ORAS OU Mega Charizard X - Balance

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Introduction

Hello there. I'm a new player, in both the smogon fourm community and the competitive scene. But, I've started a few weeks ago because I was interested in what the competitive scene is like. As I've been playing for these weeks, I eventually decided to try out the OU metagame. As a result, I've decided to build a balanced team around Charizard, particularly the his X mega form. Anyways, the team. This team is built to deal chip damage, or kill off threats all together, until the team has been weakened enough to where Megazard X can sweep. This happens either through a combination of Stealth Rocks and constant phasing, or pressuring them through VoltTuring for hard damage and momentum. While I'm still new to the competitive scene, this team so far has been very successful, but most of all, very fun. Both to build the team itself, and to test and see how it fairs with the current meta. Before I continue on to the next section, keep in mind that there are still certain teams I haven't been able to encounter yet with this build. (Ex: A team around Mega Sableye)

Team Building Process

I started with Charizard himslef. I will get more in-depth details about the build itself. But, I wanted to have my Charizard to be a Dancing set. As most people know, Megazard X is weak to Rock x2, Ground x2, and Dragon x2.
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So where do I go from here? Well I decided I wanted a Pivot with U-turn. I decided to go with possibly a non-standard set. This is when I added my scarfed Scizor. Their typing goes well with each other. Scizor only has a x4 weakness to Fire. However, Charizard x1/4 resists Fire. In exchange, Scizor has a resistance to Dragon x1/2.
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At this point, I needed some form of Hazard Control, especially since Charizard will still be susceptible as it will start of with his normal Fire/ Flying typing. I decided to go with Starmie. Starmie is weak to Bug x2, Ghost x2, Grass x2, Electric x2, and Dark x2. However, here's how he works with the current team. Both Charizard and Scizor, resist Bug x1/2, Starmie adds a second Fire resistance, Charizard and Scizor resist Grass x1/4, and Charizard resists Electric x1/2.
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I now wanted a Physical Tank. Someone that would be able to take damage, and serve it back harder. This is where Conkeldurr comes in. He has a wide movepool to choose from and has good enough bulk to take a hit or two. He has an unfortunate Fairy weakness, but I found something to sorta make up for that in case Scizor is lost.
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Since I had Scizor with U-Turn, I figured that I'd go with a VoltTurn Combo. I decided to go with a Speced Raikou. Raikou is not only one of the hardest hitting Electric type Mons in the tier, but is also one of the fastest. this is why I felt Raikou would be a great Volt Switch partner for Scizor.
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So to finally to finish off the team, I realized that I didn't really have an actual Wall. So I decided to add a Mon that I'm personally glad I got to try out, Hippowdon. Hippowdon is the Physical Wall of the group, but is also my lead when I see a good opportunity to set up Rocks. However, Hippowdon can also help against rain based teams with his Sand Stream ability. Not only taking their enhancements away, but withering the health down more. So who wants to see the members themselves eh?
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Team In-Depth

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Credit for the image goes to DangerJumP at Devian Art.
http://dangerjump.deviantart.com/art/Badly-Animated-Badly-Drawn-Mega-Charizard-X-414083304

Charizard @ Charizardite X
Ability: Blaze (Tough Claws)
EVs: 40 HP/ 252 Atk/ 216 Spe
Jolly Nature (+ Spe, - SpA)
- Dragon Dance
- Flare Blitz
- Outrage
- Roost

The main Sweeper of the team. Charizard has finally found his spot in the meta game... and I think it has earned its OU tier placement. This thing, while sadly has lost his ground immunity and did not receive the Levitate ability, has something much better to make up for that... Tough Claws! For those of you newer to the Competitive side as I am, Tough Claws boosts the power of contact moves by x1.3. (30%) This means with the Tough Claws ability, and the stab boost from Charizard's new Fire/ Dragon typing, that means Flare Blitz and Outrage are going to get boosted up to a power of 234! Charizard with STAB Outrage brings on insane amounts of damage! This guy with a Jolly nature has been able to either 2HKO or 3HKO a Mega Metagross... Now you might be asking yourself. "Why Roost and Outrage?" Well... Roost is to mainly recover damage from Flare Blitz's recoil damage, and possibly even Stealth Rock damage if needed. And I know people usually use Dragon Claw over Outrage, as it does not lock you into it and get you confused after use. But here's the thing. Like I said, Charizard's role in this team is suppose to be a Sweeper, and I don't know how most people view them, but to me and from what I have observed, a Sweeper (Special or Physical) is meant to basically wipe out whatever is left on the opponents team. Whether boosted or unboosted. Outrage was picked with that mindset in mind. As for the EVs, the reason I put 216 into Speed, is so I am able to outspeed a scarfed Lando-T with one DD setup, possibly one of the most common scarfers I've seen, and to initially outspeed a Jolly Kyurem-B.


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Credit for this image goes to JHALLpokemon at Devian Art.
http://jhallpokemon.deviantart.com/art/Scizor-260748827

Scizor @ Choice Scarf
Ability: Technician
EVs: 252 Atk/ 4 Def/ 252 Spe
Jolly Nature (+ Spe, - SpA)
- Bullet Punch
- U-Turn
- Knock Off
- Aerial Ace

I'm going to try to explain this as best as I can, but Scizor was not built with sweeping in mind. That is suppose to be Charizard's role. Scizor I made to be more as an Offensive Pivot.
Now I'm sure many people would frown upon a Scarfed Scizor, due to his low base Speed of 65. But I thought, Smogon has displayed that there are Scarfed Magnezones that run around, so why not Scizor? Despite his low base speed, with a Jolly Nature, and a Choice Scarf, Scizor actually outspeeds a huge portion of the unboosted meta game. Scizor outspeeds the Lati twins with a timid nature. He outspeeds Cincinno, which has been a huge pain in the past. Serperior? Outsped. Gengar? Outsped. Mega Metagross, Mega Gallade, Thunderus, Tornadus, Alakazam!!? All outsped by this guy. This guy even outspeeds both a Timid nature Tornadus-T and Mega Pidgeot. Unfortunately... this is his peak... We've got to remember that Scizor's base speed is low, so pretty much any Mon with a base 123 Speed Stat (Maybe 122 if it exists.) will outspeed our pair of scissors here... :,( This is somewhat remedied though with Bullet Punch though, especially if they have a naturally low Defense Stat and have taking prior damage, like Mega Beedrill and Mega Alakazam. U-Turn allows us to get momentum, along with his Volt Switch partner in crime, Raikou. Knock Off is good for dark type coverage and having opposing Mons lose their items. Like Lefties for lost recovery or Rocky Helmet so saving us HP later on. Finally, Aerial Ace is for Flying coverage and is boosted by Technician. Acrobatics just felt to situational for this set, and you never know, that extra bit of power could make a difference. Now just to clear something up. "What about Scarfed Lando-T?" I did debate him with Scizor, but I ultimately picked Scizor, because of access to priority with STAB Bullet Punch, and I felt Scizor's typing made him a better fit for Charizard. You can let me know what you think, but so far I haven't had many issues with him.

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Credit for this image goes to pokemonxniccage at Tumblr.
http://pokemonxniccage.com/post/91539557604/121-starmie

Starmie Life Orb
Ability: Natural Cure
EVs: 252 SpA/ 4 SpD/252 Spe

Timid Nature (+ Spe, - Atk)
- Rapid Spin
- Dazzling Gleam
- Grass Knot
- Scald


Starmie is my Hazard Control in the team. Starmie is the one I think I've debated with the most, but I decided to make a Offensive Pivot aswell. Natural Cure is so if Starmie gets Burned, Toxiced, or Paraed, then I can switch him out and he'll lose his status. Dazzling Gleam is there for Fairy coverage and to cover Mega Sableye............. F@#$ Sableye. That's it. Grass Knot is mainly for Quagsire, Seismotoad, and Swampert in general. Finally, Scald is water STAB and also can help against opposing Physical Mons if getting Burn Hax. I'm honestly definitely open for suggestions for this one as, like I said, this one is the one i had the most debate with in terms of roles other than Hazard Control and EV spreads.

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Credit for this image goes to Muigu at Devian Art.
http://muigu.deviantart.com/art/Chuckles-the-Conkeldurr-413801072

Conkeldurr @ Roseli Berry
Ability: Guts
EVs: 248 HP/ 252 Atk/ 8 SpD
Adamant Nature (+ Atk, - SpA)
- Stone Edge
- Drain Punch
- Earthquake
- Poison Jab


Conkeldurr... the Pokemon that punches with cinder blocks in his fists! But nah seriously, Conkeldurr can take some punishment and dish some back. Especially with a Roseli Berry. Remember when I said that I had something for him to make up his Fairy weakness? That's what the Roseli Berry is for. Because I don't think I've seen a set involving this berry, I'll explain. This berry Halves Super effective damage from Fairy type attacks. The main reason for my Conkeldurr having this berry, is so my opponent with any fairy type, like Mega Gardevior or Clefable, think they just got an easy kill... But in reality, it's us who just got a free kill. ):) That's mainly why i also pack Poison Jab. I decided to go with Drain Punch for recovery, EQ for Ground coverage, and Stone Edge for Rock coverage. Assault Vest would probably be nice, but I'd like to have a back up for Fairies, in case my Scizor gets killed off.

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Credit goes to Mearii-chi at Devian Art.
http://www.deviantart.com/art/Raikou-Squishable-457478322

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA/ 4 SpD/ 252 Spe
Timid Nature (+ Spe, - Atk)
- Thunderbolt
- Volt Switch
- Hidden Power (Ice)
- Extrasensory

Raikou is the other member of our VoltTurn core with Scizor. This one you can possibly say that this fits the role of a Special Sweeper. But, like Scizor, I'm ussually letting the Charizard do the Sweeping. Choice Specs allows Raikou to hit extra hard on everything, boosting his already high SpA stat by x1.5. (50%) Thunderbolt is for Electric STAB if Volt Switch is not going to kill. HP Ice is for the likes of Lando-T, Gliscor, Garchomp, and most other Dragon types with either the Ground or Flying typing. Finally, to make for the lack of Psychic coverage, due to me wanting a counter to S&*^bleye, Extrasensory is to make up for that. I could've gone Shadow Ball instead, but I already had Dark type coverage on Scizor, so I really couldn't find a good reason to run Shadow Ball over Extrasensory.

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Credit for this art goes to PsychoZoid at Devian Art.
http://psychozoid.deviantart.com/art/Hippowdon-456313475

Hippowdon Leftovers
Ability: Sand Stream
EVs: 248 HP/ 8 Atk/ 252 Def
Impish Nature (+ Def, - SpA)
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Hungry, Hungry Hippo! Hungry, Hungry Hippo! The F%$^ing Wall for the team. He's meant to do several things. First off, is set up Rocks when given the chance. This is so the opposing team overall starts to weaken. Second off, is Mr. Hippo's Whirlwind. This is meant to constantly force switches to leave a large dent in the opposing team, making it a clean sweep with Charizard. Finally, as you probably guessed, sit there soak up damage! Hippowdon has a good Defense Stat and a large amount of HP.
Slack Off is to give Hippowdon Recovery options. Sadly, the only downside I found with him is the only real useful ability for a team like this, is Sand Stream. It does add more chip damage, and can counter rain teams, to an extent, but I just wish Hippowdon had a better ability for him to better fit in every team. But, he still gets the job done.

Conclusion

And that's the team! Overall I've had fun making this team, testing it out, and making this RMT for you guys to see for yourself. Suggestions for EV spreads and Move Set changes are always welcome. I do have a rule though.

- As I said, suggestions for changes for the team are welcome. However, I don't want half of my team replaced. At that point it's just not the same team I had fun with. I'll welcome a change for one of my team mates. Two maybe questionable, but I can let it slide if it's absolutely needed. No more though.

With all that said and done, I hope You've enjoyed this thread. Suggestions are welcome. Ask me questions if you have any. But most of all, thank you for your time. Have a nice night, this is Spiderp-Man rowing to the ocean on his mattress!

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Hi Spiderp-Man! That's a lovely team you have there! I can't seem to find any common weaknesses within your Pokemon, but some more experienced players may find some Pokemon that can hit you heavily. Although I really like your team, I have a few bones to pick with it. Scarfed Scizor? Its a neat concept but fails to perform as well as one might think. Instead of a Scarfed Scizor, I would run the Choice Band set I've listed below. For Hippowdon, Whirlwind is a nice option, but you'd be better off with Stone Edge, as then you are not walled by Leviate or Flying Pokemon. After all, nothing really wants to set up in front of Charizard X. With Conkeldurr, Roseli Berry is such a situational item, it is not worth running in my opinion. You have Scizor who can handle Fairies for you. If you had Conkeldurr in against a Fairy Type, you would probably switch out into a different Pokemon. I'd run an Assault Vest Conk instead. Instead of Stone Edge, you might be better off running Mach Punch, a decent priority move to patch up Conkeldurr's bad speed. You also have Earthquake is almost never seen on Conkeldurr because Drain Punch demolished all the Pokemon in the tier weak to Earthquake. I would recommend running either Knock Off or Ice Punch for coverage if you wanted it that bad. Your team appears to struggle with Mega Venusaur and other Hippowdons. With the current set you are running, Scizor only 3HKOs Mega Venu and is almost OHKOd by HP Fire. To sort of "check" Mega Venusaur, Psychic on Starmie would be a good idea, although Starmie is pretty much OHKOd by Giga Drain. Against Hippowdon, Starmie looks good on paper, but does not OHKO a 252 HP/ 112 SpDf Hippo, and takes 52.5-62.5% from an Earthquake, and then can easily be revenge killed by something else. Instead of Scald, running Hydro Pump would be a good idea, because it OHKOs the Mixed Hippo set. Recover is also a great option for Starmie. Also noteworthy to mention, Raikou does not OHKO Mixed Hippo with HP Ice, but is OHKOd by Earthquake, so just be wary of that. Overall a very good team, but with a few things you could change to make it better. Below are the sets I'd suggest and a shortened list of changes I would make.

Shortlist:
- Way to deal with Mega Venusaur and Hippowdon
- DO NOT RUN SCARFED SCIZOR
- Change Roseli Berry on Conkeldurr to something useful
- Change Conkeldurr's moveset a little

Recommended Sets:

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Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- Aerial Ace
- U-Turn
- Knock Off

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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 24 Atk / 236 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Ice Punch
- Poison Jab

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Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psychic
- Rapid Spin
- Recover


Remember in the end, you don't have to change anything about your team if you think it isn't a good suggestion. Have fun battling with your team!
 
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I guess your right about Scizor, I wanted to try something different. I wanted to run something other than Lando-T, as it so common... And thank you for bringing those threats up, as I haven't really encountered opposing Hippowdons yet, or a Mega Venusaur. If you don't mind though. I have some questions.

1. Should I run Shadow Ball on Raikou if I'm changing Starmie's Dazzling gleam?

2. Do you think these changes can deal with thses threats now? Or should i change a Team member to better deal with those? And if so, what? Iknow smogon has analysis. But it seems abit vague at times to where it leaves me with more questions than answers.
 
I guess your right about Scizor, I wanted to try something different. I wanted to run something other than Lando-T, as it so common... And thank you for bringing those threats up, as I haven't really encountered opposing Hippowdons yet, or a Mega Venusaur. If you don't mind though. I have some questions.

1. Should I run Shadow Ball on Raikou if I'm changing Starmie's Dazzling gleam?

2. Do you think these changes can deal with thses threats now? Or should i change a Team member to better deal with those? And if so, what? Iknow smogon has analysis. But it seems abit vague at times to where it leaves me with more questions than answers.

I would suggest running Shadow Ball, at the cost of Extrasensory. Forgot about that change, sorry ;) However, with losing Extrasensory, you lose the Psychic coverage that hits Pokemon like Amoonguss and Mega Venusaur. Its up to you. Shadow Ball will hit the Latis and Gengar along with Alakazam though. With the changes I suggested, you should be able to handle the threats/walls I listed (Mega Venu and Hippo), decently. Conkeldurr is a hard Pokemon to sell in OU, but it can be useful at times. If you really wanted to add a strong attacker to your team instead of Conkeldurr (which realizing now I would suggest) I'd run a Mixed Kyurem Black, as it handles both threats very well and is one of the best wallbreakers in OU right now. However, adding Kyurem B does add another Fairy weakness to your team, although you have Scizor to patch it up, and Kyurem B handles Fairies in its own right.

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 24 Atk / 232 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Dragon Claw

Also. I just thought of something. What about Sableye. That Mon I hate with a passion.

The Kyurem Black set I posted will be able to handle Sableye fairly well, and Charizard X will also be able to put large dents in it's health.
 
nice team you've got here. bro, don't listen to haters, scarf scizor is amazing. your team is an interesting balance team. i think it gives your opponent a fake impression of your team. at first glance, i would've thought the scizor and starmie sets were defensive and that conk was the typical av set but after reading into the rmt i realised that actually your team is a pretty well covered offensive team that could use a bit of work to polish up. and that is what i am here to help you with!

your team actually doesn't rly need much swapping around since it's actually quite well fit for the metagame right now. scarf scizor is an amazing lati switch in and if they think you're gonna pursuit trap them and they go for hp fire thinking they are gonna get the kill, you surprise them by being a lord and just u-turn out and effectively depriving them of their defogger and psychic type which is amazing since zardx appreciates this a lot. people undersell scarfzor because it's not only underused but because lando-t and chomps and whatnot flood the tier but if you play it smartly, scarfzor acts as an amazing fast pivot that pairs well with raikou. I don't have much for you except for some minor move changes here and there so that you can better deal with the threats you have mentioned.

first off, i don't think conkeldurr is rly particularly effective on your team because scizor is already an amazing mgarde / fairy deterrence and pjab conk is so common that once the berry is consumed on conk, it becomes a huge hunk of junk :X hence my suggestion is to swap out conk for something that helps this team move towards it end game goal of sweeping with zardx or raikou. hence, first off, my suggestion is to run lefties twave clef over conk since it gives you another reliable win con as well as a good twaver so that you can effectively speed control your opponents.

next, i only have a few suggestions that i have on my mind and those are minor spread related suggestions so here goes: orb starmie aims to do a couple of things for zard x and that is to break down shits that it don't like to see like quag and what not and also force in things that zard x loves to eat like tang and amoong and msab and chans and whatnot. hence running natural cure on it defeats the purpose of the set so you should opt for natural cure lefties starmie with scald, psyshock, rapid spin, recover and an ev spread of 252 hp 252 spe and 4 spa over the current set. the bulkier spread allows it to maintain bulk as well as spin effectively so that your zard x can come in multiple times and break your opponent's face. if you like to play with aggression and domination then you can opt for analytic life orb starmie with hydro pump, psychic, thunderbolt and rapid spin to weaken common starmie switch ins like slowbro and whatnot so that your opponent will feel fear when they see your zard x come in multiple times.

hippowdon should opt for 252 HP / 144 Def / 112 SpD with an impish nature this way, you can avoids the 2HKO from lo thundy, mega mane's hp ice as well as +2 lo terrak's close combat, mzardx should run max spe with max atk and dragon claw over outrage so that you don't lock yourself unnecessarily and get statused. it also gives you more flexibility on your moves. hopefully my suggestions help you climb up the ladder more and improve your team so that it rectifies some of the weaknesses that are present. good luck and have fun in the game! /cheers/
 
Hello, Zbr. Sorry I was not able to respond to you sooner, it was late at night for me and I was up since 5 am. lol. I'm glad to see that someone understood what I was trying to go for with Scarfed Scizor. As I've said, I'm welcome to all suggestions and opinions. Also if you want to have some debates for discussions about what you think is better overall for my goal of the team, please feel free to do so. Alright, now that I got that out of the way, I have some questions for you.

1.This is pretty much the question of this post. I already know your arguments for Scarfed Scizor over Banded Scizor, but I wanted to ask about your Clefable.

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Kyurem (B) Life Orb
Ability: Teravolt
Evs: 32 Atk/ 252 SpA/ 224 Spe
Naive Nature (+ Spe, - SpD)
- Ice Beam
- Earth Power
- Fusion Bolt
- Dragon Claw

What is your opinion of Kyurem replacing Conkeldurr? I know his post was max Speeed, but I typically don't like just straight up going full Speed Evs, unless needed to out speed a certain Mon, Also hate Speed ties. So I lowered it to where he will outspeed a Jolly Lando-T and brought the SpA to full, and the rest went to the Attack Evs. From 24 to 32. Might play around with it more though. And why or why not, do you think your T-wave Clefable fairs better than this set?


If you can provide a set for your Clefable, for comparison purposes, that would be awesome sauce.


2. What are your opinions of Millionsunz changes to Starmie over yours? And Hippowdon having Stone Edge over Whirlwind?

 
✧✧✧Hi, Anime_Fan here✧✧✧

Great job on creating the team, it's offensive prowess does an excellent job of pressuring defensive builds! After scanning through your team, it actually resembles a Hyper Offensive team. So I'll make some recommendations based on that.
By the way, here are some pointers regarding the team:
  • It will be difficult for the team to break through stall.
  • Some of the sets are a little unorthodox.
  • The team is vulnerable to opposing Offensive teams (you only have one wall, so it's prone to pressure).
Here are some ideas that I though you might like:
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[Change move set]
Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Roost
- Dragon Dance
- Flare Blitz
- Dragon Claw

Mega Charizard-X and Lure Conkeldurr for a great core. This is the dragon dance set, however it has a little more bulk. The bulk assists Charizard-X so that it can set up Dragon Dance comfortably e.g. even against the likes of Rotom-W (who would normally 2HKO it). I replace Outrage with Dragon Claw, both moves are very powerful as they're boosted by Tough Claws. However being locked into an Outrage can be disastrous for your team (especially since you only have one wall). Dragon Claw is the safer option with fewer risks.
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Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Mach Punch / Thunder Punch (Mach Punch is for priority, Thunder Punch is for Stall Breaking)
- Drain Punch
- Ice Punch
- Poison Jab

This Conkeldurr set boasts superior speed than its commonly used set. The power gained by Sheer Force, in conjunction with Life Orb is ridiculous! This Conkeldurr set helps Charizard-X by beating every single one of its checks and counters e.g. opposing Hippowdon, Landorus-T, Azumarill and Clefable. Yes that's right, this Conkeldurr set can 1HKO every fairy type in the game! However when using this set [especially on high ladders] you'll need to predict to score lethal KO's. This Conkeldurr set threatens almost everything that is slower than it, and is somewhat effective against Stall (especially with Thunder Punch, it's great for nailing Tentacruel, Slowbro and Skarmory). The speed EV's allows it to outrun un-boosted base 70 speed Pokemon, like Skarmory. It also out-speeds both Azumarill sets, and of course Clefable.

Note: This Conkeldurr set 1HKO's fairy types, if you can predict, you may even be able to KO faster Fairies such as Mega Gardeviour. You mentioned earlier that Amoonguss troubles your team (specially since Starmie doesn't have Psychic).

However this Conkeldurr set is so powerful, that it doesn't care about Amoonguss (lol)! With Stealth Stealth Rocks support, this Conkeldurr set can 1HKO'd Amoonguss. What's even more impressive, is that even without Stealth Rock support, this Conkeldurr set still 1HKO's Amoonguss on the switch (if Amoonguss switches into Drain Punch or Poison Jab, it will definitely be KO'd by Ice Punch).

No Stealth Rocks
252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 136 Def Amoonguss: 364-429 (84.2 - 99.3%) -- guaranteed 2HKO after Black Sludge recovery

With Stealth Rocks
252+ Atk Life Orb Sheer Force Conkeldurr Ice Punch vs. 252 HP / 136 Def Amoonguss: 364-429 (84.2 - 99.3%) -- 75% chance to OHKO after Stealth Rock
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You could replace Hippowdon with Landorus-T and Rotom-W. Those two provide great momentum for the team, as well as checking troublesome bird checks. Since the team is vulnerable to Ice type moves, a Yache Berry would be preferred on Landorus-T, and Sitrus for Rotom-W. Alternatively, you could keep Hippowdon, and use it in conjunction with Excadrill. Because under a sand storm, Excadrill becomes a menacing threat capable of breaking dedicated walls!

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[Replace Hippowdon + Raikou]
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave / Will-O-Wisp
- Pain Split

This set makes a great core with Landorus-T, they help you to safely introduce fragile members of the team into play. Rotom-W and Landorus-T make great bird checks, as well as providing great momentum via the infamous Volt-Turn combo. The use of Thunder Wave or Will-O-Wisp can help to slow down fast threats on the opponents team, this includes the usual switch-ins to Rotom-W i.e. the Lati-Twins. Paralysing threatening mons can help Conkeldurr KO them with ease.
.........

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

With a Yache Berry equip Landorus-T can lure and KO troublesome bearers of Ice-Type moves e.g. Weavile, Thundurus, and Mega Manetric. Landorus-T provides a slow U-turn, which will help you to safely introduce fragile members of the team into battle. Landorus-T makes an excellent bird check. Latios compliments this team by countering Charizard-Y, as well as dangerous water types e.g. Volcanion and Keldeo.
______________

hippowdon.png
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excadrill.png
[Replace Starmie]
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Hippowdon makea an excellent check to Bird Spam, as well as Bisharp. It's access to Sand Stream benefits Excadrill, who partners well with it. Hippowdon provides Stealth Rock, and allows Excadrill to sweep weakens teams. Since Hippowdon is bulky, it can counter many threats, including Gengar and M-Diancie.
.........

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

This Excadrill set provides rapid spin, so it can completely replace Starmie. With its ability Sand Rush, Excadrill can sweep weakend teams, so it's probably best to save it for last. This core works even better with Rotom-W.
______________

I recommend a different set on Scizor, as it's speed isn't the best. The move-set your using is also unorthodox. If you decide on keeping Starmie, the I recommend an offensive set, this partners well with Choice Band Scizor (however, I feel that the team needs something to check the Lati-Twins, as they trouble your team a lot. By spamming Draco Meteor and switching out, both Dragons can potentially sweep your entire team. They are also known to carry Hidden power Fire):

starmie.png
+
scizor.png

Starmie @ Life Orb
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump / Surf
- Ice Beam
- Thunderbolt
- Rapid Spin

This Starmie partners well with both Scizor, as well as Mega Charizard-X. It's access to the BoltBeam combo (Thunderbolt and Ice Beam), makes it a threat to all hazard removers. Thanks to its ability, Starmie can effectively KO every hazard remover in the same, upon switch in!
.........

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

This set is great for it's raw power, and it partners well with Starmie because it can break a variety of walls e.g. Chansey, Tyranitar, Weavile. Although your Choice set performs similar feats, this sets power can pressure many defensive Pokemon, especially when they receive a U-Turn. That said, your Choice Scarf maybe unorthodox, but it's surprisingly useful and very smart. Most players may recommend this set, and I do too. However, I also love your Choice Scarf set :)

Note: This sets power is incredibly overwhelming. It has the weaken or even KO popular steel types, such as Ferrothorn. It's U-Turn hurts Mega Venusaur when it switches in. Doing this risk as Venusaur are known to hold Hidden Power Fire.
.........

or

Scizor @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Pursuit
- Bullet Punch
- Superpower

I like your intuitiveness. After a closer look at Choice Scarf Scizor, I found that it's surprisingly useful! So well done for noticing that. This set is superior for its ability to pursuit trap fleeing ghost and psychic type Pokemon e.g. Alakazam, Celebi, and even the Lati-twins. What I love about the Choice Scarf set is that it can surprise kill the Lati-Twins, even if they have HP Fire! I replaced Knock Off with Superpower because without a Choice Band, Knock Off isn't as powerful (so it isn't worth it). The use of Superpower allows Scizor to get past

Note: Here's a useful tip to keep in mind when battling, this Choice Scarf set out speeds base 120 Pokemon. This means, Scizor is roughly running at base 122!

To conclude, a major congratulations on creating the team. It's both interesting and threatening at the same time. By assessing this team, I'm inspired to try a Choice Scarf Scizor in the future. Congratulations again, and best of luck with the team :)
 
Last edited:
Hello Anime_Fan. I came from Nu Yrk City to reply to your post. So here's my view on your sets, along with some questions.


Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Roost
- Dragon Dance
- Flare Blitz
- Dragon Claw



I'm actually very interested in this set. I wanted more bulk on X before. But I was worried of getting outsped by Scarfed Lando-T, as it might be just me but he seems to be a very common scarfer. I've also seen one or two scarfed Mammos, but I was not too worried about him as he's not as common and even this set out speeds even a Jolly Scarfed Mammo with one DD boost. If this goes as well as I hope, then this might be my new standard set for MegaZard X.



Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Mach Punch / Thunder Punch (Mach Punch is for priority, Thunder Punch is for Stall Breaking)
- Drain Punch
- Ice Punch
- Poison Jab

This looks like a very interesting concept for Conkeldurr, as I don't think I've seen a Conkeldurr set bringing speed to the table. I would've never thought there'd be any benefit towards giving him even 4 Spe EVs, other than maybe outspeeding an opposing Conkeldurr maybe. But, you've actually brought up some interesting points, and i think I can definitely see the benefits of this set.



Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave / Will-O-Wisp
- Pain Split



or


Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge




Is this what you meant? I'm asking because you mention Sand Rush Excadrill like it should be paired up with Hippowdon, and how this core works best with Rotom-W. Just wanna clear confusion, as I can't seem to learn for myself. *Hits himself in confusion for a 3rd time.*



hippowdon.png
+
excadrill.png



I will be honest, I think I'd rather just replace Starmie entirely, as for me atleast, it's never really done too much for the team other than clear up rocks.

Also kinda off topic, but I find it funny that you brought up this Hippo and Mole core as I was making a Sand Bulky Offense Team for Mega Garchomp. Really think this Mega can have some potential.



Scizor @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Pursuit
- Bullet Punch
- Superpower



Not sure why I didn't think of Superpower. But, I'm glad I was able to inspire someone to see the benefits of my Scarfed Scizor. To add though, I think it's good how it can leave a false sense of security. Magnezone and the before mentioned Serperior are some good examples of this. Typically a Magnezone has speed investments going for it, while most people just run 248 HP and Atk and no speed EVs, so you would think Magnezone got an easy kill as we're not able to switch out due to Magnetic Pull and he's packing HP Fire, and so does Serperior and is I think like the third fastest starter Mon. But this Scizor is Scarfed, so Scizor can just Superpower the Magnezone, or use a stab U-turn on the Serperior, as not even a Timid Natured one can outspeed without any kind of prior speed boost itself. I'm sorry, idc if your Serperior has 56 in HP, even if Scizor does not OHKO you, you're going on the brink of death to where someone else can just easily pick you off. This thing does not give a damn about yo HP Fire! I felt it had much potential, and now I can have people see why. I also thought typing wise, he just was a better fitted Scarfer for Charizard as they both covered each other's weaknesses.


Overall, I think these changes will help me out even more and even give me some possibly even personal standard sets for my taste in builds. And if someone's having trouble finding a good Scarfer and everyone is just Recommending the typical Scarfed Lando-T set, maybe give this guy a mention. With him out speeding many of the the current OU meta game threats, including a Timid Tornadus-T and Mega Pidgeot, and only having a weakness to Fire, I think he can be a potential new common Scarfer with the right team mates, the right moves, and most importantly, the right plays. Thank you for taking the time to read this thread.
 
Hello Anime_Fan. I came from Nu Yrk City to reply to your post. So here's my view on your sets, along with some questions.


Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Roost
- Dragon Dance
- Flare Blitz
- Dragon Claw



I'm actually very interested in this set. I wanted more bulk on X before. But I was worried of getting outsped by Scarfed Lando-T, as it might be just me but he seems to be a very common scarfer. I've also seen one or two scarfed Mammos, but I was not too worried about him as he's not as common and even this set out speeds even a Jolly Scarfed Mammo with one DD boost. If this goes as well as I hope, then this might be my new standard set for MegaZard X.



Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Mach Punch / Thunder Punch (Mach Punch is for priority, Thunder Punch is for Stall Breaking)
- Drain Punch
- Ice Punch
- Poison Jab

This looks like a very interesting concept for Conkeldurr, as I don't think I've seen a Conkeldurr set bringing speed to the table. I would've never thought there'd be any benefit towards giving him even 4 Spe EVs, other than maybe outspeeding an opposing Conkeldurr maybe. But, you've actually brought up some interesting points, and i think I can definitely see the benefits of this set.


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Thunder Wave / Will-O-Wisp
- Pain Split

or


Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Is this what you meant? I'm asking because you mention Sand Rush Excadrill like it should be paired up with Hippowdon, and how this core works best with Rotom-W. Just wanna clear confusion, as I can't seem to learn for myself. *Hits himself in confusion for a 3rd time.*



hippowdon.png
+
excadrill.png



I will be honest, I think I'd rather just replace Starmie entirely, as for me atleast, it's never really done too much for the team other than clear up rocks.

Also kinda off topic, but I find it funny that you brought up this Hippo and Mole core as I was making a Sand Bulky Offense Team for Mega Garchomp. Really think this Mega can have some potential.



Scizor @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Pursuit
- Bullet Punch
- Superpower

Not sure why I didn't think of Superpower. But, I'm glad I was able to inspire someone to see the benefits of my Scarfed Scizor. To add though, I think it's good how it can leave a false sense of security. Magnezone and the before mentioned Serperior are some good examples of this. Typically a Magnezone has speed investments going for it, while most people just run 248 HP and Atk and no speed EVs, so you would think Magnezone got an easy kill as we're not able to switch out due to Magnetic Pull and he's packing HP Fire, and so does Serperior and is I think like the third fastest starter Mon. But this Scizor is Scarfed, so Scizor can just Superpower the Magnezone, or use a stab U-turn on the Serperior, as not even a Timid Natured one can outspeed without any kind of prior speed boost itself. I'm sorry, idc if your Serperior has 56 in HP, even if Scizor does not OHKO you, you're going on the brink of death to where someone else can just easily pick you off. This thing does not give a damn about yo HP Fire! I felt it had much potential, and now I can have people see why. I also thought typing wise, he just was a better fitted Scarfer for Charizard as they both covered each other's weaknesses.


Overall, I think these changes will help me out even more and even give me some possibly even personal standard sets for my taste in builds. And if someone's having trouble finding a good Scarfer and everyone is just Recommending the typical Scarfed Lando-T set, maybe give this guy a mention. With him out speeding many of the the current OU meta game threats, including a Timid Tornadus-T and Mega Pidgeot, and only having a weakness to Fire, I think he can be a potential new common Scarfer with the right team mates, the right moves, and most importantly, the right plays. Thank you for taking the time to read this thread.

LOL, no problem, I enjoyed reading your thread. It's very unorthodox but it works, and that's what makes it very interesting in my opinion :)

To answer your questions:
images

Yup! After 1 Dragon Dance-boost, Mega Charizard-X out speeds Choice Scarf Landorus-T (even with a Jolly nature).
To be specific, Mega Charizard-X out-speed Landorus-T by 1.5 points, it also has a small chance to 1HKO Scarf Landorus-T, without an attack boost.​

No Stealth Rock
220 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 4 Def Landorus-T: 271-319 (84.9 - 100%) -- 6.3% chance to OHKO

With Stealth Rocks
220 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 4 Def Landorus-T: 271-319 (84.9 - 100%) -- 81.3% chance to OHKO after Stealth Rock

534.png

LOL, I know right? You'd be surprised how many useful Pokemon sets and cores get ignored. I personally wish players should be more intuitive, and try new sets. The Charizard-X and Lure Conkeldurr core is an old set that was forgotten by smogon. I made a team about them a few weeks ago, here.

rotom-wash.png

Ah, my apologies for the confused (lol). I didn't explain why Rotom W suits the team. Ahem, since Hippowdon has issues taking Water and Ice-type attacks, Rotom-W can easily switch into these attacks for it. Rotom-W also has access to Volt Switch, this will enable it to safely introduce its teammates into a battle. Rotom-W, however, is vulnerable to Electric attacks because it doesn't resist it. Hippowdon tackle most electric types (barring the ones with Grass Knot) and threaten then with Earthquake or Stone Edge! Here are some sets that work well with Hippowdon, I included Thunder Wave in 2/3 of the sets in order to cripple and deter Serperior and Surf, Latios. This is because they threaten the core. Your teammates can KO them (Scizor), so it's not a problem.

excadrill.png

LOL, Starmie isn't a bad option. With the set I provide before, it should be able to pull it's own weight i.e. it handle Serperior, Thundurus, and Latios. These are major threats that could potentially sweep the team. By the way, I also make a team with Mega Garchomp. It's both powerful and useful, but unfortunately most players aren't creative enough to use it correctly. In my team, I used a mix-attacker set. Everyone told me it wasn't a good idea, and that I should use the boring, non-mega Garchomp set (with Life Orb) because its has superior power and speed. However, since most smogon-players aren't creative, they often stick to the average sets. This made me determined to use Mega Garchomp, and it worked! Mega Garchomp was very useful for my Sand Storm team. I've placed the team for assessment many times on Pokemon Showdown's RMT, but no one can find a big flaw with the team. They often rambling on about using Stone-Edge, Substitute or Sword Dance for my mixed Mega Garchomp. Some said I should use the non-mega Garchomp (with Life Orb), and use an other Mega. In the end, the team worked, and it only came down to what people preferred. Point is, don't be shy to try new things and unpopular Pokemon in the OU tier. Here is my Mega Garchomp team. The reason it works is because I used M-Garchmop to weaken the common defensive counters to Excadrill e.g. Landorus-T, Hippowdon, Gliscor, Rotom-W etc. When those threats were weak enough, Excadrill swept xD I replace Volcanion with Stall Breaker Manaphy, who was ideal for breaking the walls Garchomp could not e.g. Mew, Chansey etc.

Here's a clip showing off how I used Mega-Garchomp and Excadrill to beat teams: http://replay.pokemonshowdown.com/ou-376965800

scizor.png

Yup, I couldn't agree more. Choice Scarf Scizor is definately viable with the right strategy and plays. This applies to many Pokemon, and can be seen with my example of mixed Mega Garchmop. Thanks for the chat Spiderp-Man, it was fun :)​
 
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