When Scrafty 6-0's or Dies in One Turn

Hola Smogon! (Changes made in bold)

Time for my first Gen. 6 RMT. I've been playing this game for a long time, and no matter what, I can't seem to get any better. I love to build teams, and try and work to build around one Pokemon, and then see how the others start to shine on their own, and I've some great battles. But most of the time it tends to go wrong right from the first turn, and I can't seem to recover. This team started with Charizard-X. I'm sure every Charizard fan thought they won the lotto when they gave him 2 Mega Evolutions, making him infinitely more useful than he was before, and I personally liked the X version because I love a Dragon Dance set. So that was base.

At A Glance
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aegislash-blade.png
charizard.png
azumarill.png
scrafty.png
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So far this team has some good games, where everything seems to come together. But then other times it seems like it can't get through one Pokemon, or even a pair, and I find myself in a corner. So that's why I'm bringing the team here. I've made changes, and they fix problems that where problems before, but then new, worse one, arise from that. I just need a little bit of advice on where to go from here.​

In Depth

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Landorus-T @ Leftovers
Ability: Intimidate
EVs: 252 HP/164 Def/92 Spe
Nature: Jolly
-Stealth Rock
-U Turn
-Earthquake
-Knock Off

Landorus-T has replaced Excadrill as the Stealth Rock user, and pretty much utility for the team. Intimidate can help soften some blows that might hurt my team, and U-Turn helps to scout, especially if I lead with Landorus. Earthquake is for STAB and Hidden Power is nail other Landorus, plus things like Gliscor and other flyers. I feel like he needs another physical move instead of Hidden Power to nail some switch ins harder, but I'm not sure if that's the best option, still testing the 4th move. Knock Off helps stop some threats by getting rid of their items. The EVs help him take some physical hits, but with no real recovery move, that can only last so long. His biggest asset has been Intimidate for the team, especially if he can leave and come back in and do it twice to something particularly powerful.

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Excadrill Leftovers
Ability: Mold Breaker
EV's: 176 HP/60 Atk/252 SpDef/20 Spe
Nature: Adamant
-Rapid Spin
-Stealth Rock
-Swords Dance
-Earthquake

With Charizard being the main focus of my team, I needed a way to keep Stealth Rocks off the field. Defog was an option, but I opted for Rapid Spin because it won't get rid of the rocks that I setup myself. I felt Excadrill was a good option because he can set up rocks, he can spin them away, and he can still threaten with a powerful attack with his high base attack. Also, being Steel type, he can come in and take a Dragon attack aimed at Charizard. Mold breaker allows him to hit as many targets as possible with Earthquakes, so Gengars that come in to spin block are KO'ed. Swords Dance is there so that Excadrill can start dealing some real damage if he needs to.

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aegislash-blade.png

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 HP/4 Atk/252 SpAtk
Nature: Quiet
-King's Shield
-Shadow Ball
-Shadow Sneak
-Iron Head

Aegislash is a phenomenal pokemon. His defenses are great to take a hit when you need him too, but then he can switch and go on the offensive. King's Shield is great, being and to protect and possibly lower their attack, which can really help him take the next hit and KO. With Air Balloon, he can come in on many different attacks, like Earthquakes aimed at Charizard, and not really worry about the damage, and then he can land a strong, STAB Shadow Ball. Shadow Sneak works great with him, not only revenging something that was weak before, but also allows him to finish something off before they hit him in his Blade Form. Iron head is for physical STAB, and so far hasn't come into play, but is there so that he can at least try to do something to Blissey. This guy gives the team a lot more safe switches, while also being able to dish out the damage when needed.

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Jolteon Life Orb
Ability: Volt Absorb
EV's: 4 HP/252 SpAtk/252 Spe
Nature: Timid
-Thunderbolt
-Volt Switch
-Hidden Power Ice
-Shadow Ball

I see a lot of Talonflame running about, and Jolteon is my way to counter it. Not just that, but he adds some much needed speed to my team, allowing him for some unexpected clean up late when everything has been weakened. Most importantly, for awhile he was my only true special attacker, so he was needed to get through some things like Gliscor. Thunderbolt is his main STAB, and Volt Switch is to scout. Hidden Power ice if for the previously mentioned Gliscor, while also nabbing KO's on things like Garchomp. Shadow Ball is just extra coverage, and is great against things like Trevenant. Volt Absorb is great to grab a healing boost to offset the Life Orb recoil.

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Charizard @ Charizardite X
Ability: Blaze
EV's: 4 HP/252 Atk/252 Spe
Nature: Adamant
-Dragon Dance
-Dragon Claw
-Flare Blitz
-Earthquake

The reason why I started this team. I love Charizard, and now I have a way to use him. Mega Charizard X is a fantastic Dragon Dance sweeper, gaining the Ability Tough Claws and putting it to good use with his great STAB combo. After a Dragon Dance, not much can switch in, except Heatran and Azumarill. I went Dragon Claw because I don't want to be locked into Outrage. Flare Blitz its incredibly powerful, with a bit of a drawback, but that's where Roost comes in, helping Charizard stick around longer when the opponent thinks he's on his way out. Earthquake is the final move, so that Charizard can deal with Heatran, and just gives him a little bit more coverage. It can also help take care of some Steel types without the recoil of Flare Blitz. I feel that with the right support, this guy can really shine in the metagame, I just need help achieving that support. On a last note, I use shiny Charizard as a small gimmick to bait Charizard Y, since a lot of people want a black Charizard, and X is already black. Not quite sure how much it works, but I've caught at least a couple people of guard with it.

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azumarill.png

Azumarill @ Splash Plate
Ability: Huge Power
EV's: 212 HP/252 Atk/44 Spe
Nature: Adamant
-Aqua Jet
-Waterfall
-Superpower
-Play Rough

Azumarill's new Fairy type gives a second STAB and a great immunity, so he is another great Pokemon to sponge the Dragon attacks coming Charizard's way. Choice Band along with Huge Power really makes this thing hit like a train, and Aqua Jet helps the speed problem and allows for him to revenge kill. Waterfall is the more powerful STAB move to use when I don't need to Aqua Jet. Superpower is for coverage and power, and Play Rough is for secondary STAB, and it takes care of Dragons. The only problem is that this guy is slow, so the damage does start to add up, lessening his ability to come in and land a powerful blow, and Aqua Jet only goes so far. Splash Plate gives his 2 water attacks some extra juice while still giving me the option to switch moves, which is great. The loss of power on Superpower and Play Rough sucks, but I find the utility of being able to switch moves more useful.

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Scrafty @ Chople Berry
Ability: Moxie
EVs: 4 HP/252 Atk/252 Spe
Nature: Jolly
-Dragon Dance
-Drain Punch
-Crunch
-Ice Punch

I've switched Scrafty from the Bulk Up set to the Dragon Dance set, and his play has become a lot more consistent. Dragon Dance solves his speed problem, and then if gets that first kill, then it can sky rocket from there with Moxie boosts. Drain Punch and Crunch are for STAB, with the former also healing him, which can be crucial at times. Ice Punch is for coverage, and handles dragons like Dragonite and Garchomp. Chople Berry has been fantastic, allowing Scrafty to take a Close Combat from Terrakion or Lucario, then KO back with Drain Punch and gain that health back. If he gets a couple kills, he becomes a force to be dealt with.


Scrafty Leftovers
Ability: Shed Skin
EV's: 252 HP/4 Def/252 SpDef
Nature: Careful
-Bulk Up
-Drain Punch
-Crunch
-Rest

This guy has probably been the MVP of team. Everything in this set works great together. The EV's and nature max out special bulk, and then Bulk Up helps to raise his physical bulk. Leftovers is for passive recovery and Rest is to fully heal. Drain Punch is for STAB and healing, and Crunch rounds out the moveset. But the real key is Shed Skin. Being able to shed a status is huge; Scrafty can come in on Thunder Wave and Will-O-Wisp and not worry about being statused, and then setup. And even if he doesn't shed the burn, he can Rest to cure the burn, and then Shed the sleep and be at full health. So many times players let him set up several Bulk Ups and wear him down thinking that they can just beat him that way, and then I Rest. Or an opponent will waste a couple turns to switch in and burn him, just for him to shed it and be as good as new. This guy alone has really helped the team is some games. But there still is a problem. If I don't get the chance to setup, Scrafty just isn't powerful enough to deal significant damage, and ends up being death fodder instead. It's really boom or bust when it comes to him.

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Latios @ Life Orb
Ability: Levitate
EVs: 4 HP/252 SpAtk/252 Spe
Nature: Timid
-Draco Meteor
-Thunderbolt
-Defog
-Memento

Latios' job depends on the situation. He can come in and deal massive damage with Draco Meteor, or he can support the team and lead another member to a sweep. Defog gets rid of hazards, especially rocks for Charizard, but it also gets rid of things like Dual Screens, which is huge, as it helps to prevent the opponent from setting up under them. Thunderbolt is because I felt I needed an Electric attack for the team, and it hits switch ins like Skarmory and Scizor hard. Memento is for when Latios is on his way out, and is his one last support move before fainting. From there, I can try and setup either Scrafty or Charizard to try and break a hole in the other team.


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Alakazam Focus sash
Ability: Magic Guard
EV's: 4 HP/252 SpAtk/252 Spe
Nature: Timid
-Psyshock
-Focus Blast
-Shadow Ball
-Hidden Power Ice

Alakazam is the most recent addition to the team, because I felt I needed another special attacker. I also have a problem with setup sweepers sometimes, and let them get too many boosts, and he helps to revenge them. Magic Guard plus Focus Sash is a great combination that allows him to always take one attack and deal it back. Psyshock is for STAB, and also doesn't leave him helpless against Blissey. Focus Blast handles Steel types and Shadow Ball is for coverage. As far as the Hidden Power type, I opted with Ice because setup Dragon sweepers tend to bother me more than others, so he can reliably attack them for Super Effective damage.


All in all, I like the idea of team, with Mega Charizard X being the main Sweeper of the team, I just need help bring out his full potential. I'm willing to swap out anyone on the team except for Charizard, though I would be willing to change him moveset, if there is a better option for the team, so all suggestions are welcomed. Thanks in advance for your help!


Threats List

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Prankster is a great ability, except when used against me. Thundurus is a difficult guy to get by because he can priority Thunder Wave almost everyone on my team, and the only one who can take the Thunder Wave can't really harm it. It's not that he is difficult to take down, because he can't really can't take attacks, but crippling my sweepers can be fatal during the course of a match. Plus he is strong enough to threaten the switch in as well.

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I've never been able to handle Genesect. He's fast, has a great move pool, and powerful. He can threaten most my team with Super Effective attack, and the only Super Effective move I can dish back at it is from Charizard, but I can't switch in if I'm not mega evolved in fear of a Thunderbolt. It's probably partly because I haven't figured out how to play against him, but he always seems to be in against someone I can hurt him with, and I have no safe switch in. He is probably my least favorite Pokemon to play against.

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Mainly the special variant. I have answers to beat him, like Aqua Jet from Azumarill, but he can severely damage everyone I bring in. If Charizard isn't mega evolved yet, then I can mega evolve and Dragon Dance to be faster, because I rarely see someone try to predict that I'm Charizard X and not Y. Overall he isn't an unbeatable Pokemon, I just need to be cautious.

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The only threatening move I have against it is Thunderbolt from Latios. If this thing gets a Belly Drum in, my team is gonna have some holes broken into it. Its also very hard to switch into, as Water and Fairy hit my team very well overall, and then even if I get him close to fainting, it still has Aqua Jet to pick me off as well. A fantastic Pokemon, a pain to play against.

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Can absolutely destroy my team. He hits almost everything for Super Effective damage. And to make matters worse, he usually runs Timid, so he always outspeeds my Charizard and KO's him. Latios is faster, can Thunderbolt him, but other than that, I can't handle him. Even Azumarill's Aqua Jet doesn't help because the sun halves water damage. If Latios is dead, then I have almost no shot to beat this thing.
 
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Hello there n____n.

I love Charizard-X so I have to rate this team!

Firstly, I'd like to say I'm glad you're giving valiant efforts in your teambuilding, as I can tell by reading this that you enjoy this game and seriously want to get better. I can respect that. You said you started out by basing the team around Charizard-X; however, there are some serious flaws with this team. I'd like to say that when you pick a Pokemon to build around, you need to make sure that it is both offering and taking plenty from the team (in terms of a give and take exchange with each of its teammates).

That said, when you started out with Charizard-X, how did you not notice the glaring EQ weakness? When Charizard Mega Evolves, it loses it's flying typing, and none of Zard's teammates can help switch into anything like Garchomp or Landorus-I or even Excadrill (scarf variants, plus Excadrill can outrun Adamant Charizard).

I also notice that some sets are simply not that great in this metagame -- Bulk Up Scrafty is one of those things. I've been meaning to get around to trying out Scrafty since Dark / Fighting typing seems like a really good offensive type combination. However, with that said, Scrafty can only really pull a Dragon Dance set. It just doesn't really have the bulk or the speed to utilize Bulk Up at all -- Close Combat from Mega Lucario OHKOs, and Drain Punch at +0 fails to KO -0 Def Lucario, which is something worth noting. Shed Skin + Rest is also a very niche, unreliable combination to be running especially in a metagame where giving out free turns is a cardinal sin.

Lastly, Jolteon is a Pokemon that has many Pokemon that can simply do it's job better. Thundurus is probably the most common example of this, but Raikou shouldn't be left out either. Excadrill with Leftovers is a waste and Swords Dance is kind've a mediocre option coupled with only EQ as a form of attack when there are things like Talonflame and Landorus-T that can easily make your efforts moot.

OK so the first weakness I see in this team is absolutely no way of switching into EQ, especially since most EQ users can do heavy damage to Charizard should it chose to try and take it. I'm going to recommend you replace Excadrill for Landorus-T. The added Intimidate is a boon that this team cannot resist having, as it makes dealing with Tyranitar and Excadrill and opposing Landorus-T so much easier. I would run at least 92 speed effort values so that you hit a speed stat of 241, which outruns 239s like Adamant Bisharp, Breloom, and most defensive Rotom-W. I recommend running maximum HP investment and dumping the rest into Defense to help tank hits, especially from the likes of Jolly Pinsir, which can outrun Zard and OHKO wit Earthquake.

Removing Excadrill means that your team is open to SR more since you can no longer remove them from the field. By replacing Sash Alakazam with Defog Latios, I think this will no longer be an issue. Thanks to Memento, Charizard-X has much more set up opportunities than before. You don't miss Alakazam much either since Latios can pretty much handle the same coverage and boast around those speed tiers.

Lastly, I would replace Jolteon for Air Balloon Aegislash. Lucario is a huge threat to your team, especially if it manages to get a +2 anything up. Aegislash and Landorus-T heavily check most Lucario sets and Aegislash can also still heavily damage things with Shadow Ball. Thanks to Air Balloon, it can come in on common threats to Zard-X like Mamoswine or Garchomp or Landorus-T or Gliscor and severely damage them.

As for a nitpick, I'd change Scrafty to a Dragon Dancing set. Thanks to Memento, it too gets more set up opportunities. Run Jolly nature, with maximum investment in both attack and speed. Dragon Dance, Drain Punch or High Jump Kick, Crunch, and Ice Punch should be its move set. I haven't test items on this, but I'd bet anything Chople Berry would give you a slew of more set up opportunities!

If you need any more help, don't hesitate to PM me. I hope this helps you get back into the competitive scene! :)

EDIT: I almost forgot, I heavily recommend Earthquake over Roost on Charizard to hit Aegislash and Tyranitar.
 
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Thanks for the advice Shurtugal. I've done several battles and so far a lot of it helps. I especially like the Dragon Dance Scrafty set, I think he helps the team a bit more cause I have less games where he is death fodder and more games where he plays a big part, even if its only one kill. As for the Latios set, is there a specific set that you recommend?
 
Yes sure here is the Latios I had in mind:

Latios @ Life Orb
Trait: Levitate
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
- Draco Meteor
- Thunderbolt / Surf
- Defog
- Memento

If you have more questions on the rate feel free to PM me! :) Also add Moxie on Scrafty.
 
Scrafty is one of my sweepers, so the lack of power with Knock Off makes it very undesirable.

Btw, I've made a couple more edits to the team, plus added a threats list, some of which are very difficult to play around. Any advice?
 
Scrafty is one of my sweepers, so the lack of power with Knock Off makes it very undesirable.

Btw, I've made a couple more edits to the team, plus added a threats list, some of which are very difficult to play around. Any advice?

Knock Off gets 97.5 the first time, then 65 the next turn, combined makes it 162, Crunch twice is only 160, but Knock Off removes an item making it more viable. Literally no reason not to run it :P
 
I actually had no idea that it got boosted in power since last gen, sorry about that. It definitely does sound a lot better than Crunch, thanks Chesnaught!
 
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