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
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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