I'm bad with intros so I'll keep this one short. I've been battling since Gen 5 and ran a sun team there. The gen shift made sun almost unusable so I've switched over to a balanced offense. This is the offensive team that I've been using, and while it's done well I'm still looking to improve it. I've been moving it more towards balanced lately, but I still favor an offensive strategy. So here's my team.
Char (Charizard) (M) @ Charizardite X
Ability: Solar Power/Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Earthquake
Charizard serves as the main sweeper on the team, finishing off teams after his checks and counters have been removed in the mid to late game. The dragon dance set is fairly standard, with earthquake being used to hit Heatran and Tyranitar. He does have some staying issues, owing to the lack of recovery.
Star (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Stealth Rock is the bane of Charizard's existence, so a spinner is absolutely necessary and Starmie fit my needs best. In addition to eliminating Rocks, Starmie also clears out many faster pokemon that would other wise wreck my team. Hydro Pump plus the boltbeam coverage allows Starmie to clear Gliscor, Terrakion, Azumarill and the Forces of Nature Trio. I've been considering adding Psyshock, but I'm not sure what move to replace.
Snuggles (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Protect
Rounding out my FWG core is Ferrothorn. Ferrothorn lays down hazards and works to stall out threats to my team that I can't directly answer. He also lays down hazards and sets up leech seed for hp drain to other team members who could use a little recovery.
Toge (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Dazzling Gleam
- Air Slash
- Thunder Wave
- Roost
Togekiss brings a pair of useful immunities and fills a large hole in my team. With half my team weak to earthquake (that number going up to 2/3 after charizard mega evolves) Togekiss gets free switch ins on predicted earthquakes or earth powers. She also can switch in on enemy dragon types and M-Saurs that Zard-X and Ferrothorn/Starmie draw out. Also para-flinch shennanigans are just fun.
Lucario (M) @ Life Orb/
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Tail
- Extreme Speed
- Ice Punch
Lucario serves as a wall breaker and fairy killer. Iron Tail will instantly bring any fairy not named Azumarill down and Extreme Speed gives me some much needed priority. I'm using Ice Punch over a boosting move to bring down Gliscors, which otherwise counter lucario hard, and with dark type moves being so prevalent its easy to get a justified boost anyway.
Heat (Heatran) (F) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power
Heatran rounds out the team, giving me some special fire power and free switch from Ferrothorn. The air ballon gives me another way around ground type moves. The 4 speed evs give a slight speed advantage over other Heatran, with similar sets. Ancient Power lets me stop Talonflame and M-Pinsir.
Some changes I'm considering are switch Amoongus in for Ferrothorn, since I already have a lot of steel types, and moving Stealth Rock onto Heatran. Theres also the psyshock switch i mentioned on starmie, since M-Saur and Amoongus have been giving me trouble.







Char (Charizard) (M) @ Charizardite X
Ability: Solar Power/Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Earthquake
Charizard serves as the main sweeper on the team, finishing off teams after his checks and counters have been removed in the mid to late game. The dragon dance set is fairly standard, with earthquake being used to hit Heatran and Tyranitar. He does have some staying issues, owing to the lack of recovery.

Star (Starmie) @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Thunderbolt
- Rapid Spin
Stealth Rock is the bane of Charizard's existence, so a spinner is absolutely necessary and Starmie fit my needs best. In addition to eliminating Rocks, Starmie also clears out many faster pokemon that would other wise wreck my team. Hydro Pump plus the boltbeam coverage allows Starmie to clear Gliscor, Terrakion, Azumarill and the Forces of Nature Trio. I've been considering adding Psyshock, but I'm not sure what move to replace.

Snuggles (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Protect
Rounding out my FWG core is Ferrothorn. Ferrothorn lays down hazards and works to stall out threats to my team that I can't directly answer. He also lays down hazards and sets up leech seed for hp drain to other team members who could use a little recovery.

Toge (Togekiss) (F) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Dazzling Gleam
- Air Slash
- Thunder Wave
- Roost
Togekiss brings a pair of useful immunities and fills a large hole in my team. With half my team weak to earthquake (that number going up to 2/3 after charizard mega evolves) Togekiss gets free switch ins on predicted earthquakes or earth powers. She also can switch in on enemy dragon types and M-Saurs that Zard-X and Ferrothorn/Starmie draw out. Also para-flinch shennanigans are just fun.

Lucario (M) @ Life Orb/
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Tail
- Extreme Speed
- Ice Punch
Lucario serves as a wall breaker and fairy killer. Iron Tail will instantly bring any fairy not named Azumarill down and Extreme Speed gives me some much needed priority. I'm using Ice Punch over a boosting move to bring down Gliscors, which otherwise counter lucario hard, and with dark type moves being so prevalent its easy to get a justified boost anyway.

Heat (Heatran) (F) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power
Heatran rounds out the team, giving me some special fire power and free switch from Ferrothorn. The air ballon gives me another way around ground type moves. The 4 speed evs give a slight speed advantage over other Heatran, with similar sets. Ancient Power lets me stop Talonflame and M-Pinsir.
Some changes I'm considering are switch Amoongus in for Ferrothorn, since I already have a lot of steel types, and moving Stealth Rock onto Heatran. Theres also the psyshock switch i mentioned on starmie, since M-Saur and Amoongus have been giving me trouble.