Half Full, or Half Empty?
Hey Smogon! I’m Webster and this is my first RMT. I just got into 6th Gen about a month ago, and this is the first team I made while experimenting in the OU metagame. Luckily for me, this team has been pretty successful (to me at least) so far, and I think that I’m closing in on this team becoming my best team ever. Over its first 50 matches, little variations of this group have posted a 39-11 record and garnered a number of compliments from my opponents. I feel like I’m close to really making this a special group. Any and all critiques are welcome!
So let’s start with the name of this team: “Half Full or Half Empty?” The name comes from the fact that I have three offensively-based Pokemon and three defensively-based Pokemon, splitting the team directly in half. The two sides really gives this team a really cool feel to it, as I can switch between going for a sweep to engaging a full-on stall wall multiple times in a single match. This versatility forces opponents to have to think on the fly, often forcing them into making mistakes. When I’m getting to dictate the speed of the match at my own leisure, this team tends to perform incredibly well. On to the Pokes!
The Offensive Core
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Flare Blitz
- Dragon Claw
- Earthquake
- Dragon Dance
One of the best in-game Pokemon I have ever used, Charizard-X is an absolute beast. When I started with my education on 6th Gen OU, I came in with two pieces of knowledge: 1) Mega evolutions make or break entire teams and 2) Charizard-X is the best Mega out there. With that in mind, he became the basis for my offensive core. I’m running a pretty standard DD set on him, as a +1 Flare Blitz is one of the most devastating moves in the whole metagame, and there’s no reason not to take advantage of this. I chose Dragon Claw over Outrage, as I hate how Outrage constricts my offensive options for a couple of turns. While there’s a definite power drop, at +1, I can still get all of the OHKOs and 2OHKOs that I need to be successful. I get why some people choose Roost over Earthquake in the final move slot, but I love what Earthquake does for Charizard-X. It helps him against pesky Heatrans, isn’t affected by King’s Shield’s attack drop, and is a handy alternative most of the time over just Flare Blitzing right into Rocky Helmet Ferrothorns. The EVs are standard fair, and I chose Jolly just as a piece of mind that only SUPER fast Pokes were going to get by him while he’s unboosted. All in all, this guy is the key to this team’s success. Once I get him going, there isn’t much that is going to stop him.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Volt Switch
- Hydro Pump
- Thunderbolt
- Trick
I’ve always loved Choice Scarf Rotom-W. With his almost-unique typing, Wash brings some really interesting advantages to any offensive core he’s added to, and his item makes it easy for him to revenge-kill some common threats like a champ. Since this set is about as standard as it gets, let’s talk about his role on the team. For one, he’s my lead 99% of the time. This is because of 1) surprise factor for opponents expecting his bulky set (leading to some really easy kills), 2) to scout and gather knowledge about my opponent’s strategy (via Volt Switch), and 3) to possibly Trick his Scarf onto any unsuspecting Deoxys-D or Shuckle or Smeargle or whatever other stupid support lead my opponent decides to use (well, the latter two are stupid, anyway). Also, Rotom-W covers many pretty common offensive and defensive threats that Charizard has trouble with, like Azumarill, Hippowdon, Vaporeon, and Gliscor, among others. Charizard, in turn, covers Rotom’s huge weakness to grass types like Amoonguss and Breloom, leading to a nice synergy between the two.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Knock Off
Bulky Choice Band Scizor is the final piece to my offensive core. While this is a pretty standard set, it adds a nice bit of versatility to my team. For one, the Lati twins are very awkward matchups for both Charizard and Rotom, so Scizor can clean those pesky guys with relative ease. Also, Charizard usually needs a turn of set-up in order to get to full sweeping ability, so in situations where I need a big-time physically-oriented offensive threat to get rolling at a moment’s notice, Scizor can step in and deal a good bit of damage. The revenge-killing qualities of Bullet Punch are well-documented and are very necessary to the success of my offensive core, as Clefable is not a great matchup for either Charizard or Rotom. But what bulky Scizor does best is provide an optional pivot when I’m slowing the game down and setting up a stall. He and Rotom can form a potent Volt-Turn core that can get me into the right defensive matchups very quickly, and it also helps that bulky Scizor can usually sponge a decent number of hits while U-Turning in and out and causing havoc.
The Defensive Core
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SDef / 16 Spd
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Taunt
- Defog
Now let’s talk about my defensive core. As you can probably tell, this team does not like entry hazards. At all. Charizard is very weak to Stealth Rock, and Rotom and Scizor get worn down quickly while they’re bouncing in and out of the game. Mandibuzz is insanely bulky and packs Defog, so this guy is the perfect place to start a defensive core. Foul Play is a devastating move that stops physical sweepers (especially Mega Scizor and opposing Charizard-X) right in their tracks, forcing my opponents to have to adjust their strategy on the fly. Roost and Taunt are wall-breaking staples that help Mandibuzz outlast opposing bulky Pokemon. The EVs are pretty standard and give Buzz the most bulk possible while also helping him out-speed other familiar bulky Pokemon. Overcoat helps Mandibuzz avoid Spore and Sleep Powder from opposing grass types, and lets him avoid being worn down by the sandstorms summoned by…
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 SDef / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Rock Slide
The original version of this team had a Special Defense-based Hippowdon and a Clefable in the final two slots, but a couple of weeks ago, I changed those two out and have loved the result. This Hippowdon is the physical tank that everybody knows and loves, and runs a pretty standard set of moves. Earthquake is for STAB-related reasons, and Stealth Rock and Slack Off are used to stall out opponents. Most people like Roar in the final slot, but I like the offensive flexibility that Rock Slide brings. Hippo can use it to wear out opposing Mandibuzz and Dragonite that he would otherwise struggle with. For the most part, though, his role on this team is to wear out opposing physical attackers, like Tyranitar and others, and keep them at bay until I can safely revenge kill them with either Rotom or Scizor later.
Chansey (F) @Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Toxic
- Seismic Toss
The final member of my team is probably the second most important one besides Charizard-X. Chansey is the best special wall in the entire metagame, and she is the basis of my defensive core. Rotom-W, Clefable, Starmie, Greninja… if they use special attacks, Chansey is going to mess them up. Soft-Boiled makes her an impenetrable wall, Heal Bell keeps away crippling status on my offensive core, Toxic breaks down opposing walls, and Seismic Toss is actually a pretty solid attacking move. Hippowdon can handle most fighting types and Mandibuzz can mess up physical sweepers without too much trouble, letting Chansey relax and do her thing against special attackers. I don’t know how many other ways that I can describe how much of a beast this little pink blob is.
And there we have it! If you have any ideas on how to make this team better, you know what to do. Thanks!
-Webster
Hey Smogon! I’m Webster and this is my first RMT. I just got into 6th Gen about a month ago, and this is the first team I made while experimenting in the OU metagame. Luckily for me, this team has been pretty successful (to me at least) so far, and I think that I’m closing in on this team becoming my best team ever. Over its first 50 matches, little variations of this group have posted a 39-11 record and garnered a number of compliments from my opponents. I feel like I’m close to really making this a special group. Any and all critiques are welcome!
So let’s start with the name of this team: “Half Full or Half Empty?” The name comes from the fact that I have three offensively-based Pokemon and three defensively-based Pokemon, splitting the team directly in half. The two sides really gives this team a really cool feel to it, as I can switch between going for a sweep to engaging a full-on stall wall multiple times in a single match. This versatility forces opponents to have to think on the fly, often forcing them into making mistakes. When I’m getting to dictate the speed of the match at my own leisure, this team tends to perform incredibly well. On to the Pokes!
The Offensive Core
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Flare Blitz
- Dragon Claw
- Earthquake
- Dragon Dance
One of the best in-game Pokemon I have ever used, Charizard-X is an absolute beast. When I started with my education on 6th Gen OU, I came in with two pieces of knowledge: 1) Mega evolutions make or break entire teams and 2) Charizard-X is the best Mega out there. With that in mind, he became the basis for my offensive core. I’m running a pretty standard DD set on him, as a +1 Flare Blitz is one of the most devastating moves in the whole metagame, and there’s no reason not to take advantage of this. I chose Dragon Claw over Outrage, as I hate how Outrage constricts my offensive options for a couple of turns. While there’s a definite power drop, at +1, I can still get all of the OHKOs and 2OHKOs that I need to be successful. I get why some people choose Roost over Earthquake in the final move slot, but I love what Earthquake does for Charizard-X. It helps him against pesky Heatrans, isn’t affected by King’s Shield’s attack drop, and is a handy alternative most of the time over just Flare Blitzing right into Rocky Helmet Ferrothorns. The EVs are standard fair, and I chose Jolly just as a piece of mind that only SUPER fast Pokes were going to get by him while he’s unboosted. All in all, this guy is the key to this team’s success. Once I get him going, there isn’t much that is going to stop him.

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature
- Volt Switch
- Hydro Pump
- Thunderbolt
- Trick
I’ve always loved Choice Scarf Rotom-W. With his almost-unique typing, Wash brings some really interesting advantages to any offensive core he’s added to, and his item makes it easy for him to revenge-kill some common threats like a champ. Since this set is about as standard as it gets, let’s talk about his role on the team. For one, he’s my lead 99% of the time. This is because of 1) surprise factor for opponents expecting his bulky set (leading to some really easy kills), 2) to scout and gather knowledge about my opponent’s strategy (via Volt Switch), and 3) to possibly Trick his Scarf onto any unsuspecting Deoxys-D or Shuckle or Smeargle or whatever other stupid support lead my opponent decides to use (well, the latter two are stupid, anyway). Also, Rotom-W covers many pretty common offensive and defensive threats that Charizard has trouble with, like Azumarill, Hippowdon, Vaporeon, and Gliscor, among others. Charizard, in turn, covers Rotom’s huge weakness to grass types like Amoonguss and Breloom, leading to a nice synergy between the two.

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Knock Off
Bulky Choice Band Scizor is the final piece to my offensive core. While this is a pretty standard set, it adds a nice bit of versatility to my team. For one, the Lati twins are very awkward matchups for both Charizard and Rotom, so Scizor can clean those pesky guys with relative ease. Also, Charizard usually needs a turn of set-up in order to get to full sweeping ability, so in situations where I need a big-time physically-oriented offensive threat to get rolling at a moment’s notice, Scizor can step in and deal a good bit of damage. The revenge-killing qualities of Bullet Punch are well-documented and are very necessary to the success of my offensive core, as Clefable is not a great matchup for either Charizard or Rotom. But what bulky Scizor does best is provide an optional pivot when I’m slowing the game down and setting up a stall. He and Rotom can form a potent Volt-Turn core that can get me into the right defensive matchups very quickly, and it also helps that bulky Scizor can usually sponge a decent number of hits while U-Turning in and out and causing havoc.
The Defensive Core

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SDef / 16 Spd
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Taunt
- Defog
Now let’s talk about my defensive core. As you can probably tell, this team does not like entry hazards. At all. Charizard is very weak to Stealth Rock, and Rotom and Scizor get worn down quickly while they’re bouncing in and out of the game. Mandibuzz is insanely bulky and packs Defog, so this guy is the perfect place to start a defensive core. Foul Play is a devastating move that stops physical sweepers (especially Mega Scizor and opposing Charizard-X) right in their tracks, forcing my opponents to have to adjust their strategy on the fly. Roost and Taunt are wall-breaking staples that help Mandibuzz outlast opposing bulky Pokemon. The EVs are pretty standard and give Buzz the most bulk possible while also helping him out-speed other familiar bulky Pokemon. Overcoat helps Mandibuzz avoid Spore and Sleep Powder from opposing grass types, and lets him avoid being worn down by the sandstorms summoned by…

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 SDef / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Rock Slide
The original version of this team had a Special Defense-based Hippowdon and a Clefable in the final two slots, but a couple of weeks ago, I changed those two out and have loved the result. This Hippowdon is the physical tank that everybody knows and loves, and runs a pretty standard set of moves. Earthquake is for STAB-related reasons, and Stealth Rock and Slack Off are used to stall out opponents. Most people like Roar in the final slot, but I like the offensive flexibility that Rock Slide brings. Hippo can use it to wear out opposing Mandibuzz and Dragonite that he would otherwise struggle with. For the most part, though, his role on this team is to wear out opposing physical attackers, like Tyranitar and others, and keep them at bay until I can safely revenge kill them with either Rotom or Scizor later.

Chansey (F) @Eviolite
Ability: Natural Cure
EVs: 252 Def / 252 HP / 4 SDef
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Toxic
- Seismic Toss
The final member of my team is probably the second most important one besides Charizard-X. Chansey is the best special wall in the entire metagame, and she is the basis of my defensive core. Rotom-W, Clefable, Starmie, Greninja… if they use special attacks, Chansey is going to mess them up. Soft-Boiled makes her an impenetrable wall, Heal Bell keeps away crippling status on my offensive core, Toxic breaks down opposing walls, and Seismic Toss is actually a pretty solid attacking move. Hippowdon can handle most fighting types and Mandibuzz can mess up physical sweepers without too much trouble, letting Chansey relax and do her thing against special attackers. I don’t know how many other ways that I can describe how much of a beast this little pink blob is.
And there we have it! If you have any ideas on how to make this team better, you know what to do. Thanks!
-Webster