ORAS OU Mmmm...Zard-X hungry...

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BEHOLD THE POWER
http://replay.pokemonshowdown.com/ou-242425327
Hello everyone! This is my second RMT and it comes not too long after the first. This is a balanced team built around Zard-X. Not DD, Will-o Zard or even SD Zard, but Bellyzard! Yep, Belly Drum Charizard. Let's get into the teambuilding process.


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This team is based around Belly Drum Zard-X, a powerful but rather situational sweeper. Looking through the "Checks and Counters" section of the Zard analysis, I saw that a lot of the mons that counter it are beat/crippled by Rotom-W. Other than having good synergy with Zard, Rotom-W also serves as a great pivot, counter to birdspam, and forms 2/3rds of a FWG core.

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Zard needs lots of hazard support, especially this variant. I decided to go with Specially defensive Excadrill because it seemed to have good synergy with Rotom, cover many of its weaknesses. It also forms 2/3rds of a FSD core alongside Zard.

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My mentality here was to finish off the FWG and FSD cores while covering as many threats as possible. Unaware Clefable stops many set up sweepers and Fighting mons that gave the initial three trouble. Ferro helped against the water types that caused havoc on this team and gave my team more hazard support along with it.

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The Current
Version

Torn-T serves as a blanket check to many of the things that this team seemed still weak to, as well as forming a Volturn core with Rotom.


INTO THE BELLY OF THE BEAST


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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Belly Drum
- Flame Charge
- Dragon Claw
- Roost
The star of the show, BD Zard. This thing eats things alive. It's scary how hard it is for something to even stomach a resisted hit. This thing 2HKOes azu with Flame Charge and has a chance to OHKO Defensive Heatran at +6(offensive variants are OHKOed). The hard part is getting a chance to BD. There are so many things standing in the way. Prankster T-waves, fast mons, Stealth Rocks, taunt, etc. That's why this Zard mostly serves as a win condition and an occasional switch in to things it resists thanks to Roost. On to the set: BD is its main purpose and has somewhat of a surprise factor going for it, Flame Charge is to compact a speed boost and fire STAB on the same slot(at +6 it does almost as much as a +2 Flare Blitz. Sounds weak but +2 Flare Blitz hurts like hell), Dragon Claw is its main attack, and Roost is crucial to keep it healthy.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-W is a great pivot and has good synergy with the team. It is able to keep physical attackers at bay and gives a lot of Zard-X's checks and counters trouble. Volt Switch helps generate momentum, Hydro pump is a powerful STAB attack that hits thing like Lando-T and hippowdon, Will-O-Wisp cripples physical attackers and helps wear down bulky megas that are unable to hold leftovers, and Pain Split works as situational recovery that can bop things with higher HP as well.

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Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

Long-lasting effective hazard support. Try to spinblock this Gengar. I guess M-Sab is still trouble, but I have Clefable for that. Specially Defensive Exca can wall a lot of things, and last long enough to keep hazards up on the opponent's side of the field and off mine. Earthquake is a powerful STAB move and works well alongside Mold Breaker to hit Levitating mons, Iron Head deals a lot of damage to Fairies, Rapid Spin keeps hazards away while keeping mine on the field, and Stealth Rock support to get some extra damage while being unblockable thanks to Mold Breaker.

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Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Thunder Wave

Clefable puts a dead stop on a lot of set up mons and cripples them with T-wave. It also helps out Excadrill by taking out M-Sab. Moonblast for STAB, Wish+Protect combo to get a little extra Leftovers recovery and for team support and scouting, and T-Wave to cripple fast attackers.
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Should've picked a smaller sprite. That empty space above Ferro is killing me.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Power Whip
- Protect

Ferrothorn completes a core while providing more hazard support. It also functions as a blanket check to a lot of dangerous mons. Spikes is for hazard support and appreciates Rapid Spin not taking them away, Leech Seed is for recovery and residual damage, Power Whip for bopping things like water types and T-tar, and protect to scout and to help with Leech Seed and Leftovers recovery.

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Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

AV Torn-T is yet another blanket check for this team. It also makes a neat little VoltTurn core alongside Rotom. Hurricane for STAB, Heat Wave over Focus Blast because is hits M-Metagross, Knock off hurts item dependant mons and U-turn for generating momentum.


SCARY THINGS

So far, Fairies with coverage moves(Gardivoir, Clef, etc.) have given me a little trouble. More testing is being conducted.

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Talonflame is able to burn the steel types that resist its Flying STAB.

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Belly Drum
- Flame Charge
- Dragon Claw
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Iron Head
- Rapid Spin
- Stealth Rock

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 172 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Thunder Wave

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

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Replays:

Kind of a failed Charizard sweep. Stupid misclicks...
http://replay.pokemonshowdown.com/ou-242456694
Thanks for reading! If you like the team feel free to use it. If you can please leave a suggestion. n_n
 
Last edited:
Just one quick suggestion, I don't have much time. I just wanna say, have you considered that Unaware Clefable pretty much kills Zard X. So does Quagsire and they are still used in OU (sometimes). Zard X needs Earthquake and you should use Flare Blitz. I'm just suggesting at 50%, Zard X pretty stuffed and then Clefable can OHKO. I'm also adding that Clefable is an a terror if you lose Excadrill (with Flamethrower it is even worse). Mega Altaria also wreaks havoc on this team

EDIT: Ferrothorn's sprite can be found here (http://play.pokemonshowdown.com/sprites/xyani/ferrothorn.gif)

EDIT 2: Give Ferro Gyro Ball and 0 Spe IVs to power up its hit
 
Just one quick suggestion, I don't have much time. I just wanna say, have you considered that Unaware Clefable pretty much kills Zard X. So does Quagsire and they are still used in OU (sometimes). Zard X needs Earthquake and you should use Flare Blitz. I'm just suggesting at 50%, Zard X pretty stuffed and then Clefable can OHKO. I'm also adding that Clefable is an a terror if you lose Excadrill (with Flamethrower it is even worse). Mega Altaria also wreaks havoc on this team

EDIT: Ferrothorn's sprite can be found here (http://play.pokemonshowdown.com/sprites/xyani/ferrothorn.gif)

EDIT 2: Give Ferro Gyro Ball and 0 Spe IVs to power up its hit

Quagsire is walled and burned by Rotom and M-Altaria is stopped by Clefable. I agree that Clefable is a problem, but I have Torn-T as a soft check and my own Clefable to weaken it down. Ferrothorn uses Power Whip to hit many bulky waters for my team and I don't want to lost that. Finally, Bellyzard is kind of pressed for moveslots and losing Flame charge means it may not have enough speed to sweep.
 
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