ORAS OU Mega Zard X + Azu + Ferro

Sup guys!
Recently i've been trying a FWG core featuring Mega Charizard X and i decided to post a RMT about it. The team carried me around ~1450 Elo in the OU ladder, but it seems i can't manage to go further than this. I already received some suggestions that could make it better, but after some games i understood i didn't feel comfortable with the new version, so i decided to post it there.
Now, onto the team!

AT A GLANCE:

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TEAMBUILDING PROCESS:

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I decided to build around 3 mons with a perfect synergy: Zard X, Azu and Ferro. Other than a good FWG core, they provide also a DFS core (Dragon/Fairy/Steel).
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I needed a good Stallbreaker and something with a good synergy with my team as well, so i added Heatran as it's able to fit both these roles.
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Hazard removal is crucial for Zard X as it can't sweep at its full capabilities if weakened by Stealth Rock, so i put in Zapdos for obvious reasons. I used it instead of Latios as it formes a nice Volt-Turn core with the last member of my team, Jirachi.
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If Zard doesn't manage to get DD on my team is relatively slow, so opponents like Lopunny or Kyu-B may be troublesome. Scarf Jirachi is able to stop them, so it's a must-have.

DETAILED DESCRIPTION:
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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 148 HP / 144 Atk / 216 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Roost
- Dragon Claw

Here's the main member of my team: Mega Zard X. 216 Evs and Jolly nature to outspeed troublesome stuff like LO Kyurem-B, wich is quite annoying if Jirachi is down. The rest is invested into both HP, as Zard is not exactly the bulkiest pokemon in the meta, and Atk. Dragon Dance is there to set up because this pokémon at +1 in both Attack and Speed is truly frightening, once all the possible threats are down if it manages to set up the opponent can click "x". Roost provides some recovery, i decided to go with this over Earthquake to soften up the recoil from Flare Blitz. Dragon Claw is good with Tough Claws and has STAB, as well as Flare Blitz.

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Azu is my trusted Physical Wallbreaker, and the second member of the core. It's born to be fat, so some Evs are put in HP to make it survive more during the battle, while the rest is invested ofc in Attack and Speed. Adamant nature to make good use of Huge Power and a completely normal Banded set. Waterfall is a powerful STAB as well as Play Rough. Aqua Jet gives priority (another thing that this team lacks) and Knock Off gets rid of opponent's items.

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Thunder Wave

The last member of the core is Ferrothorn. I love it as it can stop entire teams alone thanks to Leech Seed and TWave, other than its amazing Bulk and Ability ofc. Everything is put into its Bulk, to receive all kind of attack reacting the same way. Relaxed nature for a higher Defense and Lefties to get turn-by-turn recovery. Spikes sets Hazards on the field, Leech Seed allows Ferro to get more recovery and slowly wear down its opponents. I put Power Whip > Gyro Ball so that Ferro can deal more easily with stuff like Rotom-W or Suicune. Thunder Wave is nice to counter some fast stuff like Weavile, Keldeo (if it's not a Choice Specs set) and other things if i can predict the switch in (like Lopunny or Zard X-Y).

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Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Roar
- Taunt
- Stealth Rock

Here comes dat boi Stallbreaker. Heatran mantains a good synergy with this team and is quite good to beat Stall. It covers multiple roles, as it Roars away Set Ups and sets rocks on the field. The Evs are set to ensure a good stallbreaking, so max Speed and max HP. Air Balloon allows it to survive stuff like Lando-T or Chomp if used as a lead, and use Taunt to prevent Hazards (as normally Lando-T and Tankchomp are used as lead). Lava Plume is a powerful STAB, and can burn Physical Attackers. Roar gets rid of annoying set ups and Taunt stops any non-damaging move. Stealth Rock helps weaken the oppoent's team.

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Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Volt Switch
- Heat Wave

My defogger/Bisharp, Breloom and Ferrothorn's check. As i said i decided Zapdos > Latios for the Volt-Turn core with Jirachi and to gain momentum. It's also a wonderful answer to Bisharp and Breloom, as it outspeed both with 108 Evs in Speed. The rest is put into HP and 152 for a good Special Bulk (supported by Calm Nature), its SpA is good enough even without Evs. Leftovers for turn-by-turn recovery. Roost keeps Zap healthy, Defog clears Hazards. Volt Switch for the core and momentum and Heat Wave to hit the previously mentioned threats.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Zen Headbutt
- Iron Head
- U-turn
- Healing Wish

The last member of my team and haxlord. It doesn't need much explanations, brings down everything the others normally can't bring down (looking at you, Mega Lopunny/Keldeo). Standard Scarfed set with max Atk and Spe, with Jolly nature. Zen Headbutt and Iron Head makes use of Serene Grace and make opponents ragequit. With them and the power of Hax Jirachi can clutch out wins even against opponents with a strong adavantage on the type chart. U-turn completes the Volt-Turn core and gain momentum, while Healing Wish is used to give a second chance to Zard or other members of my team.

MOST DANGEROUS THREATS:
Mega Lopunny/Medicham - If Jirachi is down and Zard doesn't have any opportunity to set up, i'm doomed
Belly Drum Azumarill - If i can't manage to predict the Belly Drum, this team doesn't have anything able to successfully stop Azu
Stall ft. Mega Sableye with Foul Play - Zard can't set up on it and Sableye can absorb either Flare Blitz or Dragon Claw all day, so i don't have anything to counter it
Mega Manectric - Zard is my only reliable answer, against the other fast Electric Types Ferrothorn can handle it

IMPORTABLE:

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 148 HP / 144 Atk / 216 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Roost
- Dragon Claw

Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Thunder Wave

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Roar
- Taunt
- Stealth Rock

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Volt Switch
- Heat Wave

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Zen Headbutt
- Iron Head
- U-turn
- Healing Wish

That's all, hope to get some replies as i'd like to go further with this team and i need some help with it.
I'll add some replays as soon as i can!
 
1. Change zen headbutt to heart stamp on jirachi. Better accuracy, but more importantly the chance to flinch with Serene Grace goes from 40% to 60%. The difference can be crucial if your strategy ever needs to be "pray like hell and just flinch everything"

2. You mentioned you struggle with stall, so I would change your heatran set to a full magma storm stallbreaker. Put rocks on ferrothorn, and use heatran to trap chanseys and the like.

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 148 HP / 144 Atk / 216 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Roost
- Dragon Claw

Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Thunder Wave

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Taunt
- Toxic

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Roost
- Defog
- Volt Switch
- Heat Wave

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Heart Stamp
- Iron Head
- U-turn
- Healing Wish
 
Another Option that could check Mega-Lopunny, Mega-Medicham, and give a better matchup against Mega-Sableye Stall would be to run Unaware Clefable > Heatran.
Unaware Clef gives you the ability to still Set rocks if you want both Spikes and Rocks on your team, as well as ignoring MSableye's Calm Mind Setups and avoiding the 2HKO From Mega-Lopunny's and gives a 50/50 chance of avoiding the 2HKO from MegaCham and hits them both back with a super effective Moonblast. Clef also ignores the stat boosts from a belly drum Azumarill.

252 Atk Mega Lopunny Return vs. 248 HP / 252+ Def Clefable: 153-180 (38.9 - 45.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Pure Power Mega Medicham Zen Headbutt vs. 248 HP / 252+ Def Clefable: 192-226 (48.8 - 57.5%) -- 50% chance to 2HKO after Leftovers recovery
252+ Atk Huge Power Azumarill Play Rough vs. 248 HP / 252+ Def Unaware Clefable: 157-186 (39.9 - 47.3%) -- guaranteed 3HKO after Leftovers recovery

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Protect
- Wish
- Stealth Rock
 
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