Hello! Last time I was hear, I learned a valuable lesson in team building and synergizing my teams, and I've made a point to do so now. This team I've made has gotten me into the 1300's and close to the 1400's at times, but I'm wondering what all I should fix with this set.
Blazer (Charizard-Mega-X) (M) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz
Simple enough, with one Dragon Dance, Blazer is capable of destroying his enemies, and with roost, he is invincible against walls, and makes himself a great wall breaker at that.
Sam (Bisharp) (F) @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 196 HP / 252 Atk / 60 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
Sam is my favorite lead on the team, having access to knock off, she can get rid of lead walls leftovers or berries, and when they think they have to get at least one attack off, BAM, Sucker punch, and Sam lives on. Iron head is good stab and works for possible slow mons. I don't often use swords dance, but it can be very helpful when dealing with defensive walls.
(Best I could find)
Jackington (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
Ah, Jackington, my most favorite Pokemon on the team. Jackington is so great because he (one) synergizes with the Charizard so well, but he also has a great move pool and the ability, prankster. Life orb allows Jackington to swipe a few kills from the enemy, and deal as much damage as possible. Hidden Power ice is a counter to virtually anything that could kill Jackington. And Grass Knot ties up any loose ends for Zard X too take care of his threats. And then when he's on the brink of his life, he thunderwaves to force their hand. Their speed is crippled and their attacks might even get delayed, allowing Jackington to get one last attack on.
99% Water (Manaphy) @ Leftovers
Ability: Hydration
EVs: 208 HP / 80 Def / 168 SpA / 52 SpD
Modest Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Manaphy is a good hyper offensive mon, and a wall to anything that isn't either boosted, or super effective. With a single Tail Glow, Manaphy can destroy almost anything that comes its way, including water types who hope to eat their attacks.
Claymor (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP / 140 Def / 116 SpD
Bold Nature
IVs: 0 Atk
- Cosmic Power
- Rapid Spin
- Earth Power
- Toxic
Now we're at my walls. Claymor is a decent wall who can check Ground types if Jackington falls, plus being a decent check to fire types. Now one severe problem came with this team, and it was stealth rocks. Charizard can get absolutely crippled by it, forcing him to take at least one turn for roost. Originally, I had Excadrill for Rapid spin, but then fire types came into play and demolished my walls, so here we are.
Rusty (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Curse
- Gyro Ball
- Power Whip
Rusty is my favorite wall, allowing a check to any physical moves, and any water moves. Leech seed is smart for swap ins, for extra health, and gyro ball deals great damage for speed.
Team Checks: Fighting Types tend to destroy both Rusty, and Sam, while Bulky Grass types can be a small pain.
I was wondering what else I should do to help further this team's potential, and raise myself further up the ladder

Blazer (Charizard-Mega-X) (M) @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Dragon Claw
- Flare Blitz
Simple enough, with one Dragon Dance, Blazer is capable of destroying his enemies, and with roost, he is invincible against walls, and makes himself a great wall breaker at that.

Sam (Bisharp) (F) @ Black Glasses
Ability: Defiant
Shiny: Yes
EVs: 196 HP / 252 Atk / 60 SpD
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance
Sam is my favorite lead on the team, having access to knock off, she can get rid of lead walls leftovers or berries, and when they think they have to get at least one attack off, BAM, Sucker punch, and Sam lives on. Iron head is good stab and works for possible slow mons. I don't often use swords dance, but it can be very helpful when dealing with defensive walls.

Jackington (Thundurus) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
Ah, Jackington, my most favorite Pokemon on the team. Jackington is so great because he (one) synergizes with the Charizard so well, but he also has a great move pool and the ability, prankster. Life orb allows Jackington to swipe a few kills from the enemy, and deal as much damage as possible. Hidden Power ice is a counter to virtually anything that could kill Jackington. And Grass Knot ties up any loose ends for Zard X too take care of his threats. And then when he's on the brink of his life, he thunderwaves to force their hand. Their speed is crippled and their attacks might even get delayed, allowing Jackington to get one last attack on.

99% Water (Manaphy) @ Leftovers
Ability: Hydration
EVs: 208 HP / 80 Def / 168 SpA / 52 SpD
Modest Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball
Manaphy is a good hyper offensive mon, and a wall to anything that isn't either boosted, or super effective. With a single Tail Glow, Manaphy can destroy almost anything that comes its way, including water types who hope to eat their attacks.

Claymor (Claydol) @ Leftovers
Ability: Levitate
EVs: 252 HP / 140 Def / 116 SpD
Bold Nature
IVs: 0 Atk
- Cosmic Power
- Rapid Spin
- Earth Power
- Toxic
Now we're at my walls. Claymor is a decent wall who can check Ground types if Jackington falls, plus being a decent check to fire types. Now one severe problem came with this team, and it was stealth rocks. Charizard can get absolutely crippled by it, forcing him to take at least one turn for roost. Originally, I had Excadrill for Rapid spin, but then fire types came into play and demolished my walls, so here we are.

Rusty (Ferrothorn) @ Rocky Helmet
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Curse
- Gyro Ball
- Power Whip
Rusty is my favorite wall, allowing a check to any physical moves, and any water moves. Leech seed is smart for swap ins, for extra health, and gyro ball deals great damage for speed.
Team Checks: Fighting Types tend to destroy both Rusty, and Sam, while Bulky Grass types can be a small pain.
I was wondering what else I should do to help further this team's potential, and raise myself further up the ladder