VGC Standardish Zard-Y team

Teambuilding

Solid core, extremely versatile Pokemon, and all too familiar. This core has been around since '15 after all. Charizard pairs well with Landorus-T because both of them have access to spread moves that deal a lot of damage thanks to their combined offensive prowess. Against opposing Landorus, Cresselia can cover Charizard with Ice Beam or Icy Wind, as Landorus-T is one of the biggest threats to Charizard Y. Cresselia also has access to Trick Room as a method of speed control, and its especially helpful for those who run a Tailwind Support set as a secondary method of speed control.

Top brings utility with FO support, double Intimidate to cripple physical attackers, Wide Guard, and Feint. Wide Guard is of critical importance. FO facilitates setting up the team's preferred mode of speed control. From here I felt I needed an electric type and a steel type to cover the team's inherent weakness to rain. As it stands, the current line up has no water resists and few ways to handle Milotic.

Electrium Z Koko sounded appealing to me at this point. It gives me a way to scout scarf Lando, net some hefty damage against bulky waters, and overall just outspeed things and use it's Z move.

Zard can be put into situations where it can't use Solarbeam. I wanted another Grass move on the team plus I needed an electric resist. Ferro>Kartana. Much love to Kartana, especially with Tailwind being available now, but Ferro gives me something against Trick Room.



Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Level: 50
EVs: 68 HP / 4 Def / 244 SpA / 4 SpD / 188 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Solar Beam
- Protect
- Tailwind
Charizard has always been a pretty solid mega. Decent speed coupled with a ridiculous special attack stat make up for its 4x weakness to Rock. With a speed stat of 144, it outspeeds any Adamant Lando-T that doesn't hold a scarf. Sun boosted Overheat 2HKOs bulky, assvest Lando-T and OHKOs less bulky variants. I usually don't like bulky Charizard, but I was tempted with the prospect of double intimidate making Zard shrug off 4x SE hits. Timid can be used to outspeed jolly Lando-T or timid Lele, but modest destroys lives. Defensive investment doesn't really accomplish anything notable, I just don't see much appeal in making Zard any faster unless I start seeing more Jolly assault vest Lando-T. Overheat is honestly still spammable in the sun, but it can easily become a hindrance late game when you can no longer switch Zard out. Flamethrower fixes that.

-1 252 Atk Landorus-Therian Rock Slide vs. 68 HP / 4 Def Charizard-Mega-Y: 112-136 (69.1 - 83.9%) -- guaranteed 2HKO

244+ SpA Charizard-Mega-Y Overheat vs. 248 HP / 4 SpD Assault Vest Landorus-Therian in Sun: 169-199 (86.6 - 102%) -- 18.8% chance to OHKO

244+ SpA Charizard-Mega-Y Overheat vs. 244 HP / 80 SpD Zapdos in Sun: 213-252 (108.6 - 128.5%) -- guaranteed OHKO

+1 244+ SpA Charizard-Mega-Y Overheat vs. 248 HP / 4 SpD Assault Vest Landorus-Therian in Sun: 253-298 (129.7 - 152.8%) -- guaranteed OHKO




Landorus-Therian @ Assault Vest
Ability: Intimidate
Level: 50
EVs: 100 HP / 84 Atk / 4 Def / 124 SpD / 196 Spe
Adamant Nature
- Stone Edge
- Earthquake
- U-turn
- Knock Off

I usually run Superpower over Knock Off to hit Kang or Ttar, but I wanted the utility of Knock Off to get rid of pinch berries and to hit Cress/Ghosts who I otherwise struggle with. Stone Edge has shaky accuracy, but it gets around Wide Guard. I went with Assault Vest because it lives Ice Beam from Cress. I usually prefer a bulky Lando to be used as a pivot and to cycle Intimidate.
252+ SpA Mega Charizard Y Overheat vs. 100 HP / 124 SpD Assault Vest Landorus-T in Sun: 148-175 (83.6 - 98.8%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Heat Wave vs. 100 HP / 124 SpD Assault Vest Landorus-T in Sun: 73-87 (41.2 - 49.1%) -- guaranteed 3HKO
252 SpA Ninetales-Alola Blizzard vs. 100 HP / 124 SpD Assault Vest Landorus-T: 136-168 (76.8 - 94.9%) -- guaranteed 2HKO after hail damage
252+ SpA Aegislash-Blade Never-Ending Nightmare (160 BP) vs. 100 HP / 124 SpD Assault Vest Landorus-T: 115-136 (64.9 - 76.8%) -- guaranteed 2HKO
4 SpA Cresselia Ice Beam vs. 100 HP / 124 SpD Assault Vest Landorus-T: 76-92 (42.9 - 51.9%) -- 3.5% chance to 2HKO
4 SpA Cresselia Icy Wind vs. 100 HP / 124 SpD Assault Vest Landorus-T: 36-44 (20.3 - 24.8%) -- guaranteed 5HKO
252 SpA Life Orb Tapu Koko Dazzling Gleam vs. 100 HP / 124 SpD Assault Vest Landorus-T: 36-44 (20.3 - 24.8%) -- guaranteed 5HKO
252+ SpA Choice Specs Tapu Fini Muddy Water vs. 100 HP / 124 SpD Assault Vest Landorus-T: 104-126 (58.7 - 71.1%) -- guaranteed 2HKO
252+ SpA Choice Specs Tapu Lele Psychic vs. 100 HP / 124 SpD Assault Vest Landorus-T in Psychic Terrain: 133-157 (75.1 - 88.7%) -- guaranteed 2HKO
252+ SpA Ludicolo Ice Beam vs. 100 HP / 124 SpD Assault Vest Landorus-T: 124-148 (70 - 83.6%) -- guaranteed 2HKO
-1 252+ Atk Tapu Bulu Horn Leech vs. 100 HP / 4 Def Landorus-T in Grassy Terrain: 76-91 (42.9 - 51.4%) -- 6.3% chance to 2HKO
252+ SpA Naganadel Hidden Power Ice vs. 100 HP / 124 SpD Assault Vest Landorus-T: 104-124 (58.7 - 70%) -- guaranteed 2HKO
252+ SpA Kommo-o Clangorous Soulblaze vs. 100 HP / 124 SpD Assault Vest Landorus-T: 76-90 (42.9 - 50.8%) -- 2.7% chance to 2HKO


Cresselia @ Wiki Berry
Ability: Levitate
Level: 50
EVs: 220 HP / 124 Def / 164 SpD
Sassy Nature
IVs: 0 Atk
- Ice Beam
- Trick Room
- Helping Hand
- Moonlight

I honestly can't remember what this set does besides live darkinium Z from Hydreigon. Aegislash would still be an issue if not for Zard, so it's important not to let it fall senselessly. Helping Hand is nice, as it mitigates opposing intimidate or just gives things a free +1, increasing its own offensive presensce by proxy.


Hitmontop @ Eject Button
Ability: Intimidate
Level: 50
EVs: 172 HP / 244 Atk / 68 Def / 20 SpD / 4 Spe
Adamant Nature
- Fake Out
- Close Combat
- Feint
- Wide Guard​

Wide Guard support, as I mentioned, is really crucial for Zard teams. The more popular user right now is Aegislash, but I didn't want to be vulnerable to opposing Zard Y teams, so I went with Hitmontop. Hitmontop can be led alongside Zard or Cress to exert FO pressure and hopefully help set up Tailwind or Trick Room respectively.
252 SpA Mega Salamence Hyper Voice vs. 172 HP / 20 SpD Hitmontop: 116-140 (78.9 - 95.2%) -- guaranteed 2HKO
-1 252+ Atk Landorus-T Tectonic Rage (180 BP) vs. 172 HP / 68 Def Hitmontop: 118-139 (80.2 - 94.5%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Flamethrower vs. 172 HP / 20 SpD Hitmontop in Sun: 121-144 (82.3 - 97.9%) -- guaranteed 2HKO
252+ SpA Tapu Fini Moonblast vs. 172 HP / 20 SpD Hitmontop: 132-156 (89.7 - 106.1%) -- 25% chance to OHKO
252+ SpA Heatran Heat Wave vs. 172 HP / 20 SpD Hitmontop: 60-72 (40.8 - 48.9%) -- guaranteed 3HKO
244+ Atk Hitmontop Close Combat vs. 4 HP / 0 Def Mega Kangaskhan: 182-216 (100.5 - 119.3%) -- guaranteed OHKO
244+ Atk Hitmontop Close Combat vs. 4 HP / 0 Def Heatran: 174-206 (104.1 - 123.3%) -- guaranteed OHKO
244+ Atk Hitmontop Close Combat vs. 220 HP / 4 Def Incineroar: 198-234 (100 - 118.1%) -- guaranteed OHKO
244+ Atk Hitmontop Close Combat vs. 4 HP / 0 Def Kartana: 144-170 (106.6 - 125.9%) -- guaranteed OHKO
244+ Atk Hitmontop Close Combat vs. 252 HP / 0 Def Stakataka: 192-228 (114.2 - 135.7%) -- guaranteed OHKO
244+ Atk Hitmontop Close Combat vs. 68 HP / 188 Def Snorlax: 200-236 (81.9 - 96.7%) -- guaranteed 2HKO after Gluttony Figy Berry recovery


Ferrothorn @ Leftovers
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 204 Atk / 52 SpD
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

Ferrothorn is a very natural fit for rain teams, since rain being up counteracts Ferrothorn's glaring 4x weakness to Fire. However, Ferrothorn is also a prime choice for teams that struggle with rain, since very few Water-types can do much damage to it, while it deals massive damage to most of them. It also rounds out my Trick Room mode, helping two matchups in one.

252+ SpA Zapdos Heat Wave vs. 252 HP / 52 SpD Ferrothorn: 144-172 (79.5 - 95%) -- guaranteed 2HKO
252+ SpA Pelipper Hurricane vs. 252 HP / 52 SpD Ferrothorn: 70-84 (38.6 - 46.4%) -- guaranteed 3HKO
252+ SpA Aegislash-Blade Never-Ending Nightmare (160 BP) vs. 252 HP / 52 SpD Ferrothorn: 141-166 (77.9 - 91.7%) -- guaranteed 2HKO
252 SpA Manectric Flamethrower vs. 252 HP / 52 SpD Ferrothorn: 152-180 (83.9 - 99.4%) -- guaranteed 2HKO
252+ Atk Landorus-T Superpower vs. 252 HP / 0 Def Ferrothorn: 130-154 (71.8 - 85%) -- guaranteed 2HKO
252+ SpA Heatran Inferno Overdrive (195 BP) vs. 252 HP / 52 SpD Ferrothorn through Protect: 154-183 (85 - 101.1%) -- 6.3% chance to OHKO
252+ Atk Parental Bond Mega Kangaskhan Low Kick (100 BP) vs. 252 HP / 0 Def Ferrothorn: 124-148 (68.5 - 81.7%) -- guaranteed 2HKO
252+ Atk Mega Swampert Superpower vs. 252 HP / 0 Def Ferrothorn: 134-158 (74 - 87.2%) -- guaranteed 2HKO
252+ SpA Kommo-o Flamethrower vs. 252 HP / 52 SpD Ferrothorn: 160-192 (88.3 - 106%) -- 31.3% chance to OHKO
-1 204+ Atk Ferrothorn Gyro Ball (150 BP) vs. 4 HP / 0 Def Landorus-T: 79-94 (47.8 - 56.9%) -- 90.6% chance to 2HKO
244+ Atk Ferrothorn Gyro Ball (150 BP) vs. 4 HP / 0 Def Tapu Koko: 127-151 (86.9 - 103.4%) -- 18.8% chance to OHKO
244+ Atk Ferrothorn Power Whip vs. 252 HP / 4 Def Tapu Fini: 158-188 (89.2 - 106.2%) -- 31.3% chance to OHKO
204+ Atk Ferrothorn Gyro Ball (136 BP) vs. 112 HP / 0 Def Mega Kangaskhan: 99-117 (51 - 60.3%) -- guaranteed 2HKO
204+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Mega Salamence: 87-103 (51.1 - 60.5%) -- guaranteed 2HKO
204+ Atk Ferrothorn Gyro Ball (150 BP) vs. 4 HP / 0 Def Naganadel: 141-166 (94.6 - 111.4%) -- 62.5% chance to OHKO
204+ Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Mega Gengar: 130-154 (96.2 - 114%) -- 81.3% chance to OHKO
204+ Atk Ferrothorn Power Whip vs. 252 HP / 44 Def Rotom-W: 158-188 (100.6 - 119.7%) -- guaranteed OHKO


Tapu Koko @ Electrium Z
Ability: Electric Surge
Level: 50
EVs: 28 HP / 4 Def / 204 SpA / 28 SpD / 244 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice]
- Taunt
- Protect

Perhaps I'm crazy, but the only way you're guaranteed outspeeding Mega-Gengar is with Scarf. This is Shinon's EV spread from '17. It outspeeds base 110 like Gengar and takes adamant max attack Arcanine Flare Blitz. Taunt comes in handy against the usual suspects. Losing Dazzling Gleam sucks because Hydreigon, Kommo-O, and Scrafty, but it only sucks as much as losing Dazzling Gleam should. Though Electric Terrain protects itself from sleep inducing moves, half of my team is capable of flying while asleep so I felt Taunt would be useful for, like, Amoonguss that have grass coverage instead of Sludge Bomb for example.

Weaknesses

Sand reduces the effectiveness of Moonlight, speeds up Excadrill, makes Tyranitar that much bulkier. Real bad time. Rain obviously reduces the effectiveness of Zard.


Nothing on the team naturally out paces Mega-Gengar and Top can't scratch it.


Zard is the team's only real answer to some Pokemon and it goes down hard to Koko, single targeted Rock moves like Stone Edge, or what have you.


The team sports three teammates with highly exploitable weaknesses that are often used as coverage. All it takes is an HP Ice Heatran or Scarf Rockslide from a Bulu to catch you off guard and do enough damage to secure a knock out.


My team lacks a Fairy type move, so taking out a Kommo-O that has set up, Scrafty, or Hydreigon can be tricky.​
 
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