Hello everyone, I played gen 4 and 5 but not BW2. I got pokemon x and marveled at charizard renewed usability. I try to make this as much possible to reproduce in game as possible. Not playing BW2 also affects my ability to get mons via pokebank.
My first goal was to make a team that would allow charizard to sweep. While typing-wise I got pretty much everything covered, the synegy is somewhat lacking and pretty much each mon works on his own apart from my two pivots. Even then, it is mostly as being slow voltswitcher allows them to take a hit so the other mons come unscathed. This also makes this team play on autopilot. I'll try to get
Also, I have no real special sponge. I never had any problems with special attacker until now but if I'm likely to sac something so my revenge killers can do their job.
Now onto the team:
The members
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Earthquake
- Flare Blitz
- Dragon Dance
- Dragon Claw
My main goal here while creating this team was to use charizard-x. This set is perhaps the standard DDer with earthquake to take care of aegislash. That said, aegislash is not that much of a nuisance to this team. The lack of recovery, hazards and recoil re taking a toll. Roost is considered but as of now, he does his job pretty well often netting 2+ kos. Most of the time, he will mega-evolve when he enters the fray and will rather try to punch through teams midgame. The set-up gives me the option to do an endgame sweep but he generally doesn't last that long.
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Crunch
He mostly fills my revenge killer role, outspeeding base 100 +1. This one is more of a toss-up. I thought I needed a scarfer and simply took a generic garchomp set slap a scarf on him and call it a day. He carries his weight but he is not the most essential member of this team. Crunch is somewhat of a liability as it lacks any real purpose. I like to stay and use a safe move when i get in. Outrage would allow late game sweep but i dislike the commitment involved with outrage.
Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Trick
- Hydro Pump
- Will-O-Wisp
- Volt Switch
With azumarill and talonflame being unleashed, rotom-w seemed the only reliable answer. I had no real plans on how to use him so i instead went with something generic. Hydro pump is a nice fire and forget stab coupled with choice specs. WoW helps dealing with physical attacker (looking at luke, azumarill and khangaskan). Trick makes a little surprise for either stall or physical mon staying on him. Volt switch is a mixed bag. I find it extremely useful, it helps create momentum, it is a stab, it is boosted by specs and it allows free switch-in when i predict right, but it forces me out. Azumarill clearly doesnt like being hit with volt switch but then, i'm not killing it and i must send someone else to take her out.
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Dark Pulse
- Ice Beam
- U-turn
- Surf
Greninja acts as a reliable special attacker. He can take care of opposing gliscor which can be a pain to deal with unless i have rocks up and dd'ed once. He basically is an ice type that does not suffer from rocks. Stab on every move is fun and all but i like him for its ability to form an offensive voltturn core alongside rotom. (let's face it, he isnt defensive at all.) He mostly cover my lack of special attacker. He was a somewhat hasty decision that paid very well.
Aegislash @ Leftovers
Ability: Stance Change
EVs: 240 Atk / 252 HP / 4 SDef / 12 Spd
Adamant Nature
- Iron Head
- Shadow Sneak
- King's Shield
- Swords Dance
Shiny new toy everyone seems to be talking about. Mostly here based on other opinions. He does in fact merit the praise he receives. His ability allows him to come on a couple of things set-up and then proceed to sweep. The set is somewhat standard. To be honest, i often find more opportunities to setup with him than with charizard. stab iron head helps against fairy allowing char and garchomp an easier time. In a pinch, shadow sneak can revenge kill. I guess he can use sacred sword and/or shadow ball instead of sword dance to somewhat alleviate my need of sp.attacker or my weakness to physical wall. minor change to hp to get a lefti number.
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Rock Slide
Newest member of the team and worked quite well. He is a better spinner and has an easier time setting rocks. I actually see him as an improvement in nearly every single way. The only niche Forretress has on him is a slow volt switch. I think this set is pretty much basic. Without sandstorm, I had no real use for sand rush and mold breaker let me set up rocks through magic coat (i guess). His coverage seems a bit redundant though. He is my third mon with EQ and rock slide can pretty much only hit mega pinsir if balloon is up. Unless I predict a switch, most of the things i'd hit with the latter scares him out.
Retired members:
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 Def / 248 HP / 8 Atk
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball
This one is the one giving me the most trouble. I want rocks on the field. The distribution is limited this gen. I've used forry in ou gen 4, uber gen 4, gen 5 and i know that although he is a reliable spinner and hazard setter, it is really easy to abuse him. I built him to try and alleviate this weakness, hence, the Volt switch. Most of the time ill switch him in to take a hit, ponder if i can spin or set rocks reliably, do so or volt out to bring someone safely. Most of the time i won't lead with him as it feels obvious. same as above
After experimenting with Excadrill, I decided to leave Forretress. He has trouble carrying his own weight. Volt Switch is his only saving grace and it can only go so far.
Conc: I'm still toying with it but from what i can see, status could be one of my big problems. I thought about magnezone to set the ground for both garchomp and charizard but then they dont really mind steel types.
Importable
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Aqua Tail
- Dragon Claw
- Earthquake
- Stone Edge
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Flare Blitz
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Atk / 240 HP / 4 SDef / 12 Spd
Adamant Nature
- Shadow Sneak
- Swords Dance
- Sacred Sword
- King's Shield
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Rock Slide
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 Def / 248 HP / 8 SAtk
Bold Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Dark Pulse
- Ice Beam
- Hydro Pump
- U-turn
My first goal was to make a team that would allow charizard to sweep. While typing-wise I got pretty much everything covered, the synegy is somewhat lacking and pretty much each mon works on his own apart from my two pivots. Even then, it is mostly as being slow voltswitcher allows them to take a hit so the other mons come unscathed. This also makes this team play on autopilot. I'll try to get
Also, I have no real special sponge. I never had any problems with special attacker until now but if I'm likely to sac something so my revenge killers can do their job.
Now onto the team:
The members

Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Earthquake
- Flare Blitz
- Dragon Dance
- Dragon Claw
My main goal here while creating this team was to use charizard-x. This set is perhaps the standard DDer with earthquake to take care of aegislash. That said, aegislash is not that much of a nuisance to this team. The lack of recovery, hazards and recoil re taking a toll. Roost is considered but as of now, he does his job pretty well often netting 2+ kos. Most of the time, he will mega-evolve when he enters the fray and will rather try to punch through teams midgame. The set-up gives me the option to do an endgame sweep but he generally doesn't last that long.

Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Crunch
He mostly fills my revenge killer role, outspeeding base 100 +1. This one is more of a toss-up. I thought I needed a scarfer and simply took a generic garchomp set slap a scarf on him and call it a day. He carries his weight but he is not the most essential member of this team. Crunch is somewhat of a liability as it lacks any real purpose. I like to stay and use a safe move when i get in. Outrage would allow late game sweep but i dislike the commitment involved with outrage.

Ability: Levitate
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Trick
- Hydro Pump
- Will-O-Wisp
- Volt Switch
With azumarill and talonflame being unleashed, rotom-w seemed the only reliable answer. I had no real plans on how to use him so i instead went with something generic. Hydro pump is a nice fire and forget stab coupled with choice specs. WoW helps dealing with physical attacker (looking at luke, azumarill and khangaskan). Trick makes a little surprise for either stall or physical mon staying on him. Volt switch is a mixed bag. I find it extremely useful, it helps create momentum, it is a stab, it is boosted by specs and it allows free switch-in when i predict right, but it forces me out. Azumarill clearly doesnt like being hit with volt switch but then, i'm not killing it and i must send someone else to take her out.

Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Dark Pulse
- Ice Beam
- U-turn
- Surf
Greninja acts as a reliable special attacker. He can take care of opposing gliscor which can be a pain to deal with unless i have rocks up and dd'ed once. He basically is an ice type that does not suffer from rocks. Stab on every move is fun and all but i like him for its ability to form an offensive voltturn core alongside rotom. (let's face it, he isnt defensive at all.) He mostly cover my lack of special attacker. He was a somewhat hasty decision that paid very well.

Ability: Stance Change
EVs: 240 Atk / 252 HP / 4 SDef / 12 Spd
Adamant Nature
- Iron Head
- Shadow Sneak
- King's Shield
- Swords Dance
Shiny new toy everyone seems to be talking about. Mostly here based on other opinions. He does in fact merit the praise he receives. His ability allows him to come on a couple of things set-up and then proceed to sweep. The set is somewhat standard. To be honest, i often find more opportunities to setup with him than with charizard. stab iron head helps against fairy allowing char and garchomp an easier time. In a pinch, shadow sneak can revenge kill. I guess he can use sacred sword and/or shadow ball instead of sword dance to somewhat alleviate my need of sp.attacker or my weakness to physical wall. minor change to hp to get a lefti number.

Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Rock Slide
Newest member of the team and worked quite well. He is a better spinner and has an easier time setting rocks. I actually see him as an improvement in nearly every single way. The only niche Forretress has on him is a slow volt switch. I think this set is pretty much basic. Without sandstorm, I had no real use for sand rush and mold breaker let me set up rocks through magic coat (i guess). His coverage seems a bit redundant though. He is my third mon with EQ and rock slide can pretty much only hit mega pinsir if balloon is up. Unless I predict a switch, most of the things i'd hit with the latter scares him out.
Retired members:

Ability: Sturdy
EVs: 252 Def / 248 HP / 8 Atk
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball
This one is the one giving me the most trouble. I want rocks on the field. The distribution is limited this gen. I've used forry in ou gen 4, uber gen 4, gen 5 and i know that although he is a reliable spinner and hazard setter, it is really easy to abuse him. I built him to try and alleviate this weakness, hence, the Volt switch. Most of the time ill switch him in to take a hit, ponder if i can spin or set rocks reliably, do so or volt out to bring someone safely. Most of the time i won't lead with him as it feels obvious. same as above
After experimenting with Excadrill, I decided to leave Forretress. He has trouble carrying his own weight. Volt Switch is his only saving grace and it can only go so far.
Conc: I'm still toying with it but from what i can see, status could be one of my big problems. I thought about magnezone to set the ground for both garchomp and charizard but then they dont really mind steel types.
Importable
Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Aqua Tail
- Dragon Claw
- Earthquake
- Stone Edge
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Dragon Dance
- Dragon Claw
- Earthquake
- Flare Blitz
Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 Atk / 240 HP / 4 SDef / 12 Spd
Adamant Nature
- Shadow Sneak
- Swords Dance
- Sacred Sword
- King's Shield
Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Rock Slide
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 Def / 248 HP / 8 SAtk
Bold Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp
Greninja @ Life Orb
Ability: Protean
EVs: 252 Spd / 252 SAtk / 4 Atk
Hasty Nature
- Dark Pulse
- Ice Beam
- Hydro Pump
- U-turn
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