So Many Possibilities

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My initial idea was to run a team based around Charizard X to play WiFi online with some friends since it dishes out a lot of damage and breaks a lot of walls like Rotom-W who can't WoW me while I can DD and basically 2HKO the little machine. I knew I would need a spinner/defogger, people to dish out status and entry hazard support.
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So in comes these 3 to help support my Charizard sweep. Mandibuzz helps defogs the rocks and screens while providing me a check to Aegislash and Gengar, whereas Rotom also provides me a check to Talonflame and Mega-Pinsir which I figure was too hard not to resist due to the popularity of those pokemons. Ferrothorn also checks stuff and slows the sweeping potential of my opponent while providing me late game hazards which are key to giving Charizard opportunities for more KOs after his DD.

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While looking at this team I figured I can use some speed, priority and other forms of win conditions in case Charizard cannot seal the deal I would like to have another wall-breaker/ sweeper and some form of a revenge killer that also poses an immediate threat to my opponent. So I toggled in between Garchomp and Diggersby to solve my Charizard Y problem and chose to go with Garchomp due to the amount of damage he causes and the extra speed helps me outspeed basically all the normal 120 speed tiers(I would assume). I also thought to got for Aegislash due to the amount of damage he does to walls that stand in my way, while Mamoswine also provides me an answer to dragons in the form of priority Ice Shard and destroys Gliscor due to Icicle Spear. Also from here I decided to change my Rotom from Physically/Specially defensive to Bulky Attacker due to the amount of walls on the team and would like more speed.
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Gengar also was a possibility for me since it also does a lot of damage and hurts Fairies decently hard and doesn't care about Will-o-Wisps which might make a difference to Mamoswine and Garchomp. Also providing me a fighting resist and a Rapin Spin resist while also counters specifically Gliscor without Knock Off. Although now I'm still unsure on the last spot since both pokemons have done decently well to my expectations of what I wanted them on my team for. Clefable on the other hand provided me a check to Dragon, Status(Besides Sleep/T-Wave) and poses a threat once it begins to Calm Mind but in exchange I lose my Rapid Spin resist and Mega Luke would run over my team. So I decided to go with Gengar to counter Fairies while denting my opponent's pokemon.



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Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Flare Blitz
- Dragon Claw
- Roost / Earthquake?
- Dragon Dance

The main win-condition of the team, Excellent wallbreaker and sweeper if given the chance. Flare Blitz and Dragon Claw will outright destroy a lot of pokes after a DD. Given its bulk it can usually survive a hit and can maybe perform a sweep from there depending on the opposition. It feels so good to see my childhood favorite Pokemon in OU.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 228 HP / 60 SAtk / 220 Spd
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hydro Pump
- Will-O-Wisp

Bulky attacker Rotom-W, My initial lead and offensive pivot switch. Thunderbolt outrights destroys a lot of pokes that are unaware of it like Belly Drum Azumarill, Still has the bulk to survive and tank Mega-Pinsir and Talonflames which are both pretty popular pokemons. Has amazing synergy with Charizard and helps form this FWG core. Will-o-Wisp is there to neuter physical sweepers that can damage the bulky offense on my team.

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 176 Def / 80 SDef
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Thunder Wave

Charizard would like some entry-hazards, and status conditions so here comes the Ferro. CharX,Ferro,Rotom makes a very nice core and Stealth Rock is there to ensure kills do happen. Paralysis is pretty op so I chose it over Gyro Ball since I don't find Fairies to be that big of an issue to Gengar. Power Whip and Leech Seed are there for residual healing/damage.

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Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 180 Def / 80 SDef
Impish Nature
- Foul Play
- Knock Off / Whirlwind?
- Defog
- Roost

I prefer Defog over Rapid Spin and Mandy here is also my check and counter to Aegislash and Gengar (so long it doesn't have Thunderbolt and even if it does its the offense on this team can simply handle it). I like to run both Foul Play and Knock Off because well for one, Foul Play destroys physical sweepers while Knock Off neuters most tanks losing their Leftovers usually although I'm considering to try Whirlwind.

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Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Destiny Bond
- Shadow Ball
- Focus Blast
- Sludge Bomb

A resist to Rapid spin, and the special sweeper on my team, can also tear holes into physically defensive pokemons since Steel no longer resists Ghost. Each attack although obvious really do cover his weakness and Destiny Bond is there to drag someone else to the grave with him. Also my check to Gliscor who outside of Rotom is a consistent counter so long as Gliscor doesn't have Knock Off.

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Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Outrage
- Stone Edge
- Earthquake
- Fire Fang / Fire Blast?

My backup wallbreaker, sweeper, revenge killer. My other win condition, I prefer Outrage over Dragon Claw due to the amount of kills or more damage I could deal to my enemy to make it easier for my team, since Outrage nets me kills that I wouldn't be able to get with Dragon Claw like OHKOing Gengar, Greninja. Stone Edge is there for CharY that is a huge problem to my team in that CharY alone can kill more than half my team. The reason I chose Choice Scarf is specifically for Scarf Excadrill although very obscure since it limits his ability to pick moves remain a possibility that can also destroy half my team, and by having a Scarf it throws a lot of people to go WTF when they see I outspeed and kill their pokemon first.





Although now for me the question remains if I should use VoltTurn since my team can benefit off of it and provides additional synergy to Rotom. Also in case you guys were wondering no I did not copy Joey/PokeaimMD's CharX SPL video. I thought of the same pokemons around 2 days before his video came out and even then the sets from the video and what I had in mind are clearly different. Also the ? are on moves I'm debating or considering to use depending on what might be better for my team.

I would appreciate criticism and would generally prefer to not use OU legendaries since this team was initially made to use in game and after playtesting I found it to be pretty fun to use.
 
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Some quick notes:
Definitely Fire Blast over Fire Fang on Garchomp, especially if you are running Naive Nature. Fire X is really just there so that levitating steels, skarmory, and scizor are covered, right? These are all strong defensive pokemon and fire blast is the more reliable option:

252 Atk Garchomp Fire Fang vs. 252 HP / 232+ Def Skarmory: 82-98 (24.5 - 29.3%) -- possible 5HKO after Leftovers recovery
0 SpA Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 176-208 (52.6 - 62.2%) -- 99.6% chance to 2HKO after Leftovers recovery


The calculations are much less dramatic for pokemon like Scizor and Mega Mawile, but the results are the same: Fire Blast over Fire Fang.

I like seeing Whirlwind, but Knock Off is just plain sexiness this generation--and trust me, those pokemon WILL miss their leftovers/choice thingies/assault vests--and this should also ameliorate issues with your Scarfchomp (Fire Blast is now a guaranteed 2HKO on Skarm).

Just a question because I am curious: how often do you actually use Destiny Bond with success? I feel that it is one of those moves that looks great on paper but never actually amounts to much.
 
Some quick notes:
Definitely Fire Blast over Fire Fang on Garchomp, especially if you are running Naive Nature. Fire X is really just there so that levitating steels, skarmory, and scizor are covered, right? These are all strong defensive pokemon and fire blast is the more reliable option:

252 Atk Garchomp Fire Fang vs. 252 HP / 232+ Def Skarmory: 82-98 (24.5 - 29.3%) -- possible 5HKO after Leftovers recovery
0 SpA Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 176-208 (52.6 - 62.2%) -- 99.6% chance to 2HKO after Leftovers recovery


The calculations are much less dramatic for pokemon like Scizor and Mega Mawile, but the results are the same: Fire Blast over Fire Fang.

I like seeing Whirlwind, but Knock Off is just plain sexiness this generation--and trust me, those pokemon WILL miss their leftovers/choice thingies/assault vests--and this should also ameliorate issues with your Scarfchomp (Fire Blast is now a guaranteed 2HKO on Skarm).

Just a question because I am curious: how often do you actually use Destiny Bond with success? I feel that it is one of those moves that looks great on paper but never actually amounts to much.

Honestly for Garchomp I might just use DClaw in 4th slot since Charizard kinda does cover steels and I have other alternatives for getting past Skarm/Ferro and DClaw still hits hard without getting locked. The nature isn't an issue since I can just change it. In terms of Gengar the set is really successful and I can say Dbond is great around 5/6 of the battles it was used and life became easier.
 
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