ORAS OU Mega Charizard X Team Attempt

Hi! This is my Mega Charizard X team attempt. I call this an attempt because I know there must be a lot of improvements that can be made, although it's not too bad. Without further ado, let's begin.


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

The main Pokemon of the team, I'm pretty sure you all know how this works. After a couple of Dragon Dances, Charizard can really punch a hole in the opposing team, gaining STAB benefit with Dragon Claw and Flare Bitz, and the damage is further improved by Tough Claws. Roost is to take off residual damage and to increase longevity for Charizard.


Hippowdon_XY.gif

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Toxic

Hippowdon works very well as a mixed wall and Stealth Rock setter for Charizard to sweep on later. Toxic cripples both offensive threats and bulky defensive Pokemon, generally forcing a switch, not to mention the sandstorm that it creates thanks to Sand Stream, which can also cause some chip damage to other Pokemon. Slack Off helps Hippowdon stay on the battlefield for longer, while Earthquake hits pretty well anything that does not resist it.


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Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Excadrill works really well in conjuction with Hippowdon thanks to Sand Rush. It is the rapid spinner of the team, removing hazards for Charizard to enter safely onto battle and completely ignoring the poison spikes, but it can also work as a sweeper if able thanks to it's huge attack and speed stats. Earthquake and Iron Head are STAB moves, while Rock Slide hits Flying-types such as Mega Pinsir and Talonflame.


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Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Magnet Rise
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Magnezone works also well with Hippowdon, receiving no damage from the sandstorm and taking care of the Flying and Water types that Hippowdon can't hit. Magnet Pull traps Skarmory and Ferrothorn that can cause chip damage with Iron Barbs and Rocky Helmet, and that can set up entry hazards and cause a lot of trouble to my team. Hidden Power Fire is to KO other Steel, Ice and Grass-types that can counter either Excadrill or Hippowdon. Flash Cannon and Thunderbolt are STAB moves that hit pretty decent other Pokemon, while Magnet Pull is to negate those annoying Earthquakes.


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Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Giga Drain
- Substitute

Celebi's main role is to set up a Substitute and then pass it onto Charizard with Baton Pass for a safer sweep. Giga Drain hits pretty well bulky Water and Ground-types such as Azumarill, Hippowdon and Quagsire. Finally, Recover helps Celebi to stay longer and to set up Substitutes whenever it's possible.


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

Azumarill's typing and bulk make it for an excellent teammate for Charizard and Excadrill, taking care of Rock and Fighting-types really well. Play Rough is for other bulky Dragon and Fighting-types, and for Pokemon that boost their attack stat. Aqua Jet is a STAB priority move. Waterfall hits harder than Aqua Jet, and can cause flinching thanks to the Choice Band and the speed EVs. Finally, Knock Off can take care of Pokemon who rely on their items, such as Eviolite Chansey and Leftovers Landorus-T.


What do you think? What can I improve? Should I change any Pokemon?
Suggestions are welcome!
 
Hey, really nice team here however it have some flaws but i'll try to fix them.


I noticed that the team had an problem with Scarf Landorus-T since you are using Zard-X and Celebi which doesn't like respectively Earthquake and U-turn, it will mean that Landorus-T will always have the momentum which isn't a great new. An Rocky helmet, Rough Skin or Iron barbs users would be very good since it can punish him from spamming U-turn, i can suggest using Garchomp > Hippowdon, Garchomp will still work as an stealth rock and as an decent check to many physical attackers, Rocky Helmet + Rough Skin ruin Scarf Lando-T day. Stone Edge should be used to beat Talonflame and Charizard-Y but you can use Fire Blast aswell. Spread is used to outspeed Jolly Breloom/Bisharp.


With this change, you will don't have anymore an sand streamer for your team which is very important for Excadrill, i noticed that Magnezone was pretty useless on the team since its used most of time to trapkill Scizor, Skarmory and Ferrothorn in order to clean the path for an sweeper which is countered by them like M-Altaria, but you are using Zard-X which is an natural counter to them so Magnezone is definitvely useless on the team, replace it with Tyranitar, Tyranitar will work as an sand streamer and as an better way to deal with Lati twins than Magnezone + Azumarill, the Scarf set look like good since it allow you to have an secondary revenge killer, it will allow you also to trapkill Gengar, which is a plus since this dude hurt balanced team without the right check to it.


Why using Knock Off on Azumarill with the Choice Band ? just use Superpower : Superpower will allow you to KO Ferrothorn for exemple and it have an better utility in general.

garchomp.gif


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast / Stone Edge

azumarill.gif


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


tyranitar.gif


Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly / Hasty Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower / Ice Beam

Changes in short :

Hippowdon >>> Garchomp
Magnezone >>> Tyranitar
Azumarill (Set)

Hope i helped.
 
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