Big Poppa (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 252 SAtk / 252 Spd
Modest Nature
- Heat Wave
- Ancient Power
- Solar Beam
- Protect
Big Pop, lives up to the name.
The team's heaviest hitter, Heat Wave does crazy damage thanks to 400 something Sp. Atk, STAB and Sun. Solar Beam takes out a ton of common things like Rotom-W, TTar, almost every water type ever, and is the only thing that hits for neutral damage on Chomp. Ancient Power is the wild card. Why Ancient Power? Well, there's 3 million Charizard Y's running amok on VGC from testing on PS, and I don't want to be completely screwed when I face them, nor do I want them to stick around for very long, so it OHKOs them and that damn bird, and does decent damage vs most other Fire types and Flying types. If Y-Zard could outspeed Garchomp, I'd probably be running Dragon Pulse over it, but it doesn't so I have
Leafa (Exeggutor) @ Life Orb
Ability: Chlorophyll
EVs: 252 SAtk / 252 Spd
Modest Nature
- Protect
- SolarBeam
- Psychic
- Hidden Power [Ice]
Sun Sweeper. Speed jumps to 404 in the Sun. Life Orb ensures it kills the things that should die in 1 hit from it, and makes sure it puts a larger dent in things that don't. Solar Beam and Psychic, standard stuff, fighting types must die. HP Ice, for Dragons and Gliscor. Garchomp must die. Nothing too wacky here.
F Spinnin' Rims! (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Thunderbolt
- Hydro Pump
- Hidden Power [Ice]
- Protect
Probably the most 2nd most OU Pokemon in VGC, for good reason. Hits hard enough to kill a ton of flyers, and on the off chance I get rained out, I'm not completely dead. And Talonflame must die. HP Ice because good ol Chompy must die as well. From testing on PS I don't seem to use this too often, I should probably re-purpose it.
The JAW (Mamoswine) @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Icicle Crash
- Earthquake
- Rock Slide
- Ice Shard
Most reliable Anti-Dragon(Chomp). On the team, kills or puts dents in all electric types, and can also serve as a TFlame/Y-Zard killer. The flinch chance always helps. Why Ice Shard on a Scarf set? Any priority attackers with low HP must die. Especially that TFlame.
El Fuerte (Hawlucha) (M) @ Expert Belt
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- High Jump Kick
- Flying Press
- Quick Guard
- Protect
Named him after the Street Fighter character, he's a lot like him too. He's fast, real fast. Probably the fastest unboosted non-priority attacker that can kill TTar/Scrafty in 1 hit I've seen. HJK is for the raw power, although gotta be careful because of protect. Flying Press is for more coverage and more damage vs things that need to die, like Scrafty and Abomasnow. 4x damage ensures their death. Quick Guard is to stop nearly everything that will ruin me if I don't, Prankster, Gale Wings, Fake Out(except vs Weavile), Sucker Punch, stops em all. It only doesn't stop Weavile's Fake Out because Weavile's faster. Thanks to Quick Guard, it's great Talonflame bait since Y-Zard can OHKO it with Ancient Power. Limber over Unburden or Mold Breaker because Hawlucha has almost no moves to use Mold Breaker with, and the only good thing I can think of to use Unburden for is Swords Dance with a Focus Sash or something or Sky Attack Power Herb, but I'll get destroyed by TFlame. Not having to worry about paralysis is far better.
Stingrage (Mantine) @ Wacan Berry
Ability: Water Absorb
EVs: 252 HP / 252 SDef
Calm Nature
- Scald
- Wide Guard
- Protect
- Tailwind
Extreme Wild Card. This pokemon is built to stop the number 1 threat to Y-Zard, Rock Slide. With Wide Guard, I force my opponent to either switch out, or not use Rock Slide, which means I can definitely take em out with Y-Zard, or Scald em for the burn and severely cripple their attackers. If I think my opponent's going to Tailwind, I can fight back with a Tailwind of my own, since the last thing I need is to be outsped. Wacan Berry to survive TB from most things that would kill it if Y-Zard didn't take care of it in 1 hit. If the opponent thinks they can run discharge or EQ, they're screwed too since Wide Guard will block it as well. Wide Guard is the biggest help to my team since Garchomp and TTar must die. This can also tank almost any special hit really well thanks to 416 Sp. Def and 400-something HP. Not sure if I should re-invest in regular defense or stick with what I have now. When Pokebank is released, this will probably be replaced with Wide Guard Aegislash/Doublade. If only Swampert were in the Kalos Dex.....
Ability: Drought
EVs: 252 SAtk / 252 Spd
Modest Nature
- Heat Wave
- Ancient Power
- Solar Beam
- Protect
Big Pop, lives up to the name.
The team's heaviest hitter, Heat Wave does crazy damage thanks to 400 something Sp. Atk, STAB and Sun. Solar Beam takes out a ton of common things like Rotom-W, TTar, almost every water type ever, and is the only thing that hits for neutral damage on Chomp. Ancient Power is the wild card. Why Ancient Power? Well, there's 3 million Charizard Y's running amok on VGC from testing on PS, and I don't want to be completely screwed when I face them, nor do I want them to stick around for very long, so it OHKOs them and that damn bird, and does decent damage vs most other Fire types and Flying types. If Y-Zard could outspeed Garchomp, I'd probably be running Dragon Pulse over it, but it doesn't so I have
Leafa (Exeggutor) @ Life Orb
Ability: Chlorophyll
EVs: 252 SAtk / 252 Spd
Modest Nature
- Protect
- SolarBeam
- Psychic
- Hidden Power [Ice]
Sun Sweeper. Speed jumps to 404 in the Sun. Life Orb ensures it kills the things that should die in 1 hit from it, and makes sure it puts a larger dent in things that don't. Solar Beam and Psychic, standard stuff, fighting types must die. HP Ice, for Dragons and Gliscor. Garchomp must die. Nothing too wacky here.
F Spinnin' Rims! (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Thunderbolt
- Hydro Pump
- Hidden Power [Ice]
- Protect
Probably the most 2nd most OU Pokemon in VGC, for good reason. Hits hard enough to kill a ton of flyers, and on the off chance I get rained out, I'm not completely dead. And Talonflame must die. HP Ice because good ol Chompy must die as well. From testing on PS I don't seem to use this too often, I should probably re-purpose it.
The JAW (Mamoswine) @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Icicle Crash
- Earthquake
- Rock Slide
- Ice Shard
Most reliable Anti-Dragon(Chomp). On the team, kills or puts dents in all electric types, and can also serve as a TFlame/Y-Zard killer. The flinch chance always helps. Why Ice Shard on a Scarf set? Any priority attackers with low HP must die. Especially that TFlame.
El Fuerte (Hawlucha) (M) @ Expert Belt
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- High Jump Kick
- Flying Press
- Quick Guard
- Protect
Named him after the Street Fighter character, he's a lot like him too. He's fast, real fast. Probably the fastest unboosted non-priority attacker that can kill TTar/Scrafty in 1 hit I've seen. HJK is for the raw power, although gotta be careful because of protect. Flying Press is for more coverage and more damage vs things that need to die, like Scrafty and Abomasnow. 4x damage ensures their death. Quick Guard is to stop nearly everything that will ruin me if I don't, Prankster, Gale Wings, Fake Out(except vs Weavile), Sucker Punch, stops em all. It only doesn't stop Weavile's Fake Out because Weavile's faster. Thanks to Quick Guard, it's great Talonflame bait since Y-Zard can OHKO it with Ancient Power. Limber over Unburden or Mold Breaker because Hawlucha has almost no moves to use Mold Breaker with, and the only good thing I can think of to use Unburden for is Swords Dance with a Focus Sash or something or Sky Attack Power Herb, but I'll get destroyed by TFlame. Not having to worry about paralysis is far better.
Stingrage (Mantine) @ Wacan Berry
Ability: Water Absorb
EVs: 252 HP / 252 SDef
Calm Nature
- Scald
- Wide Guard
- Protect
- Tailwind
Extreme Wild Card. This pokemon is built to stop the number 1 threat to Y-Zard, Rock Slide. With Wide Guard, I force my opponent to either switch out, or not use Rock Slide, which means I can definitely take em out with Y-Zard, or Scald em for the burn and severely cripple their attackers. If I think my opponent's going to Tailwind, I can fight back with a Tailwind of my own, since the last thing I need is to be outsped. Wacan Berry to survive TB from most things that would kill it if Y-Zard didn't take care of it in 1 hit. If the opponent thinks they can run discharge or EQ, they're screwed too since Wide Guard will block it as well. Wide Guard is the biggest help to my team since Garchomp and TTar must die. This can also tank almost any special hit really well thanks to 416 Sp. Def and 400-something HP. Not sure if I should re-invest in regular defense or stick with what I have now. When Pokebank is released, this will probably be replaced with Wide Guard Aegislash/Doublade. If only Swampert were in the Kalos Dex.....