ORAS OU Mega Charizard X Offense

Introduction
Hey everyone, and welcome to my newest RMT, this time it's an Offensive team based around Mega Charizard X, one of the biggest threats in the current metagame. This is the team I've been laddering with, and while I find it to be very fun to use (even though it's really standard), I think that there can definitely be some changes to make it better. But anyways, here's the team!

The Team at a Glance

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Teambuilding Process:
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So of course, I started with Mega Charizard X, the mon that the team was built around. It's my primary wincon, and while it's certainly one of the best Dragon Dancers in the current meta, it's still troubled by the same mons it was in XY, namely bulky Ground and Water types, and the transition to ORAS brought many more mons that trouble Zard X, such as Mega Diancie, Mega Altaria and Mega Slowbro.
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Serperior is one of the best partners to Zard X, being able to set up on and beat the majority of its counters, such as Hippowdon and (Mega)Slowbro. However, Mega Altaria is still a huge problem to this core, since it doesn't take much from any of their attacks and can easily set up a DD in their face.
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Starmie was added next to get rid of hazards, which is pretty much a necessity for any team using Charizard. I chose the Life Orb set because I wanted as much damage as possible, and it also gave me something that could actually hit MAlts for SE damage.
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Generic TankChomp was added to set up rocks, while also being able to deal with a lot of standard threats such as Mega Lopunny, Mega Metagross, Talonflame, etc. Chomp is one of the best SR users on Offense right now tbh, and there's very little reason not to use it.
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Thundurus came next as an emergency answer so I could cripple the things that can actually get past Chomp, such as opposing Zard X and MAlts, who could sweep the team after just 1 DD. Also deals with Mega Pinsir, who could cause the team some trouble.
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After realizing that Sand Rush Exca, RP Mega Diancie and Weavile could all rip my team to shreds, I added in Azumarill to check them.

The Team in Depth

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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 4 Def / 252 Atk / 252 Spe
Jolly Nature
-Dragon Dance
-Flare Blitz
-Dragon Claw
-Roost


Here we have the star of the team, Mega Charizard X. This thing's monstrous attack, great ability, and fantastic typing and dual STABs make him one of the most dangerous sweepers in the entire tier. This is its most common and arguably most effective moveset. Dragon Dance is a great boosting move and it allows Charizard to sweep many teams after just 1 DD. Dragon Claw is the Dragon STAB of preference, and it's used over Outrage mostly because of fairies. Flare Blitz is an extremely powerful move which deals a lot of damage even when resisted and allows Zard to beat most Steel types easily. Roost is there for longevity, and it also helps Zard set up on mons that don't really threaten it, such as Raikou or Mega Mane.

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Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 252 Spe / 4 SpD
IVs: 1 Atk / 29 HP
Timid Nature
-Leaf Storm
-Dragon Pulse
-Hidden Power Ground
-Giga Drain


After Serperior gained Contrary in ORAS, it became a pretty fantastic mon, being able to dispatch almost every Ground or Water type that trouble Zard X with ease. Leaf Storm is an extremely spammable move, giving Serp a boost in Special Attack every time it is used, while also having pretty good power. Dragon Pulse gives coverage against Dragons (bar Mega Altaria). This set uses Hidden Power Ground over HP Fire to lure and beat Heatran (KOs SpDef variants at +2), which can cause a lot of trouble to Zard X. Giga Drain is used on the last slot to heal the damage LO causes, although Glare is a good option too. HP IV is for a LO number, and minimal attack is to avoid Foul Play and confusion damage.

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 252 Spe / 4 SpD
IVs: 29 HP / 0 Atk
Timid Nature
-Rapid Spin
-Hydro Pump
-Psyshock
-Ice Beam


The other star of the team (pun intended), Starmie serves its usual role as a spinner, and also completes a FWG core. The offensive set is preferred because of the nature of this team, and also because it does a good job at punishing switches thanks to Analytic. Hydro Pump is a powerful Water STAB that deals lots of damage to many things. Psyshock is the preferred Psychic STAB, and it lets Starmie beat CM Keldeo as well as many other Fighting Types. Ice Beam is used over T-Bolt to heavily damage Dragon types, primarily Mega Altaria, which is a pretty huge threat, and Rapid Spin is obviously there to get rid of hazards. IVs are for LO number.

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
-Earthquake
-Dragon Tail
-Stealth Rock
-Fire Blast


Generic TankChomp is one of the most popular sets in the tier, and for good reason. It's probably one of the best rocks setters atm, being able to handle many physical attackers like Talonflame, while also punishing their attacks. EQ is a necessity on any Garchomp, as it hits decently hard even without investment. Dragon Tail is good for phazing out mons that've gained a boost, and also makes them take extra rocks damage. Stealth Rocks is a given, and Fire Blast is used to beat Ferrothorn, who can stop Serperior(because honestly, no one leaves Ferro on Zard X). The EV spread is used to outspeed positive natured base 70 Speed mons like Bisharp or Breloom, with the rest being thrown in HP and Defense to take hits better.

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Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 252 Spe / 4 Def
IVs: 0 Atk
Timid Nature
-Thunder Wave
-Thunderbolt
-Hidden Power Ice
-Focus Blast


Thundurus is used to cripple the mons that could otherwise threaten or even sweep the team. This is Thundy's standard Prankster set. T-Wave is a must, and it helps me cripple a lot of things, which is really useful. Thunderbolt is the STAB move of choice, having good power and dealing lots of damage to pretty much anything that doesn't resist it. HP Ice is used to gain the BoltBeam combo, which has fantastic coverage. Focus Blast is used on the last slot to damage the stuff that doesn't take much from the other attacks, like Tyranitar or Ferrothorn. I'm using Leftovers over Life Orb for more longevity, because I feel like Thundurus gets worn down pretty quickly from SR+LO damage.

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 172 HP / 84 Spe
Adamant Nature
-Waterfall
-Aqua Jet
-Play Rough
-Knock Off


Azumarill was added in the last slot to help me patch up the weaknesses to some common threats to Offense, such as Sand Rush Excadrill and Rock Polish Mega Diancie. I'm using CB because without it, Azu can't KO either of them. Aqua Jet is used to KO the mentioned mons. Waterfall is Azu's most reliable Water STAB and deals a lot of damage to many things. Play Rough is the Fairy STAB and damages things that resist Water, and Knock Off is just a great move. Superpower is an option, but I like having at least 1 Knock Off user on teams.
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Rain Offense: I have to use Thundurus to paralyze most Swift Swimmers. Mega Swampert and Seismitoad are immune, but Serp can deal with them to an extent.
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Agility Mega Ampharos: Extremely uncommon, but can KO everything in my team bar Serperior, which barely does half with unboosted Dragon Pulse.
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Mega Sceptile: Outspeeds everything on the team and is immune to T-Wave. Thundy can live a Dragon Pulse so keeping it healthy is important if I see Mega Scep.

Conclusion:
Well, there's really not much to say. I think that this team can improve, but I'm not too sure about what I can replace without opening up new weaknesses. I hope you enjoyed this RMT and can help me improve my team. As always, all feedback is appreciated. Bye!

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 1 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Giga Drain

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 172 HP / 84 Spe
Adamant Nature
-Waterfall
-Aqua Jet
-Play Rough
-Knock Off
 
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Was going to make some suggestions but KidMagic covered most of what I was going to say. I'm going to have to respectfully disagree with running endure on garchomp though, fire blasts's coverage is just too much to pass up.
 
Hey I've got a few suggestions n_n

Starmie @ Leftovers
Ability: Natural cure
EVs: 248 Hp / 8 SpD / 252 Spe

Timid Nature
- Scald
- Recover
- Reflect Type
- Rapid Spin

  • I feel as if this should be Bulky Reflect Type Starmie. It actually seems to fit your team better in place of Offensive Starmie. It works well with TankChomp as well. If you don't like it you can revert back to Offensive Starmie.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Fire Blast / Endure
- Stealth Rock
  • You could run Endure in place of Fire Blast to force Physical Attackers to take more damage to KO it. 248 HP gives you a Hazard # so you take less when Switching in to Hazards.

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Taunt
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot
  • If Stall is a problem for you you could try out Taunt + Nasty Plot. It allows you to boost up with little problem most of the time to beat Stall.

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 128 HP / 124 Spe
Adamant Nature
-Waterfall
-Aqua Jet
-Play Rough
-Knock Off
  • 124 Spe allows you to outrun Base Scizor so your Aqua Jet goes before its Bullet Punch. The rest were put into a Hazard # in HP.
Hope I helped and have fun!
Hey, thanks for the rate, really appreciate it. I'll definitely try out Bulky Starmie, but I disagree with Taunt+NP Thund, because without T-Wave Mega Altaria can set up on most of my team and beat it after 1 DD. I'll try to see if T-Wave+NP/Taunt can work though.

EDIT: dsm77773, np if you borrow it, that's why the importable is there. And please tell me if you find another threat :]

EDIT 2: Taunt works really well on Thundurus. Bulky Starmie hasn't really pulled its weight and there hasn't really been a situation in which I felt the offensive set couldn't have worked. Will test more to see if I change opinion.
 
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My first though on this team was "wow its exactly my team with a few changes so it doesn't suck". Can I borrow it? I'll ladder with this team, maybe I can find another threat or w/e.
EDIT: When battling with this team I REALLY missed a Scarfer somewhere to deal with faster stuff. Specifically, I found Mega Sceptile a big threat for the team. If Thundy is down or has taken a little prior damage, Mega Sceptile runs over it and starts wrecking the rest of the team. Nothing can switch into this monster. A Scarfer would help, really. Problem is that I'm no experienced player so I don't know what you could replace it for, as all members seem to have a very slolid role on the team's success.
 
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