Wave. Clefable also has the ability to set up on Charizard's checks and KO them with a SuperEffective Moonblast, specifically Lati@s and Keldeo (although some CM boosts are necessary). Overall, Clef allows your team to play more freely, knowing that you have a possible back-up win condition in the back.

Overall, your team is very solidly built overall, but I think that these changes will make your team an even more unstoppable force than it is right now. Take or leave whatever suggestions you wish, but make sure you just have fun battling :)

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Psychic
- Ice Beam / Thunderbolt

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast / Hidden Power Ice

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sucker Punch
- Pursuit
- Iron Head
- Knock Off

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Close Combat
- Iron Head / Poison Jab

Clefable @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 184 Def / 76 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Soft-Boiled
- Moonblast
- Thunder Wave / Flamethrower or Ice Beam (for surprise coverage)
Thanks for the suggestions! I switched to Tank Chomp and Clefable and changed the EVs for Bisharp (Already bred and EV trained a Garchomp time to make a second team)
 
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