Hello, this is a balanced Mega Charizard X team I built recently and has been doing alright so far.
I started off with this core from bludz since I like Zard X and have been trying to get it to work :/
Next I added Skarm as a fairy check and also for strong physical attackers such as Lando-T, Weavile, Mega Lop and Mega Metagross.
Rocky Helm Garchomp was next to check Talonflame and Bisharp and to rack up residual damage to make it easier for Zard to sweep.
The last member was Reflect Type Starmie as I needed a spinner or defogger but didn't want to be even weaker to Bisharp.
The Team In-depth
Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 248 HP / 172 Def / 84 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Encore
- Soft-Boiled
The first setup sweeper, very useful to absorb status such as paralysis, burn or toxic. Clef needs to be kept healthy to deal with Thundurus, though I haven't run into many on the ladder yet. Encore helps to check other setup sweepers like Volcarona or Manaphy. Standard spread to deal with Thundurus with 4 speed Evs to creep other clefs and encore them.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Hidden Power [Ice]
- Knock Off
- U-turn
In my opinion, one of the best pivots in OU right now, being able to take many special attacks such as Draco from latios/latias and threaten a knock off/u-turn. Tornadus also helps with the rain matchup if you can get it in safely. Also checks non-Rock slide lando-I. HP Ice for Gliscor, Lando and Garchomp. Max speed to outrun alakazam and to get off a knock off vs other torn-t. Standard 160 spA to OHKO Keldeo and the rest in HP.
Charizard @ Charizardite X
Ability: Blaze
EVs: 96 HP / 220 Atk / 192 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
The star of the show, Charizard's unique typing lets it setup on mons like Rotom-W while being immune to burns. It still hates paralysis and poison which Clef helps to absorb while Zard helps to remove steel types for clef. The spread outspeeds Scarf Lando-t at +1 while OHKOing with Flare Blitz after rocks with the remainder dumped in HP.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spikes
- Roost
- Iron Head
- Whirlwind
Skarm acts as the main check to fairies such as Diancie and Altaria and also physical attackers like Excadrill and Weavile. Iron head was chosen to mainly hit Mega Diancie. Spikes + Rocky helmet wear down the opponents team for zard. Standard Max hp max defense.
Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure
Tankchomp is great as it checks mons like Bisharp and Lando-T while being able to set up rocks. Rocky helm gets damage on Megagross and lopunny and endure can get even more damage on those megas and also Azumarill. Endure also helps damage talonflame which is a big threat if it sets up as garchomp is my only check to it. The spread creeps jolly Bisharp, max Hp and rest in defense to tank hits better.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Recover
- Reflect Type
Starmie is nice as it allows me to spin away hazards which annoy zard while keeping up my own spikes/rocks. Reflect type avoids being easily killed by Bish, also useful to be able to spin on/burn Ferrothorn without being annoyed by leech seed. Natural Cure also helps to absorb some status.
THREATS
I need to get Zard mega-evo'd early to have a switchin as to not pressure clef too much. It's still really annoying to deal with as it gets free momentum off a volt switch every time it comes in on torn or skarm. The only real counterplay is blocking the volt switch with chomp and going into zard directly after to get off some damage with dragon claw or set up a DD.
Thanks for reading! :p
I started off with this core from bludz since I like Zard X and have been trying to get it to work :/
Next I added Skarm as a fairy check and also for strong physical attackers such as Lando-T, Weavile, Mega Lop and Mega Metagross.
Rocky Helm Garchomp was next to check Talonflame and Bisharp and to rack up residual damage to make it easier for Zard to sweep.
The last member was Reflect Type Starmie as I needed a spinner or defogger but didn't want to be even weaker to Bisharp.
The Team In-depth
Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 248 HP / 172 Def / 84 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Encore
- Soft-Boiled
The first setup sweeper, very useful to absorb status such as paralysis, burn or toxic. Clef needs to be kept healthy to deal with Thundurus, though I haven't run into many on the ladder yet. Encore helps to check other setup sweepers like Volcarona or Manaphy. Standard spread to deal with Thundurus with 4 speed Evs to creep other clefs and encore them.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Hidden Power [Ice]
- Knock Off
- U-turn
In my opinion, one of the best pivots in OU right now, being able to take many special attacks such as Draco from latios/latias and threaten a knock off/u-turn. Tornadus also helps with the rain matchup if you can get it in safely. Also checks non-Rock slide lando-I. HP Ice for Gliscor, Lando and Garchomp. Max speed to outrun alakazam and to get off a knock off vs other torn-t. Standard 160 spA to OHKO Keldeo and the rest in HP.
Charizard @ Charizardite X
Ability: Blaze
EVs: 96 HP / 220 Atk / 192 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
The star of the show, Charizard's unique typing lets it setup on mons like Rotom-W while being immune to burns. It still hates paralysis and poison which Clef helps to absorb while Zard helps to remove steel types for clef. The spread outspeeds Scarf Lando-t at +1 while OHKOing with Flare Blitz after rocks with the remainder dumped in HP.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spikes
- Roost
- Iron Head
- Whirlwind
Skarm acts as the main check to fairies such as Diancie and Altaria and also physical attackers like Excadrill and Weavile. Iron head was chosen to mainly hit Mega Diancie. Spikes + Rocky helmet wear down the opponents team for zard. Standard Max hp max defense.
Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure
Tankchomp is great as it checks mons like Bisharp and Lando-T while being able to set up rocks. Rocky helm gets damage on Megagross and lopunny and endure can get even more damage on those megas and also Azumarill. Endure also helps damage talonflame which is a big threat if it sets up as garchomp is my only check to it. The spread creeps jolly Bisharp, max Hp and rest in defense to tank hits better.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Recover
- Reflect Type
Starmie is nice as it allows me to spin away hazards which annoy zard while keeping up my own spikes/rocks. Reflect type avoids being easily killed by Bish, also useful to be able to spin on/burn Ferrothorn without being annoyed by leech seed. Natural Cure also helps to absorb some status.
Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 248 HP / 172 Def / 84 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Encore
- Soft-Boiled
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Hidden Power [Ice]
- Knock Off
- U-turn
Charizard @ Charizardite X
Ability: Blaze
EVs: 96 HP / 220 Atk / 192 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Recover
- Reflect Type
Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spikes
- Roost
- Iron Head
- Whirlwind
Ability: Magic Guard
Shiny: Yes
EVs: 248 HP / 172 Def / 84 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Encore
- Soft-Boiled
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Hidden Power [Ice]
- Knock Off
- U-turn
Charizard @ Charizardite X
Ability: Blaze
EVs: 96 HP / 220 Atk / 192 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Recover
- Reflect Type
Garchomp @ Rocky Helmet
Ability: Rough Skin
Shiny: Yes
EVs: 248 HP / 164 Def / 96 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Endure
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Spikes
- Roost
- Iron Head
- Whirlwind
THREATS
I need to get Zard mega-evo'd early to have a switchin as to not pressure clef too much. It's still really annoying to deal with as it gets free momentum off a volt switch every time it comes in on torn or skarm. The only real counterplay is blocking the volt switch with chomp and going into zard directly after to get off some damage with dragon claw or set up a DD.
http://replay.pokemonshowdown.com/ou-233061898 vs Mega Gyara offense
https://replay.pokemonshowdown.com/ou-233281276 vs Mega Diancie balance
Will probably add some more if I get any good ones.
https://replay.pokemonshowdown.com/ou-233281276 vs Mega Diancie balance
Will probably add some more if I get any good ones.
Thanks for reading! :p