







INTRO:
Sup homies, it's ya boy juju here presenting his first ever RMT. Pretty standard offensive-oriented team, however I was looking through sets from old metas and noticed a really interesting (albeit much harder to pull off) Zard-X set. Tailwind + SD. I then built this team around it, and have been pretty successful so far and only having just made my current new alt, iv already climbed it to the 1600's with a win-ratio of 35 and 5 only using this team, not that high at all but was more or less surprised of how well I managed to utilise TW SD. (proof below) Anyway, more about the building.
The thought process behind building
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 72 Atk / 252 SpA / 184 Spe
Hasty Nature
- Hidden Power [Ice]
- Grass Knot
- Dark Pulse
- Fire Punch/Drain Punch

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 72 Atk / 252 SpA / 184 Spe
Hasty Nature
- Hidden Power [Ice]
- Grass Knot
- Dark Pulse
- Fire Punch/Drain Punch
I began building with the idea of a TW SD Char-X team being particularly effective at dealing with stall and more bulkier playstyles, with that in minded Hoopa-U was added, aka my balance breaker. Zard X,( although the SD set doesn't have a lot of trouble breaking things) naturally doesn't favour bulky ground types. So, for this reason HP ice was added, as max special attack OHKO's all lando and chomp variants A mon that can prevent Char from doing its thing. Despite hurting bulky grounds, HP ice misses out on Hippo, a very crucial ground type to cover in this meta. For this reason grass knot was added, as it has a very high chance (I believe a min roll does 97%) to OHKO hippo, and a 100% chance after rocks. It then occurred to me that that Hoopas stab helps with alot of threats that Zard-X also doesnt appreciate, such as Slowbro, Latis (although this is a very unlikely scenario), and does neutral damage to pretty much everything zards typing resists. The last slot was initially fire punch to help punch holes in ferro and scizor as hoopa serves as primarily a balance breaker, plus my team did have a bit of a Scizor weakness, however as I tend to switch my Hoopa in on rotoms and end up getting burned commonly I've been leaning towards either focus blast or drain punch lately, more so towards the latter as the team is a little weak to offensive Tran variants. But anyway, just looking at this Hoopa set you get the gist of what it does for the team. Ev's allow an OHKO on bulky scizor variants and with some prior damage, on ferrothorn aswell. the speed makes it hit a number of "266" which is enough to speed creep on base 70's, as well as mons that try to speed-creep them, with a point extra to be safe.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Zen Headbutt
- Iron Head
- Healing Wish
So now my thought process was, Hoopa brings a whopping total of 0 resistances, along with a nasty Bug & Fairy weakness.So, I do have zards for bugs so maybe I could add a steel type for a fairy resists I thought. I also then realised that the pair of Hoopa and bulkier, SD zard struggle a lot with offence as a playstyle, especially considering Zards set lacks recovery. So, immediantly i decided scarfed Jirachi. It provides healing wish for Zard to somewhat mitigate the lack of roost, it can also switch in too clefs (although scout for twave), any gard variant, and hell even specs sylveon if thats your thing, and then proceed to

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Earthquake
- U-turn
Stealth Rocks are arguably an essential asset to any team, aswell as this I noticed two of my mons are weak to ground so in order to avoid compounding this, I added landerus-therian. Lando is many things, a good birdcheck, a soft check to electric mons such as raikou/mmnane/thundy, aswell as being a nice ground resist which can deal with sand archetypes reasonably well. All these assets were pretty vital to the team at this point, as I had no talon check, (unless you'd consider rachi one cause alot are mono BB nowadays), nothing that couldnt stop LO drill from wrecking me, aswell as not having an immunity to electric moves which I do like to have on most teams so offence cant spam volt switch. Originally I was running bulkchomp, because helmet is so damn good with Hoopa, but ultimately I had to let go of that and realise how much better Lando's typing was for my team, hell even intimidate has come in clutch as it's allowed me to use lando as sackfodder to an intimidate to ensure Zard gets to soak up a hit and set up. Ev's are straightforward, but allow me to survive a HP ice from all electric types from full.

Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Thunderbolt
- Defog
So it became obvious that my team was lacking a water resist, and that mons such as Keldeo have no issues tearing through mine. Latios became the preferred option over its eon bretherin, as the main niche asides from bulk that Lati@s provided was healing wish support, which was kindof redundant having a scarfrachi rolling in the back. Latios also provied the extra offence pressure that was necessary in ensuring ko's on mons such as Rotom after rocks. Due to the glaring water weakness, I added Tbolt as a way of consistently dealing damage to Manaphy aswell as wearing down azu cause my team ended up being quite weak to these two, and even if lati doesnt manage to ohko It can weaken them to the point where i can revenge with a safer move, such as Rachi's U-turn or iron head. Defog was necessary as zard before mega is 4x weak to rocks, and without roost his longitivtiy is limited. Lati also provided another ground switch in, as mold breaker users such as gyra and exca are dealt with by their respective counters(take this word with a grain of salt) on my team (azu and lando). Dual stab is there as it helps deal with certain water types better than Tbolt would, such as keldeo. Pretty straight forward mon really, just there for typing synergy aswell as defog support. Dropping draco's is to EZ aswell. Ev's are pretty straight foward.

Ability: Huge Power
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Play Rough

Charizard @ Charizardite X
Ability: Blaze
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Tailwind
- Swords Dance
- Flare Blitz
- Outrage/Dragon Claw
Threats & Counters







Well, considering I havn't had a HUGE amount of experience with this team yet, there aren't really any particular threats (that arent gimmicky) that I haven't noticed yet other than these, However this team does struggle with a lot of combination of offence mons and I will keep updating this and posting more in the list as I have more experience with the team.
Final Verdict
Well, this write up was longer than i expected cause i got a bit carried away. Also this is my first ever smogon post as i'm usually just a lurker so pardon me if I made any mistakes. This team has had some decent success and even though there will be a bunch of you thinking "my man, just use DD zard" I wanted to make the TW SD variant work in the current meta, and I feel I've done a decent job doing so by simply learning to adapt to use. Basically if any of you want to try my team, the best way to use charizard is to utilise its tailwind verse offences, as you don't need the SD power to crush offences threats, and rather use SD to break more defensive teams cause a lot don't have much for a +2 zard (especially if you get rid of quag on stall with hoopa). Likewise, with Hoopa if you're versing offence since it won't be doing much I suggest almost always lead with as for some reason nobody switches out their chomp, even on a Hoopa. This grants a massive opening for a Char sweep and a lot of players tend to see hoopa as free rocks, and not always predict the HP ice. But yeah, I don't mind the team it's incredibly standard and theres probably a tonne of teams out there that resemble this, but its pretty fun and is effective. Thats about it guys hope y'all like it and thanks for any criticism broski's.
Peak:

(not so much my peak, just where I'm at on the ladder atm. Probably will climb higher with it. Can update)
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