Charizard X + Focus Sash Serperior
So this core assumes you already have some sort of decent hazard control - which any Zard team should do. Serperior provides great pressure on things Zard doesn't like (Rotom-W, TTar, Mega Diancie, Latios after a boost, defensive Lando-T to an extent), it can switch into Rock and Ground attacks aimed at Zard and use them as set up, and most crucially is more or less a lure for Heatran with HP Ground as the most common Serp sets running HP Fire - which you don't really need here as Zard readily threatens Scizor and Ferrothorn, freeing Zard to run the desirable Roost over EQ. Sash capitalises on your hazard control, and with Glare you have a surprise one time check to any non-electric type late game (particularly things like Sand Rush Excadrill) - allowing Zard to come in and easily revenge with a meaty Flare Blitz. Further, a Sash somewhat negates the need to run LO, as in situations where you need LO (SpDef bulky Heatran for example), it gives you that extra hit and also can be used to get through common checks (Weavile for example).
Zard X in turn as mentioned handles those x4 Fire-weak types and non-Ground weak steels like Skarmory, can set up on things like Mega Mannectric which out-speeds Serp once mega evolved, and is just a general power house that is incredibly hard to switch into. I think what surprised me the most is learning that after a single Dragon Dance Flare Blitz OHKOes Scarf Lando-T after rocks, if that's not a testament to its face melting power I don't know what is. I much prefer Roost to EQ, you don't get any mind games with Bisharp and Sucker Punch and given a slight chance by the opponent it's not hard to squeak a Roost in. After switching into rocks enough, many of the mentioned checks/counters will also fall with not much trouble.
Things to watch are for are priority T-Wavers and Mega Lopunny, who will break Serp's sash with Fake Out. Strong priority is an issue, but at the very least Serp can Glare users in the first place. The IVs on Serp are for HP Ground. I heard that Hidden Power needs a remainder of 2 or 3 when divided by 4 to have one of the elements contributing to base power equation active, for some reason Showdown now auto sets this at 0 or 1 if you're not running an physical move depending on the Hidden Power. If I'm being crazy here, correct me, but otherwise it's best to set it manually.


So this core assumes you already have some sort of decent hazard control - which any Zard team should do. Serperior provides great pressure on things Zard doesn't like (Rotom-W, TTar, Mega Diancie, Latios after a boost, defensive Lando-T to an extent), it can switch into Rock and Ground attacks aimed at Zard and use them as set up, and most crucially is more or less a lure for Heatran with HP Ground as the most common Serp sets running HP Fire - which you don't really need here as Zard readily threatens Scizor and Ferrothorn, freeing Zard to run the desirable Roost over EQ. Sash capitalises on your hazard control, and with Glare you have a surprise one time check to any non-electric type late game (particularly things like Sand Rush Excadrill) - allowing Zard to come in and easily revenge with a meaty Flare Blitz. Further, a Sash somewhat negates the need to run LO, as in situations where you need LO (SpDef bulky Heatran for example), it gives you that extra hit and also can be used to get through common checks (Weavile for example).
Zard X in turn as mentioned handles those x4 Fire-weak types and non-Ground weak steels like Skarmory, can set up on things like Mega Mannectric which out-speeds Serp once mega evolved, and is just a general power house that is incredibly hard to switch into. I think what surprised me the most is learning that after a single Dragon Dance Flare Blitz OHKOes Scarf Lando-T after rocks, if that's not a testament to its face melting power I don't know what is. I much prefer Roost to EQ, you don't get any mind games with Bisharp and Sucker Punch and given a slight chance by the opponent it's not hard to squeak a Roost in. After switching into rocks enough, many of the mentioned checks/counters will also fall with not much trouble.
Things to watch are for are priority T-Wavers and Mega Lopunny, who will break Serp's sash with Fake Out. Strong priority is an issue, but at the very least Serp can Glare users in the first place. The IVs on Serp are for HP Ground. I heard that Hidden Power needs a remainder of 2 or 3 when divided by 4 to have one of the elements contributing to base power equation active, for some reason Showdown now auto sets this at 0 or 1 if you're not running an physical move depending on the Hidden Power. If I'm being crazy here, correct me, but otherwise it's best to set it manually.
Serperior @ Focus Sash
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Glare
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Glare
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost