Your XXX Team

HEYS WHATS UP PEOPLE. SEXYBOY1 HERE. I have been playing competitive this gen and still getting better. So anyway im not good in explaining my teambuilding process so i will skip that part. However if anyone wants to see one. Then msg me and ill put it on. Thank you

BTW CHANGES WILL BE MADE IN RED
So my team:

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Look at me Bro (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Ice]

- U-turn
This is usually my lead. People think it has stealth rock since i sent it out first, however its unpredictable that this guy will be that fast. He also handles the physical offense the team. His Intimidate lowers the attack of enemy mons. Earthquake on the set is the mandatory STAB. U-turn maintians momentum since a lot of -1 physical attackers often switch out.
Hp ice for dragons and other landos. rock slide has been chosen over stone edge due to accuracy>damage.


mega_charizard_x.png

Niggas be like evolve (Charizard) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Roost
Charizard receives a major buff in Mega Charizard X: one that allows him to become a dangerous sweeper capable of running multiple sets and accomplishing many a task. With Mega Charizard X, Charizard becomes a very similar to Dragonite with a secondary Fire typing and a huge movepool. This set allows Charizard to break through almost all of its potential counters and hit anything hard neutrally. After one Dragon Dance, nothing in the game will be able to switch in and absorb a hit without fearing an OHKO or 2HKO. Flare Blitz provides enough the brute force which obliterates most physical walls but will greatly reduce your lifespan due to the recoil. With this said, Roost makes for a great option in the last slot to recover health and last much longer in the game.

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Shield of **** (Aegislash) @ Spooky Plate
Ability: Stance Change
EVs: 232 HP / 4 Atk / 252 SAtk / 20 Spd
Quiet Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield
I mainly picked Aegislash to deal with dem fairies and to take those fighting type moves my team is so afraid of and I went for the Shadow Ball set so that I am able to hit everything coming in for tons of damage. Iron Head is an obvious choice, hitting all fairies out of showdown and putting a dent in everything else. Shadow Sneak provides me with another priority move. Spooky Plate is the item of choice to boost my two most used moves.

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Washing machine (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Rest
The rest-chesto set. it checks extremely dangerous threats such as Talonflame, Blaziken, Togekiss, and Azumarill. Rotom-W is also great in gaining momentum via Volt Switch, as Ground-types generally can't switch in on Rotom-W in fear of its Water-type STAB attacks. Hydro Pump hits moderately hard and has nice general coverage with Volt Switch. Will-O-Wisp cripples physical attackers such as Excadrill, Azumarill, and Garchomp, as well as Breloom and Ferrothorn on the switch. Rest gives Rotom-W a second life as it's easily worn down by Stealth Rock. Chesto Berry heals off Rest.

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Got my vest on (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk /
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off
Conkeldurr, one of my new favorites. I don't know, he is just such a beast with Assault Vest, I can't even. Conkeldurr is first my status absorber and second my total badass annihilator. The EV are spread out so that I can become one amazing SPDEF tank, I can probably take any non-supper effective STAB move with 2/3 of my health remaining and any super effective move with just some health left, as long as it comes from the special side of the spectrum. This thing is beast especially when someone burns it, and can own anything that is not a flying type (I hate you faster than me flying types). I gave this guy Knock Off for both utility and owning any ghost type switching into my fighting moves of annihilation. Drain Punch and Mach Punch are obvious enough, simply allowing me to rack up my HP with tons of damage, and revenge killing or finishing off most mons. Ice Punch is there for Gliscor, Londurus, Garchomp and Dragonite.


deoxys-defense.jpg

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 192 HP / 252 Spd / 64 Atk
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Superpower
I have decided to use this guy because of "Vertex". He told me that its better than skarmony and it fits in my team making it an HO team. Stealth Rock and Spikes are obvious moves on this set, as Deoxys-D wants to get them up as quickly as possible. Taunt stops slower Defog and entry hazard users such as Skarmory, Togekiss, and Landorus-T. You can even use Taunt if you suspect that a faster Defog or entry hazard user, such as Latios or Garchomp, is about to switch in. He also told me to put Superpower for bisharp and suggested a strange Deoxys-D spread to allow you to lure in and OHKO Bisharp with Superpower on Turn 1 to remove it as a major threat late-game. This team has absolutely nothing to stop Bisharp. Landorus-T just gives it +1 attack with Intimidate. Bisharp is a huge threat to this team and being able to remove it, turn 1 can be a game changer.


Import:

Look at me Bro (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Rock Slide
- Hidden Power [Ice]
- U-turn

Niggas be like evolve (Charizard) @ Charizardite X
Ability: Blaze
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Roost

Shield of **** (Aegislash) @ Spooky Plate
Ability: Stance Change
EVs: 232 HP / 4 Atk / 252 SAtk / 20 Spd
Quiet Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

washing machine (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Rest

My big two sticks (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 192 HP / 252 Spd / 64 Atk
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Superpower



So heres my team. rate it and change anything
SO YA
Will give replays later. (AND I think i had a problem with Mega-Venasuar once)
and stuck in the 1400s
 
Last edited:
Hey there.

First of all, your title does not need to share your emotions. Someone will come along soon like me and rate this team. The team seems solid to a good point, but I think this team has few weaknesses. The first is Mega Charizard Y which has the potential to sweep this team once Landorus-T is removed from the game. Using Fire Blast / Solarbeam / Dragon Pulse coverage, this team has little to no chance to stop it from sweeping this team. Relying on Stone Edge seems like a very bad idea, as it has 80% accuracy and the only thing you seem to be using it for is Volcarona, Talonflame, Mega Pinsir, and Mega Charizard Y where the extra power is not needed since Rock Slide already OHKOes them. Second, Landorus-T does not need Superpower. You did not mention why you had it in your description, but using Hidden Power [Ice] is the better choice as it lets you revenge kill Dragonite and Garchomp which otherwise pretty much 6-0 you. Nothing on this team can stop Garchomp. Skarmory is pummeled by Fire Fang. Landorus-T and Conkeldurr will be demolished by a +1 / +2 Outrage. Conkeldurr is OHKOed. Landorus-T is your only way to stop it and without Hidden Power [Ice], its useless.

I am not liking Skarmory on this team. Mega Charizard X already has Roost to some what take care of Stealth Rock damage and its only 2x weak after MEvo. Two of your PKMN are immune to Spikes. Conkeldurr doesn't care about hazards and loves Toxic Spikes. Aegislash resists Stealth Rock. While Charizard has problems with it if it doesn't Mega Evolve. It seems that you MEvo Charizard early-game considering it uses Roost. Skarmory not only brings redundant synergy as it strengthens your weakness to Thundurus-I, but just sits there and does useless work late-game. All it does is Whirlwind things. Making this team an HO team with Deoxys-D seems best considering that every team member appreciates Spikes support.
  • Conkeldurr has Mach Punch and Drain Punch which are amazing with hazards.
  • Rotom-W has Volt Switch and burn damage compounds quickly with SR + Spikes
  • Aegislash gets a ridiculous amount of 2HKOes with Spikes like on Hippowdon
    • 252+ SpA Life Orb Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Hippowdon: 185-218 (44 - 51.9%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
    • Running Life Orb is probably best on your wall-breaker since Shadow Sneak hits like a truck and can be used late-game to finish weakened teams easily with SR + Spikes
  • Landorus-T loves Spikes to get a late-game sweepw ith its powerful Earthquake and U-turn is amazing with hazards
  • MegaZardX likes hazards ;D
I am going to suggest a strange Deoxys-D spread to allow you to lure in and OHKO Bisharp with Superpower on Turn 1 to remove it as a major threat late-game. This team has absolutely nothing to stop Bisharp. Landorus-T just gives it +1 attack with Intimidate. Bisharp is a huge threat to this team and being able to remove it turn 1 can be a game changer.

Anyways, hope I could help! ^_^
Code:
Deoxys-D | Red Card | Pressure
Timid | 192 HP / 64 Atk / 252 Spe
Stealth Rock | Spikes | Taunt / Magic Coat | Superpower

  • 645-s.png
    • Hidden Power [Ice] > Superpower
    • Rock Slide > Stone Edge
  • 227.png
    -->
    386d.png
 
Hey there.

First of all, your title does not need to share your emotions. Someone will come along soon like me and rate this team. The team seems solid to a good point, but I think this team has few weaknesses. The first is Mega Charizard Y which has the potential to sweep this team once Landorus-T is removed from the game. Using Fire Blast / Solarbeam / Dragon Pulse coverage, this team has little to no chance to stop it from sweeping this team. Relying on Stone Edge seems like a very bad idea, as it has 80% accuracy and the only thing you seem to be using it for is Volcarona, Talonflame, Mega Pinsir, and Mega Charizard Y where the extra power is not needed since Rock Slide already OHKOes them. Second, Landorus-T does not need Superpower. You did not mention why you had it in your description, but using Hidden Power [Ice] is the better choice as it lets you revenge kill Dragonite and Garchomp which otherwise pretty much 6-0 you. Nothing on this team can stop Garchomp. Skarmory is pummeled by Fire Fang. Landorus-T and Conkeldurr will be demolished by a +1 / +2 Outrage. Conkeldurr is OHKOed. Landorus-T is your only way to stop it and without Hidden Power [Ice], its useless.

I am not liking Skarmory on this team. Mega Charizard X already has Roost to some what take care of Stealth Rock damage and its only 2x weak after MEvo. Two of your PKMN are immune to Spikes. Conkeldurr doesn't care about hazards and loves Toxic Spikes. Aegislash resists Stealth Rock. While Charizard has problems with it if it doesn't Mega Evolve. It seems that you MEvo Charizard early-game considering it uses Roost. Skarmory not only brings redundant synergy as it strengthens your weakness to Thundurus-I, but just sits there and does useless work late-game. All it does is Whirlwind things. Making this team an HO team with Deoxys-D seems best considering that every team member appreciates Spikes support.
  • Conkeldurr has Mach Punch and Drain Punch which are amazing with hazards.
  • Rotom-W has Volt Switch and burn damage compounds quickly with SR + Spikes
  • Aegislash gets a ridiculous amount of 2HKOes with Spikes like on Hippowdon
    • 252+ SpA Life Orb Aegislash-Blade Shadow Ball vs. 252 HP / 252+ SpD Hippowdon: 185-218 (44 - 51.9%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
    • Running Life Orb is probably best on your wall-breaker since Shadow Sneak hits like a truck and can be used late-game to finish weakened teams easily with SR + Spikes
  • Landorus-T loves Spikes to get a late-game sweepw ith its powerful Earthquake and U-turn is amazing with hazards
  • MegaZardX likes hazards ;D
I am going to suggest a strange Deoxys-D spread to allow you to lure in and OHKO Bisharp with Superpower on Turn 1 to remove it as a major threat late-game. This team has absolutely nothing to stop Bisharp. Landorus-T just gives it +1 attack with Intimidate. Bisharp is a huge threat to this team and being able to remove it turn 1 can be a game changer.

Anyways, hope I could help! ^_^
Code:
Deoxys-D | Red Card | Pressure
Timid | 192 HP / 64 Atk / 252 Spe
Stealth Rock | Spikes | Taunt / Magic Coat | Superpower

  • 645-s.png
    • Hidden Power [Ice] > Superpower
    • Rock Slide > Stone Edge
  • 227.png
    -->
    386d.png


I agree with you that i should switch superpower with hp ice. I haven't really used superpower a lot. So therefore i agree with that move. Rock slide is pretty good too. I will try out that move for now. OK now lets talk about deoxys-D. i know it can set up spikes and sr and is bulky but dont u think i can kill bisharp with an earthquake.
 
Yo, what's going on SexyBOY1. This is looking pretty solid but a team with a Charizard and no hazard control makes me cry. In order to keep up the synergy you have going as well as giving you some hazard control I suggest running Mew over Deoxys-Defense. With Mew you still can lay hazards and taunt your opponents, but the key factor is Mew has the coveted Defog to keep hazards at bay further ensuring a Charizard sweep. Taunt is used to stop set up sweepers and prevent your opponent from laying hazards or statusing you (that a word ?_?). Defog and Stealth Rock are for hazard control while Soft Boiled is your reliable recover aspect. Due to the fact that Taunt isn't completely necessary and leaves you without an attack, I have slashed U-turn and Psyshock next to it. Psyshock is for STAB or Mega Venusaur coverage and U-turn is for scouting purposes and momentum.

Some minor changes include running 4 SDef over 4 HP on Mega Charizard X.
Having an odd number of HP means you take 1% less on switch ins while Stealth Rock is up. In doing this you can swap in three times if you have taken no damage from anything else and one extra switch in could be the key point in a win you get. Another minor change would be your Conkeldurr EV spread. Try running a 252 Atk / 252 SDef / 4 Def EV spread in order to maximize your damage output while still remaining bulky enough to double as a special tank. Hope I helped and good luck in the future.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Taunt
- Soft-Boiled
- Defog
- Stealth Rock
 
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