Hi there! This is my third RMT, this time for a team I decided to build around Mega Charizard X. This is because I had been using a Zard Y in my cartridge of Pokemon Y, but never got around to trying out X. Now that I have, it's pretty amazing, but I'm still working out the kinks in my team. Without further ado, the team itself!
To begin with, obviously there was my Mega, Charizard X. I picked this mostly to try it out, since Tough Claws was definitely a good giveaway that it would be an awesome sweeper. The DD set ended up being my favorite, so I stuck with it.
Next, I knew I would need some form of hazard control, and eventually I settled on Scarf Excadrill because of Rapid Spin and some awesome sweeping power. Plus it hurts the Lati twins (unboosted) and Rotom-W for quite a lot.
Rotom handles the ground types who hurt the team so far, such as Landorus-T (particularly if scarf locked into EQ). It also absorbs fire and flying attacks very well from Talonflame.
A full 100 Pokedex entries ahead of Rotom is Reuniclus, who also functions as a mixed wall. It's particularly useful for absorbing status like burns and toxic which can plague this team, as it has Magic Guard. Stats will look weird here, as well as on Rotom, so I'm interested in suggestions.
Ferrothorn absorbs physical and special hits like a champ, and it punishes things like M-Scizor lacking Superpower with Rocky Helmet. Even predictable strategies like Loppuny and Medicham's Fake Out hate this thing. Plus, Lando T again doesn't like this.
Finally, I landed on my last slot. For a while, I didn't know what exactly to wedge in there until I landed on Weavile. I originally used an Expert Belt to keep this team cartridge legal (no duplicate items) but on Showdown I've started using Life Orb. It makes for a devastating lead, even against things like Heatran who it occasionally OHKOs with Low Kick. Even Lando-T gets over excited when it gets the intimidate off, and it stays in - but even with an intimidate, Icicle Crash usually OHKOs.
That's the team so far! I'm looking forward to help.
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Roost
First we start off with a standard offensive Charizard X. Its main purpose is to sweep the late game, utilizing DD for power and speed. Roost helps in case it has to switch into an attack and regain health, or if it comes in on rocks. The remaining attacks have outstanding coverage and threaten all sorts of unboosted Dragons, as well as things like Serperior and Scizor.
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Next up, Excadrill. This is again another offensive sweeping set, which is very standard. Its purpose is to just outspeed things like Mega Lopunny and Mega Manectric and hit hard with EQ. Rapid Spin is there as my form of hazard control, but it has admittedly proved wavering at times. Rock Slide and Iron Head are coverage moves, but sometimes they really do let you Flinch Hax your way to victory. Especially when Iron Head is used on a nice predict like a Lando-T switch in.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-W is a mon that I originally hated, because it was on almost every team I battled with my elementary team. Therefore I set out to find a hard counter to it, but fell short after only finding Serperior and Excadrill to be effective. So, I ended up eventually trying it out to replace the original water type on my team - Azumarill. This ended up being a worthwhile swap imo, as Rotom has proven its strengths to me. Now for the analysis. The moveset is fairly standard, with Hydro Pump and Volt Switch offering up very neat STABs unless the enemy runs, say, Quagsire. WoW demolishes physical switch-ins and can help wither away walls - or mons that rely on recoil-heavy moves to deal their damage. Finally, Pain Split is the only form of recovery outside of Leftovers. Given that it also hurts the enemy, it's a win-win for me. Now, the EVs will probably get bashed pretty hard, but really there wasn't any specific plan to them. I just set them while trying to get them both to be pretty even, that my Rotom might be able to survive physical and special hits. For me, this spread seems pretty effective, but I'd be open to changes in it. 0 IVs is for minimal Foul Play damage. Bold helps this cause.
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind
Reuniclus is another wall mon, though I cannot remember for the life of me where the EV spread came from. I believe it was the Smogon Analysis. Anyway, the set is simple but it often confuses players who have never fought against it. Magic Guard lets it come in safely from all entry hazards, sport extra LO damage for free, and ignore damaging status and Leech Seed. This is badass in terms of what it does to things like non T-Wave Ferrothorn. Recover and Calm Mind allow for some CM boosting to astronomical levels, occasionally acting as a win condition due to this thing's sheer bulk. Psyshock breaks CM wars, hitting things like Magic Guard Clefable super hard. Focus Blast is my favorite, as I can bait in Bisharp and Tyranitar by virtue of typing. On the move after Reuniclus comes in, the enemy switches 'safely' into their Pursuit trapper and BAM - OHKO'd!...when Focus Miss actually hits that is. But when it works, it demolishes.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Thunder Wave
Second to last, we've got Ferrothorn - a veteran from my first competitive team. I think for a while I used to run Gyro Ball on this thing until I realized I liked T-Wave better, to ruin things like M-Scizor that came in for a switch or stayed in for a free SD. Ferrothorn is not only tough to crack, but its Rocky Helmet makes it an incredible nuisance for physical attackers. Mega Lopunny and Medicham can attest to this, what with Fake Out. Scizor too hates when it comes in on Bullet Punch or U-Turn. Power Whip is the only attack, demolishing water types including Quagsire and Swampert. By virtue of typing and Rocky Helmet+Iron Barbs, this completely walls in non-Superpower Azumarill too. Leech Seed is reliable recovery that occasionally induces switches, and Stealth Rock is - well, Stealth Rock.
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
Last but not least there's Weavile. This is a fairly standard set, but it seems to surprise people for some reason. Icicle Crash destroys even things like support Chomp and Lando-T. Lando-T is usually a lead that runs against this thing, and with the Intimidate supporting it, it assumes either I'll switch or they can go; and then Icicle Crash OHKO's. It's a great feeling. Ice Shard is for when you're paralyzed, or going against Breloom. For the latter, this move has won me matches. Knock Off is general Knock Off support, and it hits just about everything pretty hard. Finally, Low Kick is to hit things like Heatran who assume they're safe from it.
That's the team guys! I'd look forward to any kind of help I can get with it, although expect my responses to be a bit mixed in timing. I'll try out any suggestions on Showdown though.
As for a Threatlist, the one biggie I've noticed is Volcarona. If it gets a boost it can power through my whole team barring MegaZard X. So, it leaves me terrified.
Anywho! Thanks!

To begin with, obviously there was my Mega, Charizard X. I picked this mostly to try it out, since Tough Claws was definitely a good giveaway that it would be an awesome sweeper. The DD set ended up being my favorite, so I stuck with it.


Next, I knew I would need some form of hazard control, and eventually I settled on Scarf Excadrill because of Rapid Spin and some awesome sweeping power. Plus it hurts the Lati twins (unboosted) and Rotom-W for quite a lot.



Rotom handles the ground types who hurt the team so far, such as Landorus-T (particularly if scarf locked into EQ). It also absorbs fire and flying attacks very well from Talonflame.




A full 100 Pokedex entries ahead of Rotom is Reuniclus, who also functions as a mixed wall. It's particularly useful for absorbing status like burns and toxic which can plague this team, as it has Magic Guard. Stats will look weird here, as well as on Rotom, so I'm interested in suggestions.





Ferrothorn absorbs physical and special hits like a champ, and it punishes things like M-Scizor lacking Superpower with Rocky Helmet. Even predictable strategies like Loppuny and Medicham's Fake Out hate this thing. Plus, Lando T again doesn't like this.






Finally, I landed on my last slot. For a while, I didn't know what exactly to wedge in there until I landed on Weavile. I originally used an Expert Belt to keep this team cartridge legal (no duplicate items) but on Showdown I've started using Life Orb. It makes for a devastating lead, even against things like Heatran who it occasionally OHKOs with Low Kick. Even Lando-T gets over excited when it gets the intimidate off, and it stays in - but even with an intimidate, Icicle Crash usually OHKOs.
That's the team so far! I'm looking forward to help.

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Roost
First we start off with a standard offensive Charizard X. Its main purpose is to sweep the late game, utilizing DD for power and speed. Roost helps in case it has to switch into an attack and regain health, or if it comes in on rocks. The remaining attacks have outstanding coverage and threaten all sorts of unboosted Dragons, as well as things like Serperior and Scizor.

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Next up, Excadrill. This is again another offensive sweeping set, which is very standard. Its purpose is to just outspeed things like Mega Lopunny and Mega Manectric and hit hard with EQ. Rapid Spin is there as my form of hazard control, but it has admittedly proved wavering at times. Rock Slide and Iron Head are coverage moves, but sometimes they really do let you Flinch Hax your way to victory. Especially when Iron Head is used on a nice predict like a Lando-T switch in.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom-W is a mon that I originally hated, because it was on almost every team I battled with my elementary team. Therefore I set out to find a hard counter to it, but fell short after only finding Serperior and Excadrill to be effective. So, I ended up eventually trying it out to replace the original water type on my team - Azumarill. This ended up being a worthwhile swap imo, as Rotom has proven its strengths to me. Now for the analysis. The moveset is fairly standard, with Hydro Pump and Volt Switch offering up very neat STABs unless the enemy runs, say, Quagsire. WoW demolishes physical switch-ins and can help wither away walls - or mons that rely on recoil-heavy moves to deal their damage. Finally, Pain Split is the only form of recovery outside of Leftovers. Given that it also hurts the enemy, it's a win-win for me. Now, the EVs will probably get bashed pretty hard, but really there wasn't any specific plan to them. I just set them while trying to get them both to be pretty even, that my Rotom might be able to survive physical and special hits. For me, this spread seems pretty effective, but I'd be open to changes in it. 0 IVs is for minimal Foul Play damage. Bold helps this cause.

Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind
Reuniclus is another wall mon, though I cannot remember for the life of me where the EV spread came from. I believe it was the Smogon Analysis. Anyway, the set is simple but it often confuses players who have never fought against it. Magic Guard lets it come in safely from all entry hazards, sport extra LO damage for free, and ignore damaging status and Leech Seed. This is badass in terms of what it does to things like non T-Wave Ferrothorn. Recover and Calm Mind allow for some CM boosting to astronomical levels, occasionally acting as a win condition due to this thing's sheer bulk. Psyshock breaks CM wars, hitting things like Magic Guard Clefable super hard. Focus Blast is my favorite, as I can bait in Bisharp and Tyranitar by virtue of typing. On the move after Reuniclus comes in, the enemy switches 'safely' into their Pursuit trapper and BAM - OHKO'd!...when Focus Miss actually hits that is. But when it works, it demolishes.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Thunder Wave
Second to last, we've got Ferrothorn - a veteran from my first competitive team. I think for a while I used to run Gyro Ball on this thing until I realized I liked T-Wave better, to ruin things like M-Scizor that came in for a switch or stayed in for a free SD. Ferrothorn is not only tough to crack, but its Rocky Helmet makes it an incredible nuisance for physical attackers. Mega Lopunny and Medicham can attest to this, what with Fake Out. Scizor too hates when it comes in on Bullet Punch or U-Turn. Power Whip is the only attack, demolishing water types including Quagsire and Swampert. By virtue of typing and Rocky Helmet+Iron Barbs, this completely walls in non-Superpower Azumarill too. Leech Seed is reliable recovery that occasionally induces switches, and Stealth Rock is - well, Stealth Rock.

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
Last but not least there's Weavile. This is a fairly standard set, but it seems to surprise people for some reason. Icicle Crash destroys even things like support Chomp and Lando-T. Lando-T is usually a lead that runs against this thing, and with the Intimidate supporting it, it assumes either I'll switch or they can go; and then Icicle Crash OHKO's. It's a great feeling. Ice Shard is for when you're paralyzed, or going against Breloom. For the latter, this move has won me matches. Knock Off is general Knock Off support, and it hits just about everything pretty hard. Finally, Low Kick is to hit things like Heatran who assume they're safe from it.
That's the team guys! I'd look forward to any kind of help I can get with it, although expect my responses to be a bit mixed in timing. I'll try out any suggestions on Showdown though.
As for a Threatlist, the one biggie I've noticed is Volcarona. If it gets a boost it can power through my whole team barring MegaZard X. So, it leaves me terrified.
Anywho! Thanks!
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Roost
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Thunder Wave
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Roost
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Recover
- Calm Mind
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Thunder Wave
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Low Kick