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.
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 @ 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.
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.
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.
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.
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!

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 @ 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.

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.

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.

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.

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!