Hey guys, I posted my first team a week or two ago. The team was based around Mega-Charizard Y, but didn't work as well as I liked. I was at 1200 ELO on Showdown and ended up losing 4 or 5 matches in a row and went back down to about 1050 and said to myself "fuck it, this isn't working". So, here I am, with a revamped Charizard Y team.
Building Process:
Starting with this guy. Why? Because he's a fucking beast, that's why. As if the 159 base SpAtk wasn't enough, he can also single-turn Solar Beam because of Drought. That kind of wall-breaking/sweeping potential is ungodly, and I want to exploit it as far as possible.
Pair him with Excadrill. Why? Because Excadrill is arguably the best Rapid Spinner in the game and Stealth Rocks KILLS my Zard like nothing else. Now I have a powerful physical attacker as well.
Throw in SkarmBliss for an amazing defensive core.
Round out the FWG core with Breloom and Slowbro. In Breloom, I have a powerful physical revenge killer, in Slowbro, I have a special tank with mixed bulk.
Movelist/EV spread:
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Tailwind
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Toxic
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Stealth Rock
- Spikes
- Whirlwind
- Roost
Breloom @ Choice Scarf
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Mach Punch
- Bullet Seed
- Superpower
- Spore
Slowbro @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Psychic
- Psyshock
- Surf
- Ice Beam
I generally start off with Skarmory so I can get hazards down early. However, if I feel confident in predicting how my opponent is going to open, sometimes I'll open with an offensive Pokemon in order to gain control of the game early-on. The team is primarily an offensive one, so I want to dictate the pace of the game and maintain control as much as possible in order to punch holes into the opposing team. But I can also stall/kill momentum when I need to; SkarmBliss does a hell of a job tanking just about everything in the metagame, and Slowbro is there as a pivot. He tanks hits, hits back hard, and when he switches out he gains 1/3rd of his HP back.
Checks:
As far as I've been able to playtest the team, it seems balanced enough to take on pretty much anything, although I've had minor issues with Mega-Alakazam (he's faster than anything on my team except for Breloom (who is 2X weak to Psychic), he can learn Shadow Ball with is 2X effective against Slowbro and he's powerful enough to break through Blissey). I can also imagine Sableye being troublesome because it sucks big time when Skarmory gets Taunt'd and/or Will-o-Wisp'd, and he also spinblocks which is generally pretty bad for me.
What do you guys think?
Building Process:

Starting with this guy. Why? Because he's a fucking beast, that's why. As if the 159 base SpAtk wasn't enough, he can also single-turn Solar Beam because of Drought. That kind of wall-breaking/sweeping potential is ungodly, and I want to exploit it as far as possible.


Pair him with Excadrill. Why? Because Excadrill is arguably the best Rapid Spinner in the game and Stealth Rocks KILLS my Zard like nothing else. Now I have a powerful physical attacker as well.



Throw in SkarmBliss for an amazing defensive core.





Round out the FWG core with Breloom and Slowbro. In Breloom, I have a powerful physical revenge killer, in Slowbro, I have a special tank with mixed bulk.
Movelist/EV spread:
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Fire Blast
- Solar Beam
- Focus Blast
- Tailwind
Focus Miss because Heatran sux. I hate relying on a move that misses 30% of the time, but eh, what can you do? I went with Tailwind instead of Roost because it'll give my team a ridiculous speed boost should ever I get the chance to set-up; without the EV investment in HP, I didn't think Roost was really justified. Besides, it's Charizard; he either sweeps or he dies. Roost is for Pokes that stall.
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance
Bulky offensive Excadrill. Rapid Spin should be self-evident. I went with Iron Head and Earthquake because they're both STAB and they get good coverage. SD is there if ever I get a free turn to setup. However, I'm iffy about his EV spread and use of Leftovers, anyone have any better ideas?
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Soft-Boiled
- Aromatherapy
- Seismic Toss
- Toxic
Standard Blissey. I went with Soft-Boiled instead of Wish because I didn't like the momentum I sometimes lost trying to overplay the cleric role, and it was ultimately redundent anyway because Skarm has Roost and Slowbro has Regenerator. I went with Toxic over Thunderwave because my team is not only capable of maintaining pressure and momentum, but also stalling when need be, and so the extra damage seemed more complimentary than forcing a switch/winning a free turn here and there.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Stealth Rock
- Spikes
- Whirlwind
- Roost
Again, not much to say. Standard Skarm set. Whirlwind is great for phazing and compliments the hazards extremely well. The only problem here is that he lacks an offensive move. I'm considering putting Rocks on Excadrill in order to leave room for Counter or something, but I dunno how that'll work on my decidedly aggressive Excadrill. Any thoughts here?
Breloom @ Choice Scarf
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Mach Punch
- Bullet Seed
- Superpower
- Spore
Scarf'd physical attacker. Revenge killer. Mach Punch is for priority, Superpower is for when I know I'm faster than the other guy and absolutely need to kill him. Bullet Seed (and Mach Punch, for that matter) gets boosted by Technician and is STAB. Sometimes it only hits twice, which sucks, but statistically I think this is better than Seed Bomb. Spore is there because putting opposing Pokemon to sleep is pretty cool.
Slowbro @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Psychic
- Psyshock
- Surf
- Ice Beam
AV Slowbro. Good mixed tank, good move coverage. Regenerator is amazing. Slowbro makes for a great pivot because of his natural physical bulk and SpAtk, paired with the AV to boost up his SpDef. Psychic/Psychock gives me the option to hit hard against Pokemon who don't resist Psychic type moves and are specialized in only one kind of Defense stat.
Gameplan:
I generally start off with Skarmory so I can get hazards down early. However, if I feel confident in predicting how my opponent is going to open, sometimes I'll open with an offensive Pokemon in order to gain control of the game early-on. The team is primarily an offensive one, so I want to dictate the pace of the game and maintain control as much as possible in order to punch holes into the opposing team. But I can also stall/kill momentum when I need to; SkarmBliss does a hell of a job tanking just about everything in the metagame, and Slowbro is there as a pivot. He tanks hits, hits back hard, and when he switches out he gains 1/3rd of his HP back.
Checks:
As far as I've been able to playtest the team, it seems balanced enough to take on pretty much anything, although I've had minor issues with Mega-Alakazam (he's faster than anything on my team except for Breloom (who is 2X weak to Psychic), he can learn Shadow Ball with is 2X effective against Slowbro and he's powerful enough to break through Blissey). I can also imagine Sableye being troublesome because it sucks big time when Skarmory gets Taunt'd and/or Will-o-Wisp'd, and he also spinblocks which is generally pretty bad for me.
What do you guys think?
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