Monotype It's always sunny with charizard


Charizard @ Charizardite Y
Ability: Blaze (Drought after Mega to boost the other fire types and can debilitate rain teams early in the game and gives a good boost)
Shiny: Yes (Just because)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (Speed is really important and I don't want to be outsped)
- Fire Blast (Powerful STAB)
- Solar Beam (A strong grass type move to deal with water and ground types and quick thanks to the sun)
- Focus Blast (Coverage to deal with rock and bulky dark types)
- Roost (Healing to keep Charizard alive for the mid and late game and counteract stealth rock damage)


Volcanion @ Leftovers (Healing over time to keep it alive for longer)
Ability: Water Absorb (Good way to pivot into water types early game)
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature (Bulky special attacker )
IVs: 0 Atk
- Steam Eruption (It's better scald high water damage and chance to burn)
- Defog (Removes rocks and spikes to keep other fire types from taking switch in damage early and mid game)
- Fire Blast (Really powerful fire STAB damage)
- Sludge Bomb (Coverage to deal with fairy types)


Volcarona @ Firium Z (Makes a powerful attack boosted with sun it can destroy almost every wall)
Ability: Flame Body (On switch in it may burn the opponent not very useful but can help sometimes)
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (Fast special sweeper)
IVs: 0 Atk
- Quiver Dance (Volcorona's bread and butter the best boosting move in the game and can create amazing mid to late game sweeps)
- Fire Blast (Powerful STAB damage and destroying walls with Z-move)
- Giga Drain (Coverage to deal with ground, rock and water types and healing damage in the late game)
- Bug Buzz (Bug STAB and a chance to weaken sp defence)


Marowak-Alola @ Thick Club (Marowack's signature item making it do high damage)
Ability: Lightning Rod (Gives an early to mid game pivot into electric types)
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature (Bulky physical sweeper)
- Stealth Rock (Rocks are the best traps in the game and can debilitate opponents early game)
- Shadow Bone (Ghost STAB and the chance to lower defence helping to deal with psychic and other ghosts)
- Flare Blitz (Powerful fire STAB but recoil is a problem)
- Bonemerang (Deals with focus sash and sturdy Pokemon also dealing with poison and rock types)


Rotom-Heat @ Light Clay (Increases screens turns keeping bulk for longer)
Ability: Levitate (Gives a good pivot into ground types)
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature (Makes it a great Sp defence wall)
IVs: 0 Atk
- Reflect (Boosts physical defence helping against teams early game)
- Light Screen (Boosts sp defence helping against teams early)
- Overheat (Great Fire STAB but the weakening is a problem)
- Volt Switch (Great pivoting tool in the early to mid game)


Darmanitan @ Choice Scarf (Out speed everything to remove sweepers early and mid game)
Ability: Sheer Force (NO extra effects for more power. YAY!)
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature (Fast scarf sweeper)
- Flare Blitz (The recoil is lessened by Sheer Force while doing high STAB damage)
- U-turn (Good pivoting tool in case a switch in was predicted)
- Rock Slide (Deals with flying types)
- Earthquake (Classic physical attack that many Pokemon carry thanks to its high damage and low risk)

So if there is anything I can do to improve this team please say and I hope you can tell me how to make this team workk really well
 
Like the team, but Diancie leads and 6-0s. I might suggest Scarf Heatran over Darmanitan since it checks Diancie and is still a powerful scarfer, despite lacking U-turn. You could alternatively run Air Balloon Heatran over Marowak as your rocker and Diancie check.
 
Some quick suggestions:

-Run enough speed on Volcanion so it can outspeed 252 Speed Adamant Azumarill at minimum (which is 199) so it can actually check it.
-Sludge Wave's higher damage is needed to check Azumarill easier.

You also need a Niheligo and Diancie-Mega check.

The best option would be replacing Rotom-Heat with Heatran, which can trap and eliminate bulky Waters with Magma Storm+Taunt in addition to checking the threats mentioned above.

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Magma Storm
- Taunt
- Earth Power

Also Scarf Darmanitan is mostly outclassed by Scarf Infernape which exchanges power for a better speed tier and offensive typing, but that isn't a mandatory change.

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Stone Edge / Earthquake
- U-turn

Hope these suggestions help!
 

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