Introduction:
Hello everybody! This is a team i created and been having some success and some fun with. This is my first RMT and first post! I'm looking forward to getting some feedback about my team and how i might go about improving it.
The Team:
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Mega Charizard X is the mega i wanted to use. It is not that common anymore but still is a huge threat once it sets up a DD. This mon's typing is amazing which can allow to check some stuff, not get burned, and be able to take a hit. I went with the offensive set with roost over earthquake since I felt hitting heatran is not that big of a deal and can be solved by the rest of the team. Flare Blitz and Dragon claw are the best STAB on this mon(Outrage is pretty much suicide).
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Charizard X can struggle with bulky ground types which is why I used breloom here. Breloom is an interesting mon that is one of the best checks to sand teams which are very popular. Spore is really useful for setting up and weaking major threats. bullet seed is stab that, on average, does more than seed bomb and can break subs. Mach punch for priority. SD to make breloom very threating to teams that are unprepared for it.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
At this point the team was threatened by a lot of things like mega venusaur, mega altaria, latis, thundurus and other birds, so I put in Kyurem-B as a breaker to help relieve this issue. Standard set, not much to say other than it gets off lots of damage and really puts in some work. I wanted roost to help keep longevity on this monster.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp
- Healing Wish
The team really didn't have anything that could take a hit so i added jirachi as a blanket check and a switch in. The scarf Jirachi set is really good right now and i felt it would fit on this team to help keep offensive momentum up and be able to heal any weak sweeper. I went with heart stamp other fire/ice punch as I felt hitting keldeo, gengar and other psychic weak threats were more important than hitting ferrothorn and scizor.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
I needed a stealth rocker and something to pressure scizor, ferro, excadrill, talonflame, and heatran so i thought of tank chomp which fills all those needs. Fire blast is used in last slot in order to pressure ferro and scizor. Tank chomp helps provide a backbone to the team and a puts pressure on spinners.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
For the final slot i needed reliable hazard removable and a keldeo check and i thought of starmie. I choose starmie over one of the lati because latis are too easily prone to being trapped and losing hazard removal would put a lot of pressure on the team. In addition scald burns can help weaken the opposing teams physical threats. Recover keeps starmie's health at a good level.
Threatlist:
-I don't really have a switch in for this thing, but it can be revenged by breloom and jirachi
- Again no real switch in, really sacking something and forcing it out with either jirachi or breloom is the best the team can do.
- Latis are an annoyance sine the only switch in is jirachi which gets worn down fairly quickly
Conclusion:
Hello everybody! This is a team i created and been having some success and some fun with. This is my first RMT and first post! I'm looking forward to getting some feedback about my team and how i might go about improving it.
The Team:
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Mega Charizard X is the mega i wanted to use. It is not that common anymore but still is a huge threat once it sets up a DD. This mon's typing is amazing which can allow to check some stuff, not get burned, and be able to take a hit. I went with the offensive set with roost over earthquake since I felt hitting heatran is not that big of a deal and can be solved by the rest of the team. Flare Blitz and Dragon claw are the best STAB on this mon(Outrage is pretty much suicide).
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Charizard X can struggle with bulky ground types which is why I used breloom here. Breloom is an interesting mon that is one of the best checks to sand teams which are very popular. Spore is really useful for setting up and weaking major threats. bullet seed is stab that, on average, does more than seed bomb and can break subs. Mach punch for priority. SD to make breloom very threating to teams that are unprepared for it.
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
At this point the team was threatened by a lot of things like mega venusaur, mega altaria, latis, thundurus and other birds, so I put in Kyurem-B as a breaker to help relieve this issue. Standard set, not much to say other than it gets off lots of damage and really puts in some work. I wanted roost to help keep longevity on this monster.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp
- Healing Wish
The team really didn't have anything that could take a hit so i added jirachi as a blanket check and a switch in. The scarf Jirachi set is really good right now and i felt it would fit on this team to help keep offensive momentum up and be able to heal any weak sweeper. I went with heart stamp other fire/ice punch as I felt hitting keldeo, gengar and other psychic weak threats were more important than hitting ferrothorn and scizor.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
I needed a stealth rocker and something to pressure scizor, ferro, excadrill, talonflame, and heatran so i thought of tank chomp which fills all those needs. Fire blast is used in last slot in order to pressure ferro and scizor. Tank chomp helps provide a backbone to the team and a puts pressure on spinners.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
For the final slot i needed reliable hazard removable and a keldeo check and i thought of starmie. I choose starmie over one of the lati because latis are too easily prone to being trapped and losing hazard removal would put a lot of pressure on the team. In addition scald burns can help weaken the opposing teams physical threats. Recover keeps starmie's health at a good level.
Conclusion:
The team is pretty fun and is definately one of the better more offensive teams that i have made. It has some crippling weaknesses but once is really devastating to teams that can't deal with it.
Thanks For Reading!
Thanks For Reading!
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp
- Healing Wish
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Swords Dance
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Psyshock
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Heart Stamp
- Healing Wish