Well, hi.
When X and Y came out I thought, "OMFG charizard is leik so OP nao imma raise one to become bestest pokemon evarzzzz errmaigawd so siked!"
So now I'm trying to create a team where Charizard can thrive. I think I unintentionally made it a bulky sandstorm team, but whatever. I guess my overall strategy with these guys is to weaken the opposing team with walls and passive damage and then hit hard when they're weakened enough. Seems to be working, but I need some advice on a few things.
Lets get cracking.
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LEAD: Hippodown
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Roar
- Slack Off
Hippodown basically serves the same role as Skarmory: act as a defensive wall. I often use him as my lead because he can start up a sandstorm almost immediately and allow the opposing pokemon take damage. Also, he’s able to set up stealth rock immediately which murders any other Charizard or Talonflame out there. Slack-off is there to maintain defense, roar so he can make other pokemon take entry hazard damage, and earthquake for an attack. I chose him because both him and Skarm are immune to sandstorm and so can easily switch into one, and also he’s immune to electric types that would kill Skarm or Jellicent.
Charizard X
Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
I’m not going to lie that I’m using Charizard purely for competitive purposes. Charizard has always been my favorite pokemon, and with its two newly introdeced mega-evolutions, I can finally use it in competitive battle. I went with Charizard X over Y for its extra bulk, which honestly I value more than the glass cannon Charizard Y.
I gave him Dragon Claw over Outrage because I found that it forces me to only use Charizard X late into the game when threats are gone. In case my other pokemon need help with pokemon such as Espeon and Reniculus, I can switch in Charizard without suffering from being locked in or taking hefty recoil damage. Flare Blitz serves as my hard hitting move that I save for late in the game when only a few weakened pokemon are left so I can OHKO them. Dragon Dance pretty much speaks for itself; I use it when I’m anticipating a switch out. And Roost is to heal recoil and any possible Stealth Rock damage it may take in its normal form.
Azumarill
Azumarill @ Muscle Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Waterfall
- Belly Drum (Aqua Jet?)
- Superpower
- Play Rough
I chose Azzy because it covers all the types that Charizard is weak to, and because it has its extra bulk and a ridiculously high attack stat thanks to huge power. I threw a Muscle Band on it as well because it backs the power behind Azzy’s attacks. I decided to invest a few extra EVs in speed while sacrificing HP so it can outrun Tyranitar, and so aid my Charizard.
I like Waterfall because although it usually leaves me attacking second, the extra power usually OHKOs the other pokemon. However, I also tested Aqua Jet, because Azzy’s low speed has costed me a few games. But also the loss of power from jumping down from Waterfall has costed me games when facing bulkier threats. This is why I’m thinking of sacrificing Belly Drum for Aqua Jet, because I never seem to need it since I bring Azzy out late game. Play Rough is there for STAB and superpower acts for coverage.
Skarmory
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Roost
- Whirlwind
- Spikes
- Drill Peck (Brave Bird?)
The standard Skarmory set. I like Skarmory because it can set up spikes and can whirlwind pokemon in and out of the game so they can take damage from entry hazards. I also selected Skarm for his typing. That way it can be immune to earthquake and any other common ground type moves within the game that threaten Charizard. Also, its resistance to grass is great for the other pokemon in my team that are weak to it. I chose Drill Peck over Brave Bird because of recoil damage, but I’m starting to think it might not be as extreme as Charizard’s Flare Blitz… (from watching others with Skarm) so I might trade it out.
Jellicent
Jellicent @ Leftovers
252 HP / 36 Def / 220 SpD
Ability: Cursed Body
Nature: Calm
- Shadow Ball
- Recover
- Will-O-Wisp
- Taunt
I chose Jellicent as a special wall because he can wall fire types that could be a problem for Skarmory. Also, his access to taunt and statusing moves allow him to also act as a wall breaker, and because of his ghost-typing he blocks rapid spins. (Which is great because my team relies on entry hazards…) I chose will-o-wisp over toxic since many walls are immune to toxic. And this also allowed me to choose Shadow Ball over Scald since I already have a move that can initiates Burn and Shadow Ball allows more damage. I think the rest is pretty self-explanatory.
Chansey?
Chansey (F) @ Eviolite
Ability: Natural Cure
252 HP / 252 Def / 4 SpD
Nature: Bold
- Soft-Boiled
- Heal Bell
- Toxic
- Seismic Toss
I like Chansey because she pretty much walls just about every special attack, unlike Jellicent who isn’t quite the sponge. I also like her for heal bell, because statusing moves kill my walls. Toxic is there over thunder wave to provide damage, since when I used thunder wave I realized I couldn’t do much of anything with Chansey besides healing my team. Sesmic Toss… I don’t know… that’s just what was suggested and it seems to be doing alright. I’m not sure if there’s a better move out there for her and im not very concerned about it either since Chansey is a pick sponge.
Ferrothorn?
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 208 SDef
Relaxed Nature
- Giga Drain
- Spikes
- Leech Seed
- Thunder Wave
While I was using my team, I noticed I had a big weakness to grass types and water types. So I started digging for another special defense wall, since honestly I didn’t know what to use for my sixth slot. And I came across Ferrothorn. I mostly like him for his resistance to grass which half my team is weak to. Also, when I battled other people with Ferrothorn I found leech seed to be a pain so I wanted that on my team. However, I miss Chansey’s heal bell and reliable recovery move, and she seems bulkier.
So I don’t know whether to use Ferrothorn or Chansey.
Decisions.
Team Weaknesses:
Anything that has Magic Bounce or Magic Guard kills me. So far I’ve run into Espeon, Reniculus, and Mega - Absol that boast these abilities. Unless I can get Azzy or Charizard in quickly, I’m doomed. I feel like I’m relying too much on entry hazards, and I wish my team was more flexible strategy wise, I guess. (And I’m not sure if you can tell, but I’ve only been on pokemon simulators for 3 days. I’m really new, but I’ve lurked for a while. :o)
So yeah that’s my team! I would love suggestions, criticism, cupcakes, whatever. x3
When X and Y came out I thought, "OMFG charizard is leik so OP nao imma raise one to become bestest pokemon evarzzzz errmaigawd so siked!"
So now I'm trying to create a team where Charizard can thrive. I think I unintentionally made it a bulky sandstorm team, but whatever. I guess my overall strategy with these guys is to weaken the opposing team with walls and passive damage and then hit hard when they're weakened enough. Seems to be working, but I need some advice on a few things.
Lets get cracking.
-------------------------------------------------
LEAD: Hippodown
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Roar
- Slack Off
Hippodown basically serves the same role as Skarmory: act as a defensive wall. I often use him as my lead because he can start up a sandstorm almost immediately and allow the opposing pokemon take damage. Also, he’s able to set up stealth rock immediately which murders any other Charizard or Talonflame out there. Slack-off is there to maintain defense, roar so he can make other pokemon take entry hazard damage, and earthquake for an attack. I chose him because both him and Skarm are immune to sandstorm and so can easily switch into one, and also he’s immune to electric types that would kill Skarm or Jellicent.
Charizard X

Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
I’m not going to lie that I’m using Charizard purely for competitive purposes. Charizard has always been my favorite pokemon, and with its two newly introdeced mega-evolutions, I can finally use it in competitive battle. I went with Charizard X over Y for its extra bulk, which honestly I value more than the glass cannon Charizard Y.
I gave him Dragon Claw over Outrage because I found that it forces me to only use Charizard X late into the game when threats are gone. In case my other pokemon need help with pokemon such as Espeon and Reniculus, I can switch in Charizard without suffering from being locked in or taking hefty recoil damage. Flare Blitz serves as my hard hitting move that I save for late in the game when only a few weakened pokemon are left so I can OHKO them. Dragon Dance pretty much speaks for itself; I use it when I’m anticipating a switch out. And Roost is to heal recoil and any possible Stealth Rock damage it may take in its normal form.
Azumarill

Azumarill @ Muscle Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Waterfall
- Belly Drum (Aqua Jet?)
- Superpower
- Play Rough
I chose Azzy because it covers all the types that Charizard is weak to, and because it has its extra bulk and a ridiculously high attack stat thanks to huge power. I threw a Muscle Band on it as well because it backs the power behind Azzy’s attacks. I decided to invest a few extra EVs in speed while sacrificing HP so it can outrun Tyranitar, and so aid my Charizard.
I like Waterfall because although it usually leaves me attacking second, the extra power usually OHKOs the other pokemon. However, I also tested Aqua Jet, because Azzy’s low speed has costed me a few games. But also the loss of power from jumping down from Waterfall has costed me games when facing bulkier threats. This is why I’m thinking of sacrificing Belly Drum for Aqua Jet, because I never seem to need it since I bring Azzy out late game. Play Rough is there for STAB and superpower acts for coverage.
Skarmory
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Roost
- Whirlwind
- Spikes
- Drill Peck (Brave Bird?)
The standard Skarmory set. I like Skarmory because it can set up spikes and can whirlwind pokemon in and out of the game so they can take damage from entry hazards. I also selected Skarm for his typing. That way it can be immune to earthquake and any other common ground type moves within the game that threaten Charizard. Also, its resistance to grass is great for the other pokemon in my team that are weak to it. I chose Drill Peck over Brave Bird because of recoil damage, but I’m starting to think it might not be as extreme as Charizard’s Flare Blitz… (from watching others with Skarm) so I might trade it out.
Jellicent
Jellicent @ Leftovers
252 HP / 36 Def / 220 SpD
Ability: Cursed Body
Nature: Calm
- Shadow Ball
- Recover
- Will-O-Wisp
- Taunt
I chose Jellicent as a special wall because he can wall fire types that could be a problem for Skarmory. Also, his access to taunt and statusing moves allow him to also act as a wall breaker, and because of his ghost-typing he blocks rapid spins. (Which is great because my team relies on entry hazards…) I chose will-o-wisp over toxic since many walls are immune to toxic. And this also allowed me to choose Shadow Ball over Scald since I already have a move that can initiates Burn and Shadow Ball allows more damage. I think the rest is pretty self-explanatory.
Chansey?
Chansey (F) @ Eviolite
Ability: Natural Cure
252 HP / 252 Def / 4 SpD
Nature: Bold
- Soft-Boiled
- Heal Bell
- Toxic
- Seismic Toss
I like Chansey because she pretty much walls just about every special attack, unlike Jellicent who isn’t quite the sponge. I also like her for heal bell, because statusing moves kill my walls. Toxic is there over thunder wave to provide damage, since when I used thunder wave I realized I couldn’t do much of anything with Chansey besides healing my team. Sesmic Toss… I don’t know… that’s just what was suggested and it seems to be doing alright. I’m not sure if there’s a better move out there for her and im not very concerned about it either since Chansey is a pick sponge.
Ferrothorn?
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 208 SDef
Relaxed Nature
- Giga Drain
- Spikes
- Leech Seed
- Thunder Wave
While I was using my team, I noticed I had a big weakness to grass types and water types. So I started digging for another special defense wall, since honestly I didn’t know what to use for my sixth slot. And I came across Ferrothorn. I mostly like him for his resistance to grass which half my team is weak to. Also, when I battled other people with Ferrothorn I found leech seed to be a pain so I wanted that on my team. However, I miss Chansey’s heal bell and reliable recovery move, and she seems bulkier.
So I don’t know whether to use Ferrothorn or Chansey.
Decisions.
Team Weaknesses:
Anything that has Magic Bounce or Magic Guard kills me. So far I’ve run into Espeon, Reniculus, and Mega - Absol that boast these abilities. Unless I can get Azzy or Charizard in quickly, I’m doomed. I feel like I’m relying too much on entry hazards, and I wish my team was more flexible strategy wise, I guess. (And I’m not sure if you can tell, but I’ve only been on pokemon simulators for 3 days. I’m really new, but I’ve lurked for a while. :o)
So yeah that’s my team! I would love suggestions, criticism, cupcakes, whatever. x3