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So, the team I use as my main one has Hoopa-U, which is now banned. I tried looking into suitable replacements but didn't find any, so I have resorted to building an entirely new team. So far it seems to be working reasonably well although I've yet to try it on main.
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Solar Beam
- Dragon Pulse
- Roost
Info: I've always liked Charizard, and ever since its megas were revealed I've always preferred Y to X. Whilst it's not quite as prominent as ZardX, ZardY is one of the best wall breakers around with a decent Speed tier and enormous Sp. Atk. Flamethrower serves as its main STAB, I use it over Fire Blast for the accuracy since it's already plenty powerful enough considering STAB and Drought. Solarbeam deals with Rock, Ground and Water types that would otherwise trouble Zard. Dragon Pulse wipes out a dragon coming in expecting Flamthrower or SBeam. Roost is for the much needed recovery.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Stealth Rock
- Brave Bird
- Defog
Info: Eight resistances and two immunities makes Skarmory a defensive titan. Roost allows it to maintain its HP so it can remain a persistent annoyance. Stealth Rock is self-explanatory. Brave Bird is to stop Taunt rendering it totally useless and to give it some small offensive presence. Defog remove enemy rocks that trouble ZardY.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Info: Scarf lets it outspeed bothersome pokemon with HP Ice or something. Earthquake is the main STAB for recking everything. U-Turn allows for momentum and when combined with the scarf means I can deal a decent chunk of damage and then get out without a hit. Stone Edge is for Flying types and Knock Off is for Knock Off.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Knock Off
- Toxic
Info: Covers most of Zard, Skarm and Lando's weaknesses, switching into Water moves provides recovery also. Earthquake hits a lot and is the main STAB. Scald is mostly just for the burn factor. Knock Off for Knock Off. Toxic cripples threats switching in.
Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Calm Mind
- Hidden Power [Ice]
- Volt Switch
Info: With great speed and special stats, Raikou is a great sweeper. Thunderbolt is the primary STAB move. Calm Mind boosts already impressive special stats. HP Ice deals with Landorus, Lati@s and Garchomp. Volt Switch is useful in the same way as U-Turn.
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD
Bold Nature
- Thunder Wave
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Info: Traps annoying Steels, covers fairies and cripples a lot of offensive pokemon with T-Wave. Thunderbolt and Flash Cannon are powerful STAB moves and HP fire deals with Grass and Steel pokemon.
Thoughts?
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Solar Beam
- Dragon Pulse
- Roost
Info: I've always liked Charizard, and ever since its megas were revealed I've always preferred Y to X. Whilst it's not quite as prominent as ZardX, ZardY is one of the best wall breakers around with a decent Speed tier and enormous Sp. Atk. Flamethrower serves as its main STAB, I use it over Fire Blast for the accuracy since it's already plenty powerful enough considering STAB and Drought. Solarbeam deals with Rock, Ground and Water types that would otherwise trouble Zard. Dragon Pulse wipes out a dragon coming in expecting Flamthrower or SBeam. Roost is for the much needed recovery.
Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Stealth Rock
- Brave Bird
- Defog
Info: Eight resistances and two immunities makes Skarmory a defensive titan. Roost allows it to maintain its HP so it can remain a persistent annoyance. Stealth Rock is self-explanatory. Brave Bird is to stop Taunt rendering it totally useless and to give it some small offensive presence. Defog remove enemy rocks that trouble ZardY.
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off
Info: Scarf lets it outspeed bothersome pokemon with HP Ice or something. Earthquake is the main STAB for recking everything. U-Turn allows for momentum and when combined with the scarf means I can deal a decent chunk of damage and then get out without a hit. Stone Edge is for Flying types and Knock Off is for Knock Off.
Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Scald
- Knock Off
- Toxic
Info: Covers most of Zard, Skarm and Lando's weaknesses, switching into Water moves provides recovery also. Earthquake hits a lot and is the main STAB. Scald is mostly just for the burn factor. Knock Off for Knock Off. Toxic cripples threats switching in.
Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Calm Mind
- Hidden Power [Ice]
- Volt Switch
Info: With great speed and special stats, Raikou is a great sweeper. Thunderbolt is the primary STAB move. Calm Mind boosts already impressive special stats. HP Ice deals with Landorus, Lati@s and Garchomp. Volt Switch is useful in the same way as U-Turn.
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD
Bold Nature
- Thunder Wave
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Info: Traps annoying Steels, covers fairies and cripples a lot of offensive pokemon with T-Wave. Thunderbolt and Flash Cannon are powerful STAB moves and HP fire deals with Grass and Steel pokemon.
Thoughts?